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- Title
Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education.
- Authors
Lin, Hao-Chiang Koong; Lin, Yu-Hsuan; Wang, Tao-Hua; Su, Lun-Ke; Huang, Yueh-Min
- Abstract
In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners' engagement and willingness to learn. This study designed a board game integrated with augmented reality (AR) for health education; incorporated the card-game, slides, and learning-sheets (CSLS) gamification teaching model into the learning process; and discussed the effectiveness of board games with augmented reality in improving learning outcomes and emotions. The research participants were 52 senior high school students, who were assigned to the experimental (AR health education board game) or control (health education board game) group in the teaching experiment. The research findings reveal the following. The two groups were significantly different in terms of (1) learning outcomes, (2) negative emotions, (3) flow state in the game.
- Subjects
BOARD games; HEALTH education; HIGH school students; EDUCATIONAL games; COURSE content (Education)
- Publication
Electronics (2079-9292), 2020, Vol 9, Issue 11, p1752
- ISSN
2079-9292
- Publication type
Article
- DOI
10.3390/electronics9111752