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
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