{"title":"基于增强现实的手机游戏学习中的学习行为","authors":"Y. Yu, Ting-Ting Wu, Yueh-Min Huang","doi":"10.1108/lht-03-2022-0122","DOIUrl":null,"url":null,"abstract":"PurposeThis paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different gaming media.Design/methodology/approachIn this paper the authors used a quasi-experimental design to determine whether game-based learning can be improved by using mobile devices equipped with augmented reality (AR).FindingsThe control group using the card game was careful to find the correct answer, with the intention of “obtaining the maximum score with the highest rate of correctness,” whereas the experimental group using the AR board game played aggressively by “obtaining the maximum score with the highest number.”Research limitations/implicationsAlthough integrating an AR board game into the curriculum is an effective approach, the need to implement such a game in response to different learning attitudes and behaviors of students should be addressed.Practical implicationsDepending on the learning situation, different teaching methods and aids can be used to help students effectively learn. The recommendations based on this experiment can broaden the teaching field and allow for a wider range of experimental studies.Originality/valueLearning behavior was observed, and user attention was interpreted using MindWave Mobile.","PeriodicalId":47196,"journal":{"name":"Library Hi Tech","volume":"73 10","pages":""},"PeriodicalIF":3.4000,"publicationDate":"2022-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Learning behavior in augmented reality–mediated mobile game–based learning\",\"authors\":\"Y. Yu, Ting-Ting Wu, Yueh-Min Huang\",\"doi\":\"10.1108/lht-03-2022-0122\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"PurposeThis paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different gaming media.Design/methodology/approachIn this paper the authors used a quasi-experimental design to determine whether game-based learning can be improved by using mobile devices equipped with augmented reality (AR).FindingsThe control group using the card game was careful to find the correct answer, with the intention of “obtaining the maximum score with the highest rate of correctness,” whereas the experimental group using the AR board game played aggressively by “obtaining the maximum score with the highest number.”Research limitations/implicationsAlthough integrating an AR board game into the curriculum is an effective approach, the need to implement such a game in response to different learning attitudes and behaviors of students should be addressed.Practical implicationsDepending on the learning situation, different teaching methods and aids can be used to help students effectively learn. The recommendations based on this experiment can broaden the teaching field and allow for a wider range of experimental studies.Originality/valueLearning behavior was observed, and user attention was interpreted using MindWave Mobile.\",\"PeriodicalId\":47196,\"journal\":{\"name\":\"Library Hi Tech\",\"volume\":\"73 10\",\"pages\":\"\"},\"PeriodicalIF\":3.4000,\"publicationDate\":\"2022-10-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Library Hi Tech\",\"FirstCategoryId\":\"91\",\"ListUrlMain\":\"https://doi.org/10.1108/lht-03-2022-0122\",\"RegionNum\":3,\"RegionCategory\":\"管理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"0\",\"JCRName\":\"INFORMATION SCIENCE & LIBRARY SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Library Hi Tech","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.1108/lht-03-2022-0122","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
Learning behavior in augmented reality–mediated mobile game–based learning
PurposeThis paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different gaming media.Design/methodology/approachIn this paper the authors used a quasi-experimental design to determine whether game-based learning can be improved by using mobile devices equipped with augmented reality (AR).FindingsThe control group using the card game was careful to find the correct answer, with the intention of “obtaining the maximum score with the highest rate of correctness,” whereas the experimental group using the AR board game played aggressively by “obtaining the maximum score with the highest number.”Research limitations/implicationsAlthough integrating an AR board game into the curriculum is an effective approach, the need to implement such a game in response to different learning attitudes and behaviors of students should be addressed.Practical implicationsDepending on the learning situation, different teaching methods and aids can be used to help students effectively learn. The recommendations based on this experiment can broaden the teaching field and allow for a wider range of experimental studies.Originality/valueLearning behavior was observed, and user attention was interpreted using MindWave Mobile.
期刊介绍:
■Integrated library systems ■Networking ■Strategic planning ■Policy implementation across entire institutions ■Security ■Automation systems ■The role of consortia ■Resource access initiatives ■Architecture and technology ■Electronic publishing ■Library technology in specific countries ■User perspectives on technology ■How technology can help disabled library users ■Library-related web sites