Using augmented reality games to support sustainable development goal learning among young students: a true-experimental study

IF 3.4 3区 管理学 0 INFORMATION SCIENCE & LIBRARY SCIENCE
Pan Ai-Jou, Bo-Yuan Cheng, Pao-Nan Chou, Ying Geng
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引用次数: 0

Abstract

PurposeWe applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of the AR and traditional board games on students’ SDG learning achievements.Design/methodology/approachWe applied a true-experimental randomized control posttest design to collect and analyze quantitative and qualitative data to compare the effects of AR and traditional board games on students' SDG learning achievements.FindingsOur analysis of the quantitative and qualitative data revealed that the effects of AR and traditional board games on the students' cognitive outcomes differed significantly, indicating the importance of providing a situated learning environment in SDG education. Moreover, the students perceived that the incorporation of the AR game into SDG learning improved their learning effectiveness – including both cognitive and affective dimensions – thus confirming its educational value and potential in SDG learning.Originality/valueTo the best of our knowledge, this is the first study to explore the effectiveness of different learning tools (AR and traditional board games) and to evaluate the importance of providing a situated learning environment through a true-experimental randomized control posttest design.
利用增强现实游戏支持青年学生学习可持续发展目标:一项真实实验研究
目的我们采用真实试验性随机对照后测设计,收集并分析定量和定性数据,比较增强现实技术和传统棋盘游戏对学生可持续发展目标学习成绩的影响。研究结果我们对定量和定性数据的分析表明,增强现实技术和传统棋盘游戏对学生认知成果的影响存在显著差异,这表明在可持续发展目标教育中提供情景学习环境的重要性。此外,学生们认为在可持续发展目标学习中融入 AR 游戏提高了他们的学习效率(包括认知和情感两个维度),从而证实了 AR 游戏在可持续发展目标学习中的教育价值和潜力。 原创性/价值 据我们所知,这是第一项通过真实实验随机对照后测设计探讨不同学习工具(AR 和传统棋盘游戏)的有效性以及评估提供情景学习环境重要性的研究。
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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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