Timing matters: Effects of augmented reality game on students' learning achievement, satisfaction and acceptance

IF 6.7 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Peng Zhang, Jiangxu Li, Su Cai
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引用次数: 0

Abstract

Augmented reality (AR) games offer significant potential to enhance learning experiences, yet the impact of when these games are introduced during the educational process remains underexplored. This study explored how the timing of providing the AR game influenced learners' achievement, satisfaction and acceptance. Using a quasi-experimental design, 68 second-graders engaged with the AR game AR Easy Sign Language: Grams and Kilograms, either before class or in class. Additionally, perspectives from eight students, one teacher and 24 parents (from the before-class group) were collected. Results indicated that providing the AR game in class significantly improved learners' achievement and acceptance compared to providing it before class. While overall satisfaction was unaffected by timing, students' cognitive focus differed: in-class participants emphasised the game's educational value, whereas those using it before class viewed it more as an entertaining tool with educational functionality. Both the teacher and parents acknowledged the educational value of AR games but expressed concerns regarding the cost and potential health issues. This study contributes to theoretical understanding and practical implementation strategies for AR games in education, particularly in optimising their timing for maximal impact.

Practitioner notes

What is already known about this topic

  • AR games integrate the advantages of augmented reality and games, enabling learners to interact with virtual and physical objects in a fun way, bringing a new dynamic to education.
  • Prior research has shown that AR games contribute to the improved learning process and learning outcomes.
  • However, applying technologies such as AR games to authentic educational contexts is still challenging, as it involves many decision-making issues to be investigated. One key issue that remains unresolved is determining the optimal timing of providing AR games.

What this paper adds

  • Providing AR games in class significantly enhanced students' learning achievement and acceptance, emphasising the need to carefully time such interventions.
  • The timing of providing AR games influenced students' cognition, with in-class use promoting a focus on learning, while before-class use emphasised entertainment.
  • Teachers and parents acknowledged the educational value of AR games for students, but they had concerns regarding potential visual health risks and the associated costs.

Implications for practice and/or policy

  • Educators should determine the timing of providing AR games depending on the desired goal. Providing AR games before class allows students to focus more on the game experience while providing AR games in class allows for a focus on learning through the game and enhancing learning achievement.
  • Students' cognition of technology may influence their usage and outcomes. Developers should design AR games with mechanisms that guide learners' cognition of educational content, while researchers should explore the effectiveness of such designs to achieve better learning outcomes.
  • Educational institutions should select devices with built-in eye protection features and enforce screen time limits to mitigate visual health risks, addressing concerns raised by teachers and parents.
  • AR games incorporating sign language have the potential to improve students' learning achievement, holding promise for applications in special education.
时间问题:增强现实游戏对学生学习成就、满意度和接受度的影响
增强现实(AR)游戏为增强学习体验提供了巨大的潜力,但在教育过程中引入这些游戏的影响仍未得到充分探索。本研究探讨提供AR游戏的时机如何影响学习者的成就、满意度和接受度。采用准实验设计,68名二年级学生在课前或课堂上参与了AR游戏“AR简易手语:克和公斤”。此外,还收集了8名学生、1名老师和24名家长(来自课前组)的观点。结果表明,与课前相比,课堂上提供AR游戏显著提高了学习者的学习成绩和接受度。虽然总体满意度不受时间的影响,但学生的认知焦点有所不同:课堂上的参与者强调游戏的教育价值,而课前玩游戏的人则更多地将其视为具有教育功能的娱乐工具。老师和家长都承认增强现实游戏的教育价值,但对成本和潜在的健康问题表示担忧。本研究有助于增强现实游戏在教育中的理论理解和实践实施策略,特别是在优化其时间以获得最大影响方面。关于这一主题的已知内容,AR游戏将增强现实和游戏的优势结合在一起,使学习者能够以有趣的方式与虚拟和物理对象进行交互,为教育带来新的活力。先前的研究表明,增强现实游戏有助于改善学习过程和学习成果。然而,将AR游戏等技术应用于真实的教育环境仍然具有挑战性,因为它涉及许多有待调查的决策问题。一个尚未解决的关键问题是确定提供AR游戏的最佳时机。在课堂上提供AR游戏可以显著提高学生的学习成绩和接受度,并强调需要仔细选择此类干预的时间。提供AR游戏的时间影响了学生的认知,课堂上使用促进了对学习的关注,而课前使用则强调了娱乐。教师和家长承认AR游戏对学生的教育价值,但他们担心潜在的视觉健康风险和相关成本。教育工作者应该根据期望的目标来决定提供AR游戏的时机。课前提供AR游戏可以让学生更专注于游戏体验,而课堂上提供AR游戏可以让学生更专注于通过游戏学习,提高学习成绩。学生对科技的认知可能会影响他们的使用和结果。开发者应该设计AR游戏,引导学习者对教育内容的认知,而研究者应该探索这种设计的有效性,以获得更好的学习效果。教育机构应选择内置护眼功能的设备,并强制执行屏幕时间限制,以减轻视觉健康风险,解决教师和家长提出的担忧。结合手语的AR游戏有可能提高学生的学习成绩,有望应用于特殊教育。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
British Journal of Educational Technology
British Journal of Educational Technology EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
15.60
自引率
4.50%
发文量
111
期刊介绍: BJET is a primary source for academics and professionals in the fields of digital educational and training technology throughout the world. The Journal is published by Wiley on behalf of The British Educational Research Association (BERA). It publishes theoretical perspectives, methodological developments and high quality empirical research that demonstrate whether and how applications of instructional/educational technology systems, networks, tools and resources lead to improvements in formal and non-formal education at all levels, from early years through to higher, technical and vocational education, professional development and corporate training.
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