基于增强现实的手机游戏学习中的学习行为

IF 3.4 3区 管理学 0 INFORMATION SCIENCE & LIBRARY SCIENCE Library Hi Tech Pub Date : 2022-10-13 DOI:10.1108/lht-03-2022-0122
Y. Yu, Ting-Ting Wu, Yueh-Min Huang
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引用次数: 0

摘要

目的研究儿童在接触两种不同的游戏媒介时,当前学习的影响是否与他们的学习效率和行为有关。设计/方法/方法在本文中,作者使用准实验设计来确定是否可以通过使用配备增强现实(AR)的移动设备来改进基于游戏的学习,目的是“以最高的正确率获得最高分数”,而使用AR棋盘游戏的实验组则积极地通过“以最高数量获得最高分数。”研究局限性/含义尽管将AR棋盘游戏融入课程是一种有效的方法,应该解决实施这种游戏以应对学生不同的学习态度和行为的需要。实际含义根据学习情况,可以使用不同的教学方法和辅助工具来帮助学生有效地学习。基于该实验的建议可以拓宽教学领域,并允许更广泛的实验研究。独创性/价值观使用MindWave Mobile观察学习行为,并解读用户注意力。
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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.
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来源期刊
Library Hi Tech
Library Hi Tech INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
8.30
自引率
44.10%
发文量
97
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
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