A Study on Integrating Augmented Reality Technology and Game-Based Learning Model to Improve Motivation and Effectiveness of Learning English Vocabulary

Shih-Yeh Chen, Chao-Yueh Hung, Yao-Chung Chang, Yu-Shan Lin, Ying-Hsun Lai
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引用次数: 25

Abstract

This study mainly focuses on developing a game-based learning system with the augmented reality technology, which is applied to English curriculums in primary schools. Through the interactions of voice, graphics and real-world environments, students can learn common vocabulary of each English letter, and then discuss the impact on learning motivation and effectiveness. The purpose is combining the particularities of high interactivity, immersion and authenticity of the augmented reality with the game-based learning model to expect for attracting more people to invest in developing the augmented reality applications for the game-based learning. The system is evaluated by three experts with English education background. Through the quasi-experimental research method, there are 46 second grade students of primary school divided into the control group and experiment group to be investigated for learning motivation and learning effectiveness by questionnaire individually. The results show that it is significant in improving students' motivation and effectiveness
结合增强现实技术和游戏学习模式提高英语词汇学习动机和有效性的研究
本研究主要是利用增强现实技术开发一个基于游戏的学习系统,并将其应用于小学英语课程。通过语音、图形和现实环境的互动,学生可以学习到每个英文字母的常用词汇,然后讨论对学习动机和学习效果的影响。目的是将增强现实的高交互性、沉浸性和真实性的特点与基于游戏的学习模式相结合,期望吸引更多的人投资开发基于游戏的学习的增强现实应用。该系统由三名具有英语教育背景的专家进行评估。采用准实验研究方法,将46名小学二年级学生分为对照组和实验组,分别以问卷的形式进行学习动机和学习效果的调查。结果表明,在提高学生的学习动机和学习效果方面具有显著作用
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