The Efficacy of REV-OPOLY Augmented Reality Board Game in Higher Education

被引:2
|
作者
Nordin, Noradila [1 ]
Nordin, Nur Rasyidah Mohd [2 ]
Omar, Wafa [2 ]
机构
[1] Univ Utara Malaysia, Sch Comp, Bukit Kayu Hitam, Kedah, Malaysia
[2] Univ Utara Malaysia, Sch Languages Civilisat & Philosophy, Bukit Kayu Hitam, Kedah, Malaysia
关键词
Augmented Reality; board game; e-learning; educational technology;
D O I
10.3991/ijet.v17i07.26317
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Augmented Reality (AR) in the classroom is a new trend that incorporates technology into the teaching of specific topics in a course. An instance of technology used in the classroom is an AR board game that is designed to aid in learning through games. This study is a continuation of a preliminary work, which will concentrate on designing, developing, and testing phases of REV-OPOLY, a board game with AR intervention in the area of the emerging technology revolution. This study employs a quantitative method of quasi-experimental design using pre-test and post-test and test assessment. It was conducted over one semester on 100 undergraduate students who enrolled in the Computer Application in Management subject in Universiti Utara Malaysia. Two types of assessments were employed to determine the students' knowledge gained from REV-OPOLY: pre-test and post-test, as well as course assessments. The findings show improvements in students' scores in all tests preceding the use of REV-OPOLY. The number of high performers increased twofold in the post-test compared to the pre-test, while the number of low performers decreased in each test. The students provided positive feedback on the use of REV-OPOLY, and they improved on each test as they gained a better understanding of the topic.
引用
收藏
页码:22 / 37
页数:16
相关论文
共 50 条
  • [1] Design of a Board Game With Augmented Reality
    Rizov, Tashko
    Djokic, Jelena
    Tasevski, Milan
    FME TRANSACTIONS, 2019, 47 (02): : 253 - 257
  • [2] AUGMENTED REALITY BOARD GAME USING PGA
    Kim, Kirak
    Park, Anjin
    Hong, Kwangjin
    Jung, Keechul
    PROCEEDINGS OF CGAMES'2005 - 7TH INTERNATIONAL CONFERENCE ON COMPUTER GAMES: ARTIFICIAL INTELLIGENCE, ANIMATION, MOBILE, EDUCATIONAL AND SERIOUS GAMES, 2005, : 239 - 243
  • [3] Mathematical education game based on Augmented Reality
    Lee, Hye Sun
    Lee, Jong Weon
    TECHNOLOGIES FOR E-LEARNING AND DIGITAL ENTERTAINMENT, PROCEEDINGS, 2008, 5093 : 442 - 450
  • [4] The Effect of an Augmented Reality Board Game on English Vocabulary Development
    Lantavou, Olga
    Fesakis, George
    PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2018), 2018, : 316 - 324
  • [5] Vancouver Maneuver: Designing a Cooperative Augmented Reality Board Game
    Golombek, Alexander
    Lankes, Michael
    Hagler, Juergen
    ENTERTAINMENT COMPUTING - ICEC 2016, 2016, 9926 : 286 - 289
  • [6] Using Augmented Reality in Computing Higher Education
    Alshaikhi, Sarah Alshamrani
    Joy, Mike
    INTELLIGENT TUTORING SYSTEMS (ITS 2021), 2021, 12677 : 526 - 530
  • [7] Augmented reality as a resource for training in higher education
    Martinez Perez, Sandra
    Fernandez Robles, Barbara
    Barroso Osuna, Julio
    CAMPUS VIRTUALES, 2021, 10 (01): : 9 - 19
  • [8] Augmented reality in higher education: possibilities and challenges
    Montenegro-Rueda, Marta
    Fernandez-Ce rero, Jose
    TECNOLOGIA CIENCIA Y EDUCACION, 2022, (23): : 95 - 114
  • [9] A BIBLIOMETRIC ANALYSIS OF AUGMENTED REALITY IN HIGHER EDUCATION
    Utami, Nisaudzakiah
    Setiawan, Agus
    Hamidah, Ida
    JOURNAL OF ENGINEERING SCIENCE AND TECHNOLOGY, 2023, 18 (03): : 1599 - 1613
  • [10] Exploring the impact of augmented reality on student academic self-efficacy in higher education
    O'Connor, Yvonne
    Mahony, Carolanne
    COMPUTERS IN HUMAN BEHAVIOR, 2023, 149