scholarly journals Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education

2021 ◽  
Vol 13 (6) ◽  
pp. 3333
Author(s):  
Hao-Chiang Koong Lin ◽  
Yu-Hsuan Lin ◽  
Tao-Hua Wang ◽  
Lun-Ke Su ◽  
Yueh-Min Huang

In traditional schools, where education and teaching tend to be subject-oriented, the standardization of the teaching materials of health education courses would be obscurely related to know-how of daily life. This frustrates the learners from developing the awareness of engagement, thereby decreasing their willingness to acquire new information or skill. Therefore, in this study, a board game assimilating augmented reality (AR) into health education is presented. It associates the card game, slides, and learning sheets gamification teaching model with the learning experience; and proposes the efficacy of the board games mingled with augmented reality to enhance the motivation in learning and confidence in technology. In this experiment for a health education board game, 52 high school students participated in this experiment. There were 25 in the experimental group (with AR) and 27 in the control group (without AR). The IMMS (instructional material motivation survey) and the TAM (technology acceptance model) are applied to acquire quantitative data for examination. The findings are as follows: (1) The acceptance was significantly affected by the integration of AR into the health education board game and (2) the learning motivation was significantly affected by the integration of AR into the health education board game.

Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1752
Author(s):  
Hao-Chiang Koong Lin ◽  
Yu-Hsuan Lin ◽  
Tao-Hua Wang ◽  
Lun-Ke Su ◽  
Yueh-Min Huang

In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners’ engagement and willingness to learn. This study designed a board game integrated with augmented reality (AR) for health education; incorporated the card-game, slides, and learning-sheets (CSLS) gamification teaching model into the learning process; and discussed the effectiveness of board games with augmented reality in improving learning outcomes and emotions. The research participants were 52 senior high school students, who were assigned to the experimental (AR health education board game) or control (health education board game) group in the teaching experiment. The research findings reveal the following. The two groups were significantly different in terms of (1) learning outcomes, (2) negative emotions, (3) flow state in the game.


2020 ◽  
Vol 1 (5) ◽  
pp. 61-70
Author(s):  
Wulandari Wulandari ◽  
Samsidar Sitorus ◽  
Aida Fitria

According to Republic of Indonesia Minister of Health Regulation Number 52 of 2017, health development is aimed at increasing awareness, willingness and ability to live healthy for everyone so that the highest degree of public health can be realized as an investment for the development of productive human resources. This research is Quasy experiment with one-group-pretest and posttest without a control group which describes the effect of health education through the HIV/AIDS booklet media on adolescent behaviour. The population were 71 people, and all were as the sample. Based on the Wilcoxon Signed Rank test, the significance value is 0.000 <.05. Based on the multivariate analysis with the MANOVA test, it was found that the attitude variable (R-Square = .773) was the variable that had the strongest correlation with the experiment giving the HIV/AIDS booklet media. The results showed the effect of health education through the HIV/AIDS Booklet Media on changes in adolescent behaviour for HIV/AIDS prevention, indicated by an increase in knowledge, attitudes and actions before and after the distribution of HIV/AIDS booklets. Increasing the implementation of HIV/AIDS socialization activities for vocational high school youth by providing education using media tailored to educational targets, one of which is the HIV/AIDS booklet media for vocational high school students and students as a preventive effort in reducing HIV/AIDS cases among vocational high school adolescents so that teenagers in this school become liaison information related to HIV/AIDS to adolescents in other schools.


Author(s):  
Valarmathie Gopalan ◽  
Juliana Aida Abu Bakar ◽  
Abdul Nasir Zulkifli

Mobile Augmented Reality (MAR) has grown exponentially over the last four decades from imagination to real physical experience, especially in education. Previously, experts have completed the concepts of effectiveness, usability, acceptance and understanding in designing MAR applications to introduce and expose technological advances. However, most of these applications are addressed extensively for classroom science learning, while science experiments receive little attention. Students have to go through difficulties in understanding the phenomena of science and consequently become dissatisfied with their grasp on basic knowledge and eventually cannot pursue higher education or career related to science. This paper presents the development of Mobile Augmented Reality for Physics (MARPEX) application for high school students. The purpose of this application is to enhance the learning motivation in science experiments through the content of modern science. It aims to provide an individual learning experience for each student in science experiments. The MARPEX app design has gone through several phases of filtering and evaluation based on the specified objectives. This application needs to maintain the factors necessary to achieve this goal. This app has been designed and developed specifically for science (physics) experiments on the topic of electromagnetism. The application encrypts several experimental instances with the addition of good visualization to understand this phenomenon and has real-life experimental experience<strong>.</strong>


2018 ◽  
Vol 7 (1) ◽  
pp. 85-95 ◽  
Author(s):  
I. B. Yuliastini ◽  
S. Rahayu ◽  
F. Fajaroh ◽  
N. Mansour

This study aimed to examine the difference of Vocational High School students’ learning motivation after they were taught the topic of the electrolyte solution and redox reaction using POGIL model with SSI context, POGIL, and conventional learning. The research design used was quasi-experiment with the model of pre-test and post-test control group design. The research subjects were three classes with the similar initial ability. The data were obtained using SMTSL motivation questionnaire (r = 0.824) and analyzed using ANCOVA. The research results showed a significant difference in learning motivation between students taught using POGIL with SSI context, POGIL, and conventional learning. The students who were taught using POGIL with SSI context had the highest learning motivation compared to those taught using POGIL and conventional learning.


2019 ◽  
Vol 15 (S367) ◽  
pp. 34-37
Author(s):  
Sze-leung Cheung ◽  
Matipon Tangmatitham

AbstractIn Thailand, annually there are more than 50 high school students presenting in the Thai Astronomical Conference (Student Session) and more than 20 high school students joining research activities mentored by their teachers and NARIT staff through the “Advanced Teacher Training” scheme. These opportunities offer a unique experience for students to learn various skills through proposing a research question, design research methodologies, acquire different knowledge conducting research, present and communicate their results and response to criticism. Data collection for this qualitative research study is conducted through interviews with the senior high school students who completed their research presentations, with a control group of students who did not have research-based learning experience but had other informal learning experiences such as planetarium visit, or after school astronomy activities. The study looks into students’ learning behaviour, attitude towards science, skills acquired for other subjects, interest in science careers.


2018 ◽  
Vol 2 (1) ◽  
pp. 110
Author(s):  
Rahayu Rahayu ◽  
Mieke Miarsyah ◽  
Reni Indrayanti

<p>Learning outcomes is an ability that must be owned by learner after getting a learning experience. This ability is not an independent thing, but has correlation with many factors, such as  learning motivation. The aim of this research is to know the correlationn between learning motivation and learning outcomes of senior high school students in Heredity materials. This research was conducted on students grade XII of SMA IT Thariq Bin Ziyad on first and second semester in the school year 2016/2017. Research method that is used is survey through correlational study. Data were collected by using questionnary for learning motivation, and test instrument for learning outcomes in Heredity material. All data were distribute normally and homogenuous. Data were analysed by simple linear regression test showed that regression equation y = 9,72 + 0,34x. Result of this research showed that there is possitive correlation between learning motivation and learning outcomes of students in Heredity materials with correlation coofisient 0,414. This result illustrate that higher learning motivation will make students’ learning outcomes in Heredity material become better.  The other way, if students learning motivation is low, the learning outcomes will be low as well.</p><p><strong>Keywords</strong>: Learning motivation, learning ourcomes, Heredity material</p>


Author(s):  
Martin Samohyl ◽  
Jana Babjakova ◽  
Diana Vondrova ◽  
Jana Jurkovicova ◽  
Juraj Stofko ◽  
...  

This study aimed to determine the factors associated with the avoidance of dental preventive care in high school students and their parents in the framework of The Youth and Parents Risk Factor Behavior Survey in Slovakia, the ongoing cross-sectional school-based survey of students and their parents or legal representatives. The data were collected using two separate standardized questionnaires: (i) the questionnaire for students (n = 515) and (ii) the questionnaire for parents (n = 681). The study group included 57 high school students (54.4% males) who did not visit the dentist for preventive care in the previous year. The control group included 458 students (35.8% males) who visited a dentist for preventive care at least once in the previous year. A significantly higher number of males (54.4%), older adolescents, and young adults (21.8%; 20.0%) were not visiting dental preventive care regularly. Incomplete family (56.1%), stressful situations at home (17.5%), and feeling unwell were the factors contributing to the avoidance of dental preventive care. More than 34.5% of adolescents and young adults were not visiting either dental preventive care or pediatric preventive care (adjusted odds ratio (AOR) = 5.14; 95% confidence interval (CI) = 2.40, 10.99). Children of divorced mothers and mothers with household income lower than EUR 900 had significantly higher dental care avoidance in bivariate analysis. A significantly higher percentage of fathers from the exposed group were not visiting dental preventive care regularly (47.8%, p < 0.05). The results of the study can be used as an educational intervention step focusing on the parental influence on adolescent and young adults’ behavior and as a challenge for the improvement of dental preventive care in older adolescents and young adults.


Sign in / Sign up

Export Citation Format

Share Document