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...

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Main Author: FAISAL (NIM: 23514067), SALMAN
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/24176
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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