Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children
Abstract
:1. Introduction
2. Related Work
2.1. Augmented Reality in Game-Based Learning
2.2. The Magic Circle and Motivational Effect of AR Fantasy
2.3. Pedagogical Principles for Integrating Fantasy in AR Game-Based Learning
2.3.1. Fantasy and Situated Learning
2.3.2. Scaffolding and the Role of Teachers
- RQ1: Whether fantasy in AR game-based learning for a classroom creates more engaging and immersive mental states for players?
- RQ2: What is teachers’ role in scaffolding children in fantasy construction and learning?
- RQ3: How to situate learning in the AR fantasy of game-based learning to improve learners’ engagement, experience, and the teachers’ scaffolding?
3. Material and Methods
3.1. MathMythosAR2
3.2. FancyBookAR
3.3. Participants and Procedure
3.4. Data Collection
3.5. Data Analysis
3.6. Reliability Test
4. Results
4.1. Players’ Self-Reported Experience and Engagement
4.2. Players’ Engagement through Video Analysis by Experts
4.3. Players’ Comprehension and the Teacher’s Assistance through Video Analysis by Experts
4.4. MathMythosAR2: Differences between Two Narratives Versions
4.5. FancyBook AR: Commonalities between the Two Narrative Versions
4.6. FancyBook AR: Differences between Two Narratives Versions
5. Discussion
5.1. Whether Fantasy in AR Game-Based Learning for a Classroom Creates More Engaging and Immersive Mental States for Players?
5.1.1. Contextual Reasons for Differences in Players’ Experience and Engagement
5.1.2. Analogy and Imagination for Comprehension and Engagement
5.2. What Is the Teachers’ Role in Scaffolding Children with Fantasy Play in Game-Based Learning?
5.2.1. Interaction
5.2.2. Narrative
5.2.3. Knowledge
5.3. How to Situate Learning in AR Fantasy of Game-Based Learning in Consideration of Learners’ Engagement, Experience, and the Teachers’ Scaffolding?
5.4. Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
References
- Taufiq, M.; Nuswowati, M.; Widiyatmoko, A. Study of the Applicability Level of Merge Cube Augmented Reality Media on Junior Hight School Science Teachers. Unnes Sci. Educ. J. 2021, 10, 132–136. [Google Scholar]
- Radu, I. Augmented Reality in Education: A Meta-Review and Cross-Media Analysis. Pers. Ubiquitous Comput. 2014, 18, 1533–1543. [Google Scholar] [CrossRef]
- Lave, J.; Wenger, E. Situated Learning: Legitimate Peripheral Participation; Cambridge University Press: Cambridge, UK, 1991; ISBN 0521423740. [Google Scholar]
- Dunleavy, M.; Dede, C.; Mitchell, R. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning. J. Sci. Educ. Technol. 2009, 18, 7–22. [Google Scholar] [CrossRef]
- Fotaris, P.; Pellas, N.; Kazanidis, I.; Smith, P. A systematic review of augmented reality in stem education. Stud. Appl. Econ. 2017, 39, 1. [Google Scholar]
- Li, J.; Spek, E.D.; van der Feijs, L.; Feng, W.; Hu, J. Augmented Reality Games for Learning: A Literature Review; Springer: Cham, Switzerland, 2017; Volume 10291, ISBN 9783319586960. [Google Scholar]
- Pellas, N.; Fotaris, P.; Kazanidis, I.; Wells, D. Augmenting the Learning Experience in Primary and Secondary School Education: A Systematic Review of Recent Trends in Augmented Reality Game-Based Learning. Virtual Real. 2019, 23, 329–346. [Google Scholar] [CrossRef]
- Chen, C.H. Impacts of Augmented Reality and a Digital Game on Students’ Science Learning with Reflection Prompts in Multimedia Learning. Educ. Technol. Res. Dev. 2020, 68, 3057–3076. [Google Scholar] [CrossRef]
- Birk, M.V.; Atkins, C.; Bowey, J.T.; Mandryk, R.L. Fostering Intrinsic Motivation through Avatar Identification in Digital Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, San Jose, CA, USA, 7 May 2016; pp. 2982–2995. [Google Scholar] [CrossRef]
- Charsky, D. From Edutainment to Serious Games: A Change in the Use of Game Characteristics. Games Cult. 2010, 5, 177–198. [Google Scholar] [CrossRef]
- Alessi, S.M.; Trollip, S.R. Multimedia for Learning: Methods and Development; Allyn and Bacon: Boston, MA, USA, 2001; ISBN 0205276911. [Google Scholar]
- Zuo, T.; Spek, E.D.; Hu, J.; Birk, M.V. Investigating the motivational effect of fantasy and similarity through avatar identification in AR game-based learning. In Proceedings of the 13th EAI International Conference, INTETAIN 2021, Virtual, 3–4 December 2021; Springer: Cham, Switzerland, 2022; pp. 279–294. [Google Scholar]
- Job, V.; Brandstätter, V. Get a Taste of Your Goals: Promoting Motive–Goal Congruence through Affect-focus Goal Fantasy. J. Pers. 2009, 77, 1527–1560. [Google Scholar] [CrossRef]
- Malone, T.W. What Makes Things fun to learn? Heuristics for designing instructional computer games. In Proceedings of the 3rd ACM SIGSMALL Symposium and The First SIGPC Symposium on SMALL Systems, Palo Alto, CA, USA, 18 September 1980; Volume 162, pp. 162–169. [Google Scholar] [CrossRef]
- Zuo, T.; Feijs, L.; Van Der Spek, E.D.; Hu, J. A classification of fantasy in serious games. In The Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts; ACM, Inc.: New York, NY, USA, 2019; pp. 821–828. [Google Scholar] [CrossRef] [Green Version]
- Connolly, J.A.; Doyle, A.B. Relation of Social Fantasy Play to Social Competence in Preschoolers. Dev. Psychol. 1984, 20, 797–806. [Google Scholar] [CrossRef]
- Zuo, T.; Birk, M.V.; Van Der Spek, E.D.; Hu, J. Exploring fantasy play in mathmythos AR. In The Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play; ACM, Inc.: New York, NY, USA, 2020; pp. 413–417. [Google Scholar] [CrossRef]
- Parker, L.E.; Lepper, M.R. Effects of Fantasy Contexts on Children’s Learning and Motivation: Making Learning More Fun. J. Personal. Soc. Psychol. 1992, 62, 625–633. [Google Scholar] [CrossRef]
- Lee, J. Effects of Fantasy and Fantasy Proneness on Learning and Engagement in a 3D Educational Game. Ph.D. Thesis, University of Texas at Austin, Austin, TX, USA, 2015. [Google Scholar]
- Van Der Spek, E.D.; Sidorenkova, T.; Porskamp, P.; Matthias, R. The Effect of Familiar and Fantasy Aesthetics on Learning and Experience of Serious Games. Lect. Notes Comput. Sci. 2014, 8770, 133–138. [Google Scholar] [CrossRef] [Green Version]
- Brown, J.S.; Collins, A.; Duguid, P. Situated Cognition and the Culture of Learning. Educ. Res. 1989, 18, 32–42. [Google Scholar] [CrossRef]
- Belland, B.R. Scaffolding: Definition, Current Debates, and Future Directions. In Handbook of Research on Educational Communications and Technology; Springer: Berlin/Heidelberg, Germany, 2014; pp. 505–518. [Google Scholar]
- Van, R. Gaming and Cognition: Theories and Practice from the Learning Sciences; IGI Global: Hershey, PA, USA, 2010; ISBN 9781615207176. [Google Scholar]
- Eraut, M. Non-formal Learning and Tacit Knowledge in Professional Work. Br. J. Educ. Psychol. 2000, 70, 113–136. [Google Scholar] [CrossRef]
- Hughes, C.E.; Stapleton, C.B.; Hughes, D.E.; Smith, E.M. Mixed Reality in Education, Entertainment, and Training. IEEE Comput. Graph. Appl. 2005, 25, 24–30. [Google Scholar] [CrossRef]
- Klopfer, E.; Yoon, S. Developing Games and Simulations for Today and Tomorrow’s Tech Savvy Youth. TechTrends 2005, 49, 33–41. [Google Scholar] [CrossRef]
- Fotaris, P.; Pellas, N.; Kazanidis, I.; Smith, P. A Systematic Review of Augmented Reality Game-Based Applications in Primary Education. In Proceedings of the 11th European Conference on Games Based Learning (ECGBL 2017), Graz, Austria, 5–6 October 2017; pp. 181–190. [Google Scholar]
- Li, J.; Van Der Spek, E.D.; Yu, X.; Hu, J.; Feijs, L. Exploring an augmented reality social learning game for elementary school students. In Proceedings of the Interaction Design and Children Conference, London, UK, 21–24 June 2020; pp. 508–518. [Google Scholar] [CrossRef]
- Dunleavy, M.; Dede, C. Augmented Reality Teaching and Learning. In Handbook of Research on Educational Communications and Technology; Springer: New York, NY, USA, 2014; pp. 735–745. [Google Scholar]
- Rodrígues, P.; Bidarra, J. Transmedia Storytelling and the Creation of a Converging Space of Educational Practices. Int. J. Emerg. Technol. Learn. 2014, 9, 42–48. [Google Scholar] [CrossRef] [Green Version]
- Malone, T.W.; Lepper, M.R. Making Learning Fun, A Taxonomy of Intrinsic Motivations for Learning; Routledge: London, UK, 1987. [Google Scholar]
- Huizinga, J. Homo Ludens Ils 86; Routledge: London, UK, 2014; ISBN 1315824167. [Google Scholar]
- Montola, M. Exploring the Edge of the Magic Circle: Defining Pervasive Games. Proc. DAC 2005, 1966, 16–19. [Google Scholar]
- Stapleton, C.B.; Hughes, C.E.; Moshell, J.M. MIXED FANTASY: Exhibition of Entertainment Research for Mixed Reality. In Proceedings of the Second IEEE and ACM International Symposium on Mixed and Augmented Reality, ISMAR, Tokyo, Japan, 27 October 2003; pp. 354–355. [Google Scholar] [CrossRef]
- Heater, C. Being There: The Subjective Experience of Presence. Presence Teleoper. Virtual Environ. 1992, 1, 262–271. [Google Scholar] [CrossRef]
- Doherty, K.; Doherty, G. Engagement in HCI. ACM Comput. Surv. 2018, 51, 1–39. [Google Scholar] [CrossRef] [Green Version]
- Lee, J.; Shute, V.J. Personal and Social-Contextual Factors in K-12 Academic Performance: An Integrative Perspective on Student Learning. Educ. Psychol. 2010, 45, 185–202. [Google Scholar] [CrossRef]
- Bouta, H.; Retalis, S. Enhancing Primary School Children Collaborative Learning Experiences in Maths via a 3D Virtual Environment. Educ. Inf. Technol. 2013, 18, 571–596. [Google Scholar] [CrossRef]
- Filsecker, M.; Kerres, M. Engagement as a Volitional Construct: A Framework for Evidence-Based Research on Educational Games. Simul. Gaming 2014, 45, 450–470. [Google Scholar] [CrossRef]
- Zuo, T.; Birk, M.V.; van der Spek, E.D.; Hu, J. The Mediating Effect of Fantasy on Engagement in an AR Game for Learning. Entertain. Comput. 2022, 42, 100480. [Google Scholar] [CrossRef]
- Sedano, C.I.; Leendertz, V.; Vinni, M.; Sutinen, E.; Ellis, S. Hypercontextualized Learning Games: Fantasy, Motivation, and Engagement in Reality. Simul. Gaming 2013, 44, 821–845. [Google Scholar] [CrossRef]
- Mozelius, P. Game Based Learning-a Way to Stimulate Intrinsic Motivation. In Proceedings of the International Conference on e-Learning, Valparaiso, Chile, 26–27 June 2014; Academic Conferences International Limited: Oxfordshire, UK, 2014; pp. 272–278. [Google Scholar]
- Council, N.R.; Suzanne, M.; John, D.; James, W. How People Learn: Bridging Research and Practice; National Academies Press: Washington, DC, USA, 1999; Available online: http://www.nap.edu/catalog/9457.html (accessed on 23 July 2022)ISBN 030918584X.
- Lombardi, M.M.; Oblinger, D.G. Authentic Learning for the 21st Century: An Overview. Educ. Learn. Initiat. 2007, 1, 1–12. [Google Scholar]
- Ladley, P. Games Based Situated Learning: Games-ED Whole Class Games and Learning Outcomes; The Pixel Foundation Ltd.: London, UK, 2010. [Google Scholar]
- Newmann, F.M.; Marks, H.; Gamoran, A. Authentic Pedagogy: Standards That Boost Student Performance; Issues in Restructuring Schools; Center on Organization and Restructuring of Schools, University of Wisconsin-Madison: Madison, WI, USA, 1995; 17p. [Google Scholar]
- van de Pol, J.; Volman, M.; Beishuizen, J. Scaffolding in Teacher–Student Interaction: A Decade of Research. Educ. Psychol. Rev. 2010, 22, 271–296. [Google Scholar] [CrossRef] [Green Version]
- Wouters, P.; Van Oostendorp, H. Overview of Instructional Techniques to Facilitate Learning and Motivation of Serious Games. In Instructional Techniques to Facilitate Learning and Motivation of Serious Games; Springer: Berlin/Heidelberg, Germany, 2017; pp. 1–16. [Google Scholar]
- Young, M.F. Instructional Design for Situated Learning. Educ. Technol. Res. Dev. 1993, 41, 43–58. [Google Scholar] [CrossRef]
- Garrett, T.; The, S.; Interaction, C.; Case, A. Student-Centered and Teacher-Centered Classroom Management: A Case Study of Three Elementary Teachers Student-Centered and Teacher-Centered of Three Classroom Teachers Management: Study Elementary. J. Classr. Interact. 2015, 43, 34–47. [Google Scholar]
- Wouters, P.; van Oostendorp, H. Instructional Techniques to Facilitate Learning and Motivation of Serious Games; Springer: Cham, Switzerland, 2016; pp. 1–16. [Google Scholar]
- Ryan, R.M.; Rigby, C.S.; Przybylski, A. The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motiv. Emot. 2006, 30, 347–363. [Google Scholar] [CrossRef]
- Yuen, S.C.-Y.; Yaoyuneyong, G.; Johnson, E. Augmented Reality: An Overview and Five Directions for AR in Education. J. Educ. Technol. Dev. Exch. 2011, 4, 11. [Google Scholar] [CrossRef]
- Pivec, M.; Dziabenko, O.; Schinnerl, I. Aspects of Game-Based Learning. In Proceedings of the 3rd International Conference on Knowledge Management, Graz, Austria, 2–4 July 2003; pp. 216–225. [Google Scholar]
- Vygotsky, L.S.; Cole, M. Mind in Society: Development of Higher Psychological Processes; Harvard University Press: Cambridge, MA, USA, 1978; ISBN 0674576292. [Google Scholar]
- Xin, Y.P.; Jitendra, A.K. The Effects of Instruction in Solving Mathematical Word Problems for Students with Learning Problems: A Meta-Analysis. J. Spec. Educ. 1999, 32, 207–225. [Google Scholar]
- Taylor, W.L. “Cloze Procedure”: A New Tool for Measuring Readability. J. Q. 1953, 30, 415–433. [Google Scholar] [CrossRef]
- Rigby, S.; Ryan, R. The Player Experience of Need Satisfaction (PENS) Model; Immersyve Inc.: Celebration, FL, USA, 2007; pp. 1–22. [Google Scholar]
- Johnson, D.; Gardner, M.J.; Perry, R. Validation of Two Game Experience Scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ). Int. J. Hum. Comput. Stud. 2018, 118, 38–46. [Google Scholar] [CrossRef]
- Scott, J. Children as Respondents: The Challenge for Quantitative Methods. Res. Child. Perspect. Pract. 2000, 2, 87–108. [Google Scholar]
- Li, J.; Van Der Spek, E.D.; Hu, J.; Feijs, L. Turning Your Book into a Game: Improving Motivation through Tangible Interaction and Diegetic Feedback in an AR Mathematics Game for Children. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Barcelona, Spain, 22–25 October 2019; pp. 73–85. [Google Scholar] [CrossRef]
- Plain, C. Build an Affinity for KJ Method. Qual. Prog. 2007, 40, 88. [Google Scholar]
- Piaget, J.; Cartalis, E.; Escher, S.; Hanhart, U.; Hahnloser, L. Le Jugement et le Raisonnement Chez L’enfant; Delachaux et Niestlé: Neuchâtel, Switzerland; Paris, France, 1947; ISBN 2242000659. [Google Scholar]
- Gaffield-Vile, N. Content-Based Second Language Instruction at the Tertiary Level. Elt J. 1996, 50, 108–114. [Google Scholar] [CrossRef]
- Vollmer, H.J. Language across the Curriculum. In Proceedings of the Conference of Languages in Education, Ljubljana, Slovenia, 25–26 September 2008; pp. 27–39. [Google Scholar]
- O’malley, J.M.; O’Malley, M.J.; Chamot, A.U.; O’Malley, J.M. Learning Strategies in Second Language Acquisition; Cambridge University Press: London, UK, 1990; ISBN 052135837X. [Google Scholar]
- Nieuwdorp, E. The Pervasive Interface; Tracing the Magic Circle. In Proceedings of the DiGRA 2005: Changing Views: Worlds in Play, 2005 International Conference, Vancouver, BC, Canada, 16–20 June 2005; 2005. [Google Scholar]
- Atkinson, R.C.; Bower, G.H.; Crothers, E.J. Introduction to Mathematical Learning Theory; Wiley: New York, NY, USA, 1965. [Google Scholar]
- Steffe, L.P.; Nesher, P.; Cobb, P.; Sriraman, B.; Greer, B. Theories of Mathematical Learning; Routledge: London, UK, 2013; ISBN 1136485546. [Google Scholar]
- Egan, K. Young Children’s Imagination and Learning: Engaging Children’s Emotional Response. Young Child. 1994, 49, 27–32. [Google Scholar]
- Egan, K. Memory, Imagination, and Learning: Connected by the Story. Phi Delta Kappan 1989, 70, 455–459. [Google Scholar]
- Barzilai, S.; Blau, I. Scaffolding Game-Based Learning: Impact on Learning Achievements, Perceived Learning, and Game Experiences. Comput. Educ. 2014, 70, 65–79. [Google Scholar] [CrossRef]
- Pfister, M.; Moser Opitz, E.; Pauli, C. Scaffolding for Mathematics Teaching in Inclusive Primary Classrooms: A Video Study. ZDM 2015, 47, 1079–1092. [Google Scholar] [CrossRef]
Dimension | Positive Indicators | Negative Indicators |
---|---|---|
Emotional Engagement | Thrilled, Curious, Express Values and Feelings, Focused, Interested, Enthusiastic, Happy. | Anxiety, Bored |
Behavioral Engagement | Confident, Preference for Challenges, Extra Effort, Expressing the Value. | Frustration for Failure |
Cognitive Engagement | Extra Activity, Comprehension of Knowledge, Attention, Active Participation. | Forced to Play, Not Following Rules, Confused |
Section Screenshots | Key Narratives | Options |
---|---|---|
Wake up! Rubin! Wake up! | N/A | |
Hey Rubin, why are you sleeping here? The class is off. | 1. Who are you? 2. Hi Mr Steven, I have some questions about math magic. | |
There are two kinds of magic power with stones: single-digit and two-digit. (The screenshot shows how the NPC reacts to wrong answers.) | Choices available are between the correct answer ± 3. | |
Brunwich was a beautiful town in the east. An invasion of evil magic shattered the peaceful area. Residents are in trouble, and only we can help them. | N/A | |
It is a monster! Innocent people are turned into monsters by evil sorcery! To save them, we must use math magic to break the spell! Are you ready? | 1. Wait! What was that again? I’m not ready. 2. Yes! I’m ready! | |
Every time you sum up the magic power on the two magic stones will break one level of the evil spell. (One time of single-digit addition, two times of two-digit addition.) | Choices available are between the correct answer ± 3. | |
Oh, you saved my life! Thank you, young magician! | 1. What??? You are a human? 2. I’m glad you are back! Is everything ok? |
Section Screenshots | Key Narratives | Options |
---|---|---|
Wake up! Robin! Wake up! | N/A | |
Hey Robin, why are you sleeping here? The class is off. | 1. Who are you? 2. Hi Mr Steven, I have some math questions. | |
There are two kinds of fruit prices on the board, the single-digit number and the two-digit number. | Choices available are between the correct answer ± 3. | |
I heard you are organizing the class party for the new year and some materials are missing. I can help you buy them. | N/A | |
Let us shop for party snacks. I will give you some coupons. When shopping, please use the addition techniques you just learned. Are you ready? | 1. Wait! What was that again? I’m not ready 2. Yes! I’m ready! | |
What is the total price of the coupons? (one time of single-digit addition, two times of two-digit addition) | Choices available are between the correct answer ± 3. | |
The cashier machine is broken. I am sorry for the inconvenience. Thank you for your assistance with the calculation. | 1. I would not have come to your store if I knew that. 2. No problem, I am willing to help. It is just simple mathematics. |
Section Screenshots | Key Narratives | Options |
---|---|---|
It is too dark. I use the __ to light up the sky. | 1. Magic stick 2. Star bottle 3. Open 4. Turn on | |
The star is too messy! I use ___ to clean the ground. | 1. A robot 2. A magic book 3. A trash-eating monster | |
I need to provide food and drinks. I take __ from the sky. | 1. A moon croissant 2. Rainbow drink 3. A cotton candy | |
I _ a _ to pick up my friend. | 1. Ride 2. Drive 3. Dragon 4. Cloud 5. Spaceship | |
I play with my friend in a __. | 1. Mushroom trampoline park 2. Candy park 3. Magic forest |
Section Screenshots | Key Narratives | Options |
---|---|---|
It is too dark! I__ the __. | 1. Turn on 2. Open 3. Window 4. Light | |
The room is so messy! I use ___ to clean the __. | 1. A broom 2. A vacuum 3. A rag 4. Bed 5. Ground 6. Table | |
I need to provide food and drink. I buy __ in the supermarket. | 1. Chocolate 2. Milk 3. A mango 4. A hamburger | |
I __ to pick up my friend. | 1. Ride a scooter 2. Take a bus 3. Skateboard | |
It is playtime! I _with my friend. | 1. Dance 2. Watch TV |
DV | Source | SS | F | p |
---|---|---|---|---|
Autonomy | Game type | 4.27 | 6.92 | 0.01 |
Narrative type | 0.02 | 0.10 | 0.76 | |
Interaction | 0.40 | 1.68 | 0.20 | |
Presence | Game type | 11.65 | 17.56 | 0.00 |
Narrative type | 0.00 | 0.00 | 1.00 | |
Interaction | 0.42 | 4.37 | 0.04 | |
Enjoyment | Game type | 2.73 | 5.01 | 0.03 |
Narrative type | 0.30 | 3.10 | 0.08 | |
Interaction | 0.21 | 2.16 | 0.15 | |
Imagination | Game type | 5.29 | 7.81 | 0.01 |
Narrative type | 4.19 | 22.25 | 0.00 | |
Interaction | 0.06 | 0.34 | 0.56 | |
Analogy | Game type | 5.45 | 6.35 | 0.01 |
Narrative type | 1.16 | 4.04 | 0.05 | |
Interaction | 0.81 | 2.80 | 0.10 |
Autonomy | Presence | Enjoyment | Imagination | Analogy | ||
---|---|---|---|---|---|---|
MathmythosAR2 | Fantasy | 3.66 (0.44) | 3.65 (0.37) | 3.67 (0.48) | 3.48 (0.58) | 3.43 (0.61) |
Real-life | 3.52 (0.58) | 3.54 (0.49) | 3.69 (0.45) | 3.16 (0.60) | 3.46 (0.59) | |
FancyBookAR | Fantasy | 3.17 (0.72) | 2.92 (0.79) | 3.29 (0.71) | 3.12 (0.67) | 2.85 (0.98) |
Real-life | 3.26 (0.81) | 3.04 (0.72) | 3.47 (0.59) | 2.70 (0.77) | 3.20 (0.78) |
Measure | Game Type | Mean Difference | Std. Error | Sig.b |
---|---|---|---|---|
Autonomy | MathmythosAR2 | 0.140 | 0.123 | 0.260 |
FancyBookAR | −0.086 | 0.123 | 0.487 | |
Presence | MathmythosAR2 | 0.117 | 0.079 | 0.145 |
FancyBookAR | −0.117 | 0.079 | 0.145 | |
Enjoyment | MathmythosAR2 | −0.016 | 0.079 | 0.839 |
FancyBookAR | −0.181 * | 0.079 | 0.026 | |
Imagination | MathmythosAR2 | 0.323 * | 0.110 | 0.005 |
FancyBookAR | 0.413 * | 0.110 | 0.000 | |
Analogy | MathmythosAR2 | −0.032 | 0.136 | 0.814 |
FancyBookAR | −0.355 * | 0.136 | 0.012 |
Measure | Game Version | Mean Difference | Std. Error | Sig.b |
---|---|---|---|---|
Autonomy | Fantasy | 0.484 * | 0.152 | 0.002 |
Real-life | 0.258 | 0.179 | 0.154 | |
Presence | Fantasy | 0.730 * | 0.157 | 0.000 |
Real-life | 0.496 * | 0.157 | 0.002 | |
Enjoyment | Fantasy | 0.379 * | 0.154 | 0.016 |
Real-life | 0.215 | 0.133 | 0.113 | |
Imagination | Fantasy | 0.368 * | 0.159 | 0.024 |
Real-life | 0.458 * | 0.175 | 0.011 | |
Analogy | Fantasy | 0.581 * | 0.208 | 0.007 |
Real-life | 0.258 | 0.175 | 0.146 |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Zuo, T.; Jiang, J.; Spek, E.V.d.; Birk, M.; Hu, J. Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children. Electronics 2022, 11, 2331. https://doi.org/10.3390/electronics11152331
Zuo T, Jiang J, Spek EVd, Birk M, Hu J. Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children. Electronics. 2022; 11(15):2331. https://doi.org/10.3390/electronics11152331
Chicago/Turabian StyleZuo, Tengjia, Jixiang Jiang, Erik Van der Spek, Max Birk, and Jun Hu. 2022. "Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children" Electronics 11, no. 15: 2331. https://doi.org/10.3390/electronics11152331
APA StyleZuo, T., Jiang, J., Spek, E. V. d., Birk, M., & Hu, J. (2022). Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children. Electronics, 11(15), 2331. https://doi.org/10.3390/electronics11152331