MOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE)
Learning using mobile devices has now become an integral part of 21st century student-centered learning. The use of learning gamification in learning activities is believed to increase motivation in following learning activities and understanding of learning materials. On the other hand, the use of...
Saved in:
Main Author: | |
---|---|
Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/24176 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
id |
id-itb.:24176 |
---|---|
spelling |
id-itb.:241762017-09-27T16:10:37ZMOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE) FAISAL (NIM: 23514067), SALMAN Indonesia Theses INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/24176 Learning using mobile devices has now become an integral part of 21st century student-centered learning. The use of learning gamification in learning activities is believed to increase motivation in following learning activities and understanding of learning materials. On the other hand, the use of augmented reality (AR) in the context of mobile device learning shows good potential in learning, but not many research has discussed about the use of AR in gamification learning. This research tries to develop a learning gamification framework on mobile device using AR which can support learning activity of foreign language vocabulary learning. The methodology used in this research is Design Research Methodology (DRM). The results of this study found that the use of AR in learning gamification improve the students motivation from satisfaction factor with effect size of 0.6 compared to learning gamification without AR. text |
institution |
Institut Teknologi Bandung |
building |
Institut Teknologi Bandung Library |
continent |
Asia |
country |
Indonesia Indonesia |
content_provider |
Institut Teknologi Bandung |
collection |
Digital ITB |
language |
Indonesia |
description |
Learning using mobile devices has now become an integral part of 21st century student-centered learning. The use of learning gamification in learning activities is believed to increase motivation in following learning activities and understanding of learning materials. On the other hand, the use of augmented reality (AR) in the context of mobile device learning shows good potential in learning, but not many research has discussed about the use of AR in gamification learning. This research tries to develop a learning gamification framework on mobile device using AR which can support learning activity of foreign language vocabulary learning. The methodology used in this research is Design Research Methodology (DRM). The results of this study found that the use of AR in learning gamification improve the students motivation from satisfaction factor with effect size of 0.6 compared to learning gamification without AR. |
format |
Theses |
author |
FAISAL (NIM: 23514067), SALMAN |
spellingShingle |
FAISAL (NIM: 23514067), SALMAN MOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE) |
author_facet |
FAISAL (NIM: 23514067), SALMAN |
author_sort |
FAISAL (NIM: 23514067), SALMAN |
title |
MOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE) |
title_short |
MOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE) |
title_full |
MOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE) |
title_fullStr |
MOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE) |
title_full_unstemmed |
MOBILE DEVICE-BASED FOREIGN-LANGUAGE VOCABULARY LEARNING GAMIFICATION USING AUGMENTED REALITY (CASE STUDY: FRENCH LANGUAGE) |
title_sort |
mobile device-based foreign-language vocabulary learning gamification using augmented reality (case study: french language) |
url |
https://digilib.itb.ac.id/gdl/view/24176 |
_version_ |
1822020315973156864 |