高等教育中的增强现实和游戏化:设计移动互动,提高学生的学习动机和学习效果

IF 2.6 Q1 EDUCATION & EDUCATIONAL RESEARCH E-Learning and Digital Media Pub Date : 2024-03-16 DOI:10.1177/20427530241239981
Elsa Ivarson, Vilma Erlandsson, Montathar Faraon, Samy Khatib
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引用次数: 0

摘要

增强现实(AR)和游戏化在高等教育中的出现,因其在学习空间中的实用性而获得了相关性。以往的研究对这些技术分别进行了研究,但对于将增强现实技术和游戏化技术相结合对网络开发领域的影响却知之甚少。本文研究了不同的网络开发教材如何影响高校学生的学习动机和学习效果。教材包括讲义、AR 原型和带有游戏化功能的 AR 原型。一项有95名学生参与的网络实验表明,与传统教材(如讲义)相比,使用AR可以提高学生的学习积极性。然而,与只使用 AR 相比,AR 与游戏化的结合并没有提高学生的学习动机或学习效果。这些研究结果可以作为在高等教育中进一步应用 AR 的基础,并为作者在课程文献中设计 AR 提供支持。
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Augmented reality and gamification in higher education: Designing mobile interaction to enhance students’ motivation and learning
The emergence of augmented reality (AR) and gamification in higher education has gained relevance by virtue of their usefulness in learning spaces. Prior research has examined these technologies separately, but less is known about the impact of combining AR and gamification in the area of web development. This article examined how different educational materials on web development influence students’ motivation and learning in higher education. The educational materials included lecture notes, an AR prototype, and an AR prototype with gamification. A web-based experiment involving 95 students demonstrated that using AR could enhance students’ motivation compared to conventional educational materials, such as lecture notes. However, compared with using only AR, the combination of AR and gamification did not enhance students’ motivation or learning. The findings may serve as a basis to further AR in higher education and support authors in the design of AR in course literature.
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来源期刊
E-Learning and Digital Media
E-Learning and Digital Media EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
4.30
自引率
0.00%
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0
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