2022
DOI: 10.1108/lht-03-2022-0122
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Learning behavior in augmented reality–mediated mobile game–based learning

Abstract: PurposeThis paper aims to investigate whether the effects of children's current learning are related to their learning efficiency and behavior when they are exposed to two different gaming media.Design/methodology/approachIn this paper the authors used a quasi-experimental design to determine whether game-based learning can be improved by using mobile devices equipped with augmented reality (AR).FindingsThe control group using the card game was careful to find the correct answer, with the intention of “obtaini… Show more

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Cited by 4 publications
(5 citation statements)
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“…AR technology can elicit an emotional reaction in users through immersive and interactive experiences, hence impacting their behavioral intentions (Khosasih & Lisana, 2023;Voicu et al, 2023). Furthermore, AR technology has shown its capacity to elicit emotional reactions and influence users' behavioral intents in several fields, such as e-commerce, online food delivery, game-based learning, and others (Eom et al, 2023;Yu et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
“…AR technology can elicit an emotional reaction in users through immersive and interactive experiences, hence impacting their behavioral intentions (Khosasih & Lisana, 2023;Voicu et al, 2023). Furthermore, AR technology has shown its capacity to elicit emotional reactions and influence users' behavioral intents in several fields, such as e-commerce, online food delivery, game-based learning, and others (Eom et al, 2023;Yu et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
“…Zhang (2024) shows that the relationship between players' motivation in AR-based games and the virtual community has a significant positive impact. Yu et al (2024a, b) show that the experimental group using the AR board game played aggressively by obtaining the maximum score with the highest number, while the control group focused more on finding the correct answer. Thus, integrating an AR board game into the curriculum should respond to different learning attitudes and behaviors.…”
Section: Virtual Reality (Vr) Augmented Reality (Ar) and Education Gamesmentioning
confidence: 98%
“…Readers may be interested in recent research on immersive and engagement experiences in AR (Dağ et al , 2023; Dalili Saleh et al , 2021; Li and Liu, 2023), VR and AR experiences in libraries (Greene and Groenendyk, 2021), mobile business simulation games (Chen et al ., 2023), the metaverse (Feng et al , 2022), game animation design (Wu and Tu, 2023; Zhang and Chang, 2023); and game-based learning with AR (Liu et al ., 2023; Yu et al , 2024a, b).…”
Section: Virtual Reality (Vr) Augmented Reality (Ar) and Education Gamesmentioning
confidence: 99%
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“…Readers may also be interested in recent research on BCIs regarding library information retrieval (Wójcik, 2022b) and game-based learning with AR (Yu et al , 2022b).…”
Section: Engaging Learning With Animations and Gamesmentioning
confidence: 99%