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

研究成果: Article同行評審

摘要

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.

原文English
文章編號1752
頁(從 - 到)1-15
頁數15
期刊Electronics (Switzerland)
9
發行號11
DOIs
出版狀態Published - 2020 十一月

All Science Journal Classification (ASJC) codes

  • 控制與系統工程
  • 訊號處理
  • 硬體和架構
  • 電腦網路與通信
  • 電氣與電子工程

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