Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education

Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was develo...

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Vydané v:Education and information technologies Ročník 27; číslo 1; s. 743 - 771
Hlavný autor: Lee, Juhee
Médium: Journal Article
Jazyk:English
Vydavateľské údaje: New York Springer US 01.01.2022
Springer
Springer Nature B.V
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ISSN:1360-2357, 1573-7608
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Abstract Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development, implementation and evaluation approach. The participants were 42 undergraduates studying English as a foreign language (EFL) in South Korea. The AR group played a location-based AR mobile game in English while moving around the university campus and collaborating with team members, whereas the print-game group played the same game color-printed onto paper in teams in the classroom. After the activities, both groups completed case reports, Likert-scale surveys, and adjective checklists, and participated in interviews. The results indicated that both groups demonstrated comparable levels of behavioral, cognitive, and emotional engagement as well as positive attitudes in learning EFL, without significant group differences. The adjective checklist also indicated that the AR- and print-games provided students with a similar quality of experience. The qualitative data suggested that, if the EFL instruction is performed in accordance with game-based learning and problem-based learning principles, students may sustain high levels of engagement and positive attitudes, regardless of the medium (AR technology versus print). However, the only significant group difference was found in the perceived usefulness for learning EFL, which favored the print-mode game. While AR technologies provided authentic and immersive learning environments, EFL students perceived print reading as more useful for learning English than digital reading. This study makes a case for the development and application of narrative-driven, location-based AR games in foreign language education.
AbstractList Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development, implementation and evaluation approach. The participants were 42 undergraduates studying English as a foreign language (EFL) in South Korea. The AR group played a location-based AR mobile game in English while moving around the university campus and collaborating with team members, whereas the print-game group played the same game color-printed onto paper in teams in the classroom. After the activities, both groups completed case reports, Likert-scale surveys, and adjective checklists, and participated in interviews. The results indicated that both groups demonstrated comparable levels of behavioral, cognitive, and emotional engagement as well as positive attitudes in learning EFL, without significant group differences. The adjective checklist also indicated that the AR- and print-games provided students with a similar quality of experience. The qualitative data suggested that, if the EFL instruction is performed in accordance with game-based learning and problem-based learning principles, students may sustain high levels of engagement and positive attitudes, regardless of the medium (AR technology versus print). However, the only significant group difference was found in the perceived usefulness for learning EFL, which favored the print-mode game. While AR technologies provided authentic and immersive learning environments, EFL students perceived print reading as more useful for learning English than digital reading. This study makes a case for the development and application of narrative-driven, location-based AR games in foreign language education.
Audience Higher Education
Postsecondary Education
Academic
Author Lee, Juhee
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  organization: Department of English Education, Gyeongsang National University
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  ident: 10391_CR10
  publication-title: Journal of Problem Based Learning in Higher Education
– volume: 33
  start-page: 1
  issue: 12
  year: 2020
  ident: 10391_CR20
  publication-title: Computer Assisted Language Learning
  doi: 10.1080/09588221.2018.1544151
– volume: 17
  start-page: 239
  issue: 3
  year: 2014
  ident: 10391_CR104
  publication-title: Journal of Educational Technology & Society
– volume: 26
  start-page: 13
  year: 2018
  ident: 10391_CR5
  publication-title: Pertanika Journal of Social Sciences & Humanities
– volume: 29
  start-page: 639
  issue: 4
  year: 2016
  ident: 10391_CR51
  publication-title: Computer Assisted Language Learning
  doi: 10.1080/09588221.2015.1016438
– volume: 5
  start-page: 178
  issue: 3
  year: 2011
  ident: 10391_CR32
  publication-title: International Journal of Computers and Communications
– volume: 45
  start-page: 369
  issue: 5
  year: 2008
  ident: 10391_CR8
  publication-title: Psychology in the Schools
  doi: 10.1002/pits.20303
– volume: 106
  start-page: 26
  year: 2017
  ident: 10391_CR52
  publication-title: Computers & Education
  doi: 10.1016/j.compedu.2016.11.010
– volume: 15
  start-page: 208
  issue: 1
  year: 2018
  ident: 10391_CR30
  publication-title: Journal of Asia TEFL
– volume: 1
  start-page: 1
  issue: 2
  year: 2011
  ident: 10391_CR47
  publication-title: International Journal of Game-Based Learning (IJGBL)
  doi: 10.4018/ijgbl.2011040101
– volume: 24
  start-page: 27
  issue: 1
  year: 2020
  ident: 10391_CR103
  publication-title: Language Learning & Technology
– volume: 7
  start-page: 84
  issue: 3
  year: 2016
  ident: 10391_CR6
  publication-title: Advances in Language and Literary Studies
– volume: 22
  start-page: 449
  issue: 4
  year: 2013
  ident: 10391_CR21
  publication-title: Journal of Science Education and Technology
  doi: 10.1007/s10956-012-9405-9
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Snippet Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on...
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SubjectTerms Adjectives
Analysis
Asian cultural groups
Attitudes
Augmentation
Augmented Reality
Checklists
Classrooms
Cognitive-behavioral factors
College students
Color
Computer & video games
Computer Appl. in Social and Behavioral Sciences
Computer Science
Computer Simulation
Computers and Education
Data quality
Education
Educational Games
Educational Technology
English
English (Second Language)
English as a second language
English as a second language instruction
English language
Foreign Countries
Foreign language learning
Foreign languages
Game Based Learning
Games
Handheld Devices
Immersive learning
Information Systems Applications (incl.Internet)
Language
Language acquisition
Language attitudes
Language instruction
Learner Engagement
Learning
Learning environment
Narratives
Positive Attitudes
Problem Based Learning
Program Effectiveness
Reality
Second Language Instruction
Second language learning
Special Issue on: The frontiers of augmented and mixed reality in all levels of education
Student Attitudes
Student participation
Students
Teaching
Teaching Methods
Teams
Technology Uses in Education
Telecommunications
Undergraduate Students
Usability
Usefulness
User Interfaces and Human Computer Interaction
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Title Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education
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