An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity
© 2018 IEEE. The aim of this study was to compared the results of using mobile game-based learning (MG) and mobile game-based learning integrated with Augmented Reality (MGAR) on understanding of biodiversity and learning motivation in museum. Both MG and MGAR were designed according to curricular o...
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th-mahidol.456182019-08-28T14:04:39Z An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity Nongluk Meekaew Watcharee Ketpichainarong Mahidol University Computer Science Decision Sciences Social Sciences © 2018 IEEE. The aim of this study was to compared the results of using mobile game-based learning (MG) and mobile game-based learning integrated with Augmented Reality (MGAR) on understanding of biodiversity and learning motivation in museum. Both MG and MGAR were designed according to curricular objectives and the subject matter of secondary Thailand core curriculum. The participants were 96 grade 9 students who were randomly assigned in 2 groups, one of them used mobile game-based learning (N=50) and another used mobile game-based learning integrated with Augmented Reality (N=46). The experimental instruments were the pre-test and post-test of understanding, the learning motivation questionnaire, and semi-structure interview to gather both quantitative and qualitative data. The result shows that the effect of MGAR in enhancing students' understanding of biodiversity and provided more motivational than MG significantly. 2019-08-23T10:56:24Z 2019-08-23T10:56:24Z 2018-07-02 Conference Paper Proceedings - 2018 7th International Congress on Advanced Applied Informatics, IIAI-AAI 2018. (2018), 250-255 10.1109/IIAI-AAI.2018.00055 2-s2.0-85065187450 https://repository.li.mahidol.ac.th/handle/123456789/45618 Mahidol University SCOPUS https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85065187450&origin=inward |
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Computer Science Decision Sciences Social Sciences Nongluk Meekaew Watcharee Ketpichainarong An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity |
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© 2018 IEEE. The aim of this study was to compared the results of using mobile game-based learning (MG) and mobile game-based learning integrated with Augmented Reality (MGAR) on understanding of biodiversity and learning motivation in museum. Both MG and MGAR were designed according to curricular objectives and the subject matter of secondary Thailand core curriculum. The participants were 96 grade 9 students who were randomly assigned in 2 groups, one of them used mobile game-based learning (N=50) and another used mobile game-based learning integrated with Augmented Reality (N=46). The experimental instruments were the pre-test and post-test of understanding, the learning motivation questionnaire, and semi-structure interview to gather both quantitative and qualitative data. The result shows that the effect of MGAR in enhancing students' understanding of biodiversity and provided more motivational than MG significantly. |
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Mahidol University |
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Mahidol University Nongluk Meekaew Watcharee Ketpichainarong |
format |
Conference or Workshop Item |
author |
Nongluk Meekaew Watcharee Ketpichainarong |
author_sort |
Nongluk Meekaew |
title |
An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity |
title_short |
An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity |
title_full |
An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity |
title_fullStr |
An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity |
title_full_unstemmed |
An Augmented Reality to Support Mobile Game-Based Learning in Science Museum on Biodiversity |
title_sort |
augmented reality to support mobile game-based learning in science museum on biodiversity |
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2019 |
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https://repository.li.mahidol.ac.th/handle/123456789/45618 |
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1763495156521107456 |