Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education
Abstract
:1. Introduction
- (1)
- To discuss the effect of incorporating AR into the health education board game on learning outcomes.
- (2)
- To discuss the effect of incorporating AR into the health education board game on learning emotions.
- (3)
- To discuss the effect of incorporating AR into the health education board game on the flow state in the game.
2. Related Work
3. Method
3.1. AR-Based Board Game for Health Education
3.2. Experimental Process
3.3. Participants
3.4. Research Tool
3.4.1. Pre-and Post-Learning Performance Scale
3.4.2. Achievement Emotions Questionnaire, AEQ
3.4.3. Flow Experience
4. Results
4.1. Evaluation of Learning Effectiveness
4.1.1. Pre-and Post-Learning Performance Scale
4.1.2. Differences in Learning Effectiveness Using AR-Based and General Health Education Board Game
4.2. Differences in Learning Emotion by Using AR in the Health Education Board Game
4.2.1. Analysis of the Emotional Manifestation before Learning
4.2.2. Analysis of Learning Emotional Manifestation—Eight Emotions
4.3. Game Flow Analysis for the Two Groups—Overall Flow
5. Conclusions and Discussion
- The learning effectiveness was significantly affected by the integration of AR into the health education board game, and the application of the AR-based board game effectively helped learners to improve their learning effectiveness. The results confirm those of previous studies, in which AR has been shown to enhance learning [9,10,19,29]. In addition, we revealed that the learning outcomes and effectiveness among participants using the AR-based board game were superior to those of the participants who used regular board games. Hence, AR-based board games are effective in improving learning outcomes. This echoes the research showed that the combination of AR and board games could improve the effectiveness of student learning [21,30].
- Emotion is important in education, it drives attention, which in turn drives learning and memory [31]. This echoes the point of Ammar et al. [32], who found that emotions play an important role in learning. Emotions may become a boost or a hindrance to learning. Among the learning emotions, we observed significant differences in negative emotions of learners using the AR-based and typical board games—learners who used the AR-based board game learned with a positive attitude. Previous studies have indicated that AR applications in education induce proactivity in students [11,33,34]. The novelty of this study lies in the discussion of the affective aspect and flow experience, as previous research on AR and board games seldom explored these determinants. The present study assessed various emotions to understand the details of learning emotions among users of AR-based board games and revealed that learners who used AR-based board games had positive attitudes when learning, an effect that has also been observed in typical board games but the results are significantly better in the case of the AR-based board game. From the analysis of the results of learning emotions in the pre, middle, and post-tests, we can see the significant effects of the two groups of regular board games and augmented reality board games. The results show that augmented reality board games can effectively help learners improve their learning emotions.
- Many studies have conducted experiments and discussions on the relationship between board games and flow experience. Research results show that learning using board games enables learners to become more engaged in learning, helps improve memory, and further enhances learning effectiveness. However, there is little research on the combination of augmented reality and board games in teaching to explore the flow experience. Therefore, this research explores the difference in game flow when augmented reality and health education board games are combined. The game flow differed significantly between the AR-based and typical board games. In the AR-based board game, learners were more deeply immersed in the course of the gameplay and thus achieved more effective learning. The results confirm those of previous studies, in which AR integration enabled students to be more involved in learning, thus improving the flow [5,35,36].
Author Contributions
Funding
Conflicts of Interest
References
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Game Design Elements | Applied Theory | |
---|---|---|
Game scenarios and card cues | Situated learning theory Brown [1] | By employing the virtual reality environment, learners with different subject knowledge or learning characteristics can be guided to generate interest in learning. |
AR information guidance and feedback | Scaffolding theory Wood [22] | Providing systematic guidance and key instructions to improve students’ learning ability when they are learning a new concept or skill. |
Card images and text | Dual-coding theory Paivio [23] | Applying text, animation, pictures, and other multimedia teaching materials to promote learning efficiency. |
Repeatedly practice with problem solving cards | Over-learning Ebbinghaus [24] | After the students have mastered the concepts they have learned, they can deepen their understanding or enhance their memory by repeatedly practicing with the help of the problem-solving cards. |
Winning games through competition | Competition-based Learning Burguillo [25] | Developing learning motivation and upgrading performance through competition. |
Specialist | Background | Experience |
---|---|---|
A | Doctor | 6th year as a resident doctor |
B | Nurse | 10 years in the clinic |
C | Nurse | 13 years in clinical nursing activity |
Source of Variation | SS | df | MS | F-Test | p-Value |
---|---|---|---|---|---|
Group | 234.235 | 1 | 234.235 | 0.602 | 0.43 |
Pre-test | 4419.362 | 1 | 349.60 | 11.359 | 0.003 |
Group Pre-test | 10.024 | 1 | 10.024 | 0.026 | 0.873 |
Error (between groups) | 18675.319 | 48 | 389.069 |
Source of Variation | SS | df | MS | F-Test | p-Value |
---|---|---|---|---|---|
Group | 2784.709 | 1 | 2784.709 | 7.303 | 0.009 |
Pre-test | 4611.843 | 1 | 4611.843 | 2.094 | 0.001 *** |
Error (between groups) | 18685.343 | 49 | 381.334 |
Score | N | Mean (SD) | df | t-Value | p-Value | d-Value | |
---|---|---|---|---|---|---|---|
Pre-Test | Post-Test | ||||||
G | 25 | 37.12 (13.88) | 51.20 (21.63) | 24 | −3.41 | 0.002 ** | 0.77 |
AR | 27 | 44.74 (15.73) | 71.26 (21.54) | 26 | −7.076 | 0.000 *** | 1.406 |
Mean (SD) | df | t-Value | p-Value | ||
---|---|---|---|---|---|
Control Group (N = 25) | Experimental Group (N = 27) | ||||
Post-test | 51.2 (21.63) | 71.26 (21.54) | 50 | −3.34 | 0.002 ** |
AEQ | Mean (SD) | df | t | p | |
---|---|---|---|---|---|
Control Group (N = 25) | Experimental Group (N = 27) | ||||
before | 3.45 (0.461) | 3.49 (0.401) | 50 | −0.308 | 0.759 |
during | 3.46 (0.466) | 3.73 (0.370) | 50 | −2.285 | 0.027 ** |
after | 3.54 (0.441) | 3.98 (0.454) | 50 | −3.551 | 0.001 ** |
Emotions | Mean (SD) | df | t-Value | p-Value | |
---|---|---|---|---|---|
Control Group (N = 25) | Experimental Group (N = 27) | ||||
Enjoyment | 3.52 (0.551) | 3.79 (0.461) | 50 | −1.858 | 0.069 |
Hope | 3.42 (0.425) | 3.46 (0.368) | 50 | −0.321 | 0.750 |
Pride | 3.38 (0.540) | 3.63 (0.534) | 50 | −1.170 | 0.095 |
Anger | 3.56 (0.479) | 3.82 (0.406) | 50 | −2.168 | 0.035 ** |
Anxiety | 3.43 (0.487) | 3.64 (0.369) | 50 | −1.814 | 0.076 |
Shame | 3.54 (0.526) | 3.86 (0.419) | 50 | −2.371 | 0.022 ** |
Hopelessness | 3.44 (0.463) | 3.76 (0.283) | 50 | −2.988 | 0.004 ** |
Boredom | 3.50 (0.526) | 3.77 (0.417) | 50 | −2.059 | 0.045 ** |
Overall Flow | 3.33 (0.645) | 4.03 (0.447) | 50 | −5.452 | 0.000 ** |
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Lin, H.-C.K.; Lin, Y.-H.; Wang, T.-H.; Su, L.-K.; Huang, Y.-M. Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics 2020, 9, 1752. https://doi.org/10.3390/electronics9111752
Lin H-CK, Lin Y-H, Wang T-H, Su L-K, Huang Y-M. Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics. 2020; 9(11):1752. https://doi.org/10.3390/electronics9111752
Chicago/Turabian StyleLin, Hao-Chiang Koong, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su, and Yueh-Min Huang. 2020. "Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education" Electronics 9, no. 11: 1752. https://doi.org/10.3390/electronics9111752
APA StyleLin, H.-C. K., Lin, Y.-H., Wang, T.-H., Su, L.-K., & Huang, Y.-M. (2020). Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics, 9(11), 1752. https://doi.org/10.3390/electronics9111752