Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3369199.3369222acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicdteConference Proceedingsconference-collections
research-article

Imagineering Gamification using Interactive Augmented Reality to develop Digital Literacy Skills

Published: 13 January 2020 Publication History

Abstract

The purpose of this research is to develop Imagineering Gamification using Interactive Augmented Reality, to be used for evaluating Digital Literacy skill of learners from their Interactive Augmented Reality learning through Imagineering Gamification model; to compare learners' learning achievements before and after learning through Imagineering Gamification using Interactive Augmented Reality with those who learn through normal classroom; and to survey learners' satisfaction of using Interactive Augmented Reality to develop Digital Literacy skills. The research composed of 80 students from Vocational Certificate of Education year 1 of Siam Business Administration Nonthaburi Technological College and were divided into two groups with a group of 40 each through simple random sampling method: experimental group and control group. The tools of the research were Imagineering Gamification model and the system of Interactive Augmented Reality for developing Digital Literacy skills, which were qualified by the field experts. The research result showed that learning through Imagineering Gamification using Interactive Augmented Reality was suitable with a very good level of overall outcome. The mean of Imagineering Gamification model was 4.96 (S.D. = 0.06) and the mean of the system of Interactive Augmented Reality for developing Digital Literacy skills was 4.98 (S.D. = 0.03). The mean of Digital Literacy skills evaluation, before and after learning, was 4.65 (S.D. = 1.57) and 17.78 (S.D. = 1.60) respectively, and the t-test result was 36.82 with a level of statistical significance of .01. The mean of evaluation of the experimental group's learning achievements after learning was 18.43 (S.D. = 1.61); the mean of evaluation of the control group's learning achievements after learning was 14.40 (S.D. = 1.74), and the t-test result was 10.40 with a level of statistical significance of .01. The survey of students' satisfaction from using the material has a very good level of overall outcome with the mean of 4.89 (S.D. = 0.32).

References

[1]
Ministry of Education, "Learning in the 21st," century, 2014.
[2]
N. Prachyanan, "Micro Learning," King Mongkut's University of Technology North Bangkok, 2018.
[3]
Nikou, S.A., "Mobile-Based Micro-Learning and Assessment: Impack on Learning Performance and Motivation of Hight School Studens," Journal of Computer Assisted Learning, vol. 34, no. 3, pp. 269--278, Jun 2018.
[4]
Lynette, Tan Yuen Ling, "Meaningful Gamification and Students' Motivation: A Strategy for Scaffolding Reading Material. Online Learning," Vol. 22, Issue 2, p 141--155, 15p, 5 Color Photographs, 1 Graph. Jun 2018
[5]
B. Rtittaya, "A Creation of Multimedia Lesson in Computer Course with Augmented Reality Technology on the Topic "Computer in Daily Life" for Mathayom Suksa 1 Students," King Mongkut's University of Technology Thonburi, 2014.
[6]
W.Panita, W.Numchoke, "Digital Intelligence," Journal of Technical Education Development, Vol. 29, No. 102, April-June, pp 12--20, 2017.
[7]
L. Rensis, "The Method of Constructing and Attitude Scale," Reading in Attitude Theory and Measurement. P. 90--95. Fishbeic, Matin, Ed. New York: Wiley & Son, 1967.
[8]
C. Pinanta, "The synthesis of activity model using project-based learning of Imagineering to enhance creative construction of multimedia skills and cooperative skills," Silpakorn University Journal, vol. 38, no. 1, pp 161--183, 2018.
[9]
C. Tunyaboon, P. Jakkrit, W. Panita, "Imagineering Gamification Model Using Interactive Augmented Reality to Enhance Digital Literacy skills," The 6th NEU national and International Conference 2019, no. 1, pp 3162--3173, 2019.

Cited By

View all
  • (2023)Activating Teacher Competencies Through Designing Gamified Stories With Augmentative RealityHandbook of Research on Establishing Digital Competencies in the Pursuit of Online Learning10.4018/978-1-6684-7010-7.ch012(230-252)Online publication date: 12-May-2023
  • (2023)The “Courage Companion” – An AI-Supported Environment for Training Teenagers in Handling Social Media Critically and ResponsiblyHigher Education Learning Methodologies and Technologies Online10.1007/978-3-031-29800-4_30(395-406)Online publication date: 1-May-2023
  • (2023)Empirically Investigating Virtual Learning Companions to Enhance Social Media LiteracyHigher Education Learning Methodologies and Technologies Online10.1007/978-3-031-29800-4_27(345-360)Online publication date: 1-May-2023
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
ICDTE '19: Proceedings of the 3rd International Conference on Digital Technology in Education
October 2019
265 pages
ISBN:9781450372206
DOI:10.1145/3369199
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 January 2020

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Digital Literacy skills
  2. Gamification
  3. Imagineering
  4. Interactive Augmented Reality

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

ICDTE 2019

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)30
  • Downloads (Last 6 weeks)3
Reflects downloads up to 19 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2023)Activating Teacher Competencies Through Designing Gamified Stories With Augmentative RealityHandbook of Research on Establishing Digital Competencies in the Pursuit of Online Learning10.4018/978-1-6684-7010-7.ch012(230-252)Online publication date: 12-May-2023
  • (2023)The “Courage Companion” – An AI-Supported Environment for Training Teenagers in Handling Social Media Critically and ResponsiblyHigher Education Learning Methodologies and Technologies Online10.1007/978-3-031-29800-4_30(395-406)Online publication date: 1-May-2023
  • (2023)Empirically Investigating Virtual Learning Companions to Enhance Social Media LiteracyHigher Education Learning Methodologies and Technologies Online10.1007/978-3-031-29800-4_27(345-360)Online publication date: 1-May-2023
  • (2023)Yes, Echo-Chambers Mislead You Too: A Game-Based Educational Experience to Reveal the Impact of Social Media Personalization AlgorithmsHigher Education Learning Methodologies and Technologies Online10.1007/978-3-031-29800-4_26(330-344)Online publication date: 1-May-2023
  • (2022)Diseño de relatos gamificados con realidad aumentada en la formación inicial docenteREDU. Revista de Docencia Universitaria10.4995/redu.2022.1870120:2(199-218)Online publication date: 31-Dec-2022
  • (2022)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical StudiesApplied Sciences10.3390/app1213680912:13(6809)Online publication date: 5-Jul-2022
  • (2022)Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environmentEducation and Information Technologies10.1007/s10639-021-10849-w27:4(5689-5716)Online publication date: 1-May-2022
  • (2020)Mechanics, Dynamics, and Aesthetics Framework on Gamification at University2020 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS)10.1109/ICIMCIS51567.2020.9354271(34-39)Online publication date: 19-Nov-2020

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media