Effects of incorporating ar into a board game on learning outcomes and emotions in health education

Hao Chiang Koong Lin, Yu Hsuan Lin, Yueh Min Huang, Tao Hua Wang, Lun Ke Su

Research output: Contribution to journalArticlepeer-review


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.

Original languageEnglish
Article number1752
Pages (from-to)1-15
Number of pages15
JournalElectronics (Switzerland)
Issue number11
Publication statusPublished - 2020 Nov

All Science Journal Classification (ASJC) codes

  • Control and Systems Engineering
  • Signal Processing
  • Hardware and Architecture
  • Computer Networks and Communications
  • Electrical and Electronic Engineering

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