scholarly journals Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education

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.

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.


2018 ◽  
Vol 17 (5) ◽  
pp. 867-877
Author(s):  
Kuen-Yi Lin ◽  
Shao-Chuan Lu

Energy literacy is a key factor in ensuring the protection of the natural environment. Numerous studies on energy literacy have demonstrated the development of instructional methods to promote the willingness to save energy as a critical research subject. Through a project-based activity, this research explored how hands-on activities improve the energy literacy of students. A quasi-experimental design was adopted, namely a pre-test and post-test nonequivalent control group design. In total, 77 senior high school students participated in a 6-week teaching experiment. A single-factor analysis of covariance (ANCOVA) and multiple regression analyses were employed to analyze the collected data. The main findings were as follows: (1) Project-based hands-on activities helped improve the energy literacy of senior high school students; however, the effect was not statistically significant in both experimental and control groups. (2) The key factor influencing the energy conservation behavior of senior high school students was energy-related attitudes following the project-based learning process. Keywords: Energy literacy, project-based activity, senior high school students, solar-powered insect trap.


Author(s):  
Djoni Rumondor ◽  
Christianti Anggraini Motto ◽  
Mareike Doherty Patras

This study aims to determine relationship between nutritional status and physical freshness levels with learning outcomes of physical, sports and health education. This research is a descriptive study with correlation techniques. This research is conducted at Junior High School I of Tondano, Sangihe Islands, North Sulawesi Province. Based on the results of research and discussion, some conclusions can be drawn as follows: 1) There is a relationship between nutritional status with learning outcomes of physical, sports and health education in Junior High School students I of Tondano; 2) There is a relationship between physical freshness with learning outcomes of physical, sports and health education in Junior High School students I of Tondano; 3) There is a relationship between nutritional status and physical freshness together with learning outcomes of physical, sports and health education in Junior High School students I of Tondano.


2021 ◽  
Vol 11 (4) ◽  
pp. 313-321
Author(s):  
Robenhart Tamba ◽  
◽  
Devi Fatia ◽  

This study aims to determine the differences in the learning outcomes of junior high school students in Medan City for the 2019/2020 fiscal year 2019/2020 in the use of augmented reality media and image media on the sub-topic 7. 1) Living and non-living objects around us Level I MIN 3 This type of research is a quasi-experimental research. This research was conducted in MIN 3 Medan City. The population in this study were all 50 students of class 1 MIN 3 Medan. The sample includes 2 classes, namely class Ia with 25 students in experimental class II, and class Ib in experimental class I with 25 students. Data collection techniques in this study using observation and tests. The data analysis technique used normality, homogeneity, and hypothesis testing. The results of this study indicate that the average value of the Type I Experiment before treatment was 47.4, and after receiving augmented reality treatment the average value increased to 91.4. The average score of class II experimental students before treatment was 46.4, increasing to 78.6 after treatment. After knowing the mean, standard deviation, and variance of the various data, the significance level of the hypothesis results obtained using the t test is 0.05 to 7.009, and the t table is 1.676. Keywords: Augmented Reality Media, Media Images, Learning Outcomes


2019 ◽  
Vol 5 (2) ◽  
pp. 104-111
Author(s):  
Dian Puspita Eka Putri

This study aims to review  the effectiveness of using android-based multimedia learning  to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result  than before  not using multimedia learning. Posttest value is greater than pretest.


2019 ◽  
Author(s):  
Akmam Akmam ◽  
Harman Amir; ◽  
Asrizal Asrizal

Physics teaching materials for Senior High School that supporting the development of human resources that is able to adapt to any changes, to solve complex problems, creative thinking and familiar with information technology has not been widely available in senior high schools in West Sumatra. Based on the above, research that aims to determine the effectiveness of the use of Physics teaching materials that integrates Mathematics, Science, Technology, natural disasters, and the noble character (MSTBK) on WEB for Senior High School grade XI and to determine the effect of the use of teaching materials MSTBK on the learning outcomes of high school students in class XI. The quasi-experiment design research was comparing the learning outcome before and after the state of the object being treated. The treatments were using physics teaching materials that developed for teaching learning in Senior High School grade XI. The experiment was conducted at five senior high schools in West Sumatra were divided into 3 levels. The data were analyzed by using a statistical product moment and Anova. The research showed that the physics teaching materials that developed are effectively to improve student learning outcomes in Senior High School grade XI in West Sumatera with a correlation coefficient (r_xy) = 0. 31. Levene Statistic showed the average of the learning outcomes of high school students in grade XI was different, but yet rules Tukey HSD and Bonferroni statistics show that there are not significantly of 0.05 at a significance level in West Sumatra


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Ryo Horikoshi ◽  
Hiroyuki Higashino ◽  
Yoji Kobayashi ◽  
Hiroshi Kageyama

Abstract Structure model sets for inorganic compounds are generally expensive; their distribution to all students in a class is therefore usually impractical. We have therefore developed a structure model set to illustrate inorganic compounds. The set is constructed with inexpensive materials: ping-pong balls, and snap buttons. The structure model set can be used to illustrate isomerism in coordination compounds and periodic structures of ceramic perovskites. A hands-on activity using the structure model set was developed for high school students and was well-received by them. Despite the concepts being slightly advanced for them, the students’ retention of the knowledge gained through the activity was tested a week after they completed the activity and was found to be relatively high, demonstrating the usefulness of the activity based on the structure model set.


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