A Study on the Learning Effectiveness and Motivation of Integrating Room Escape Game with Augmented Reality in Social Studies Program
Autor: | Chen, Wei-Lun, 陳威綸 |
---|---|
Rok vydání: | 2019 |
Druh dokumentu: | 學位論文 ; thesis |
Popis: | 107 The purpose of this research is to understand how the combination of augmented reality with escape rooms can improve the social learning results among sixth grade students. A quantitative empiric research was conducted in order to experiment what were the effects to social learning, given the different teaching method and the different learning capabilities of students, so as to progress the research on digital learning with regards to its practical ramifications. The research was conducted on 102 sixth grade students from primary schools in Taishan District who were taught by the researcher. The research group was formed of those, who were subjected to escape rooms combined with augmented reality in comparison to those subjected to didactic teaching. The research lasted four lessons and used the test results in social learning and also student motivation scores as its metrics, analyzing the data by ways such as descriptive statistics, independent two-sample t-test and paired sample t-test. Research objectives: 1. Compare how the given teaching method affects the social learning results of sixth grade students. 2. Investigate the degree of improvement in study motivation of primary school sixth grade students subjected to escape rooms combined with augmented reality. Research results: 1. The given teaching method affects significantly the social learning results of sixth grade students. With the experiment group measuring a significant difference in learning results when compared to the control group, it can be deduced that the effect which the escape rooms combined with augmented reality has to students´ learning results outdoes the didactic teaching. 2. The given teaching method affects significantly the learning results among students with different learning capabilities. Students with high and low learning capabilities measured a significant difference in social learning results when subjected to the given teaching environment. 3. Students with prior experience in digital learning showed a uniform improvement in results after subjected to escape rooms combined with augmented reality, but with no significant difference. 4. Augmented reality and escape rooms can increase Experiment group´s students learning motivation. |
Databáze: | Networked Digital Library of Theses & Dissertations |
Externí odkaz: |