IDEAS home Printed from https://ideas.repec.org/a/gam/jsusta/v13y2021i6p3333-d519295.html
   My bibliography  Save this article

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

Author

Listed:
  • Hao-Chiang Koong Lin

    (Department of Information and Learning Technology, National University of Tainan, Tainan 700, Taiwan)

  • Yu-Hsuan Lin

    (Department of Information and Learning Technology, National University of Tainan, Tainan 700, Taiwan)

  • Tao-Hua Wang

    (Department of Engineering Science, National Cheng Kung University, University Road, Tainan 701, Taiwan)

  • Lun-Ke Su

    (Association of Siraya Culture, Gongyuan Rd, Tainan 704, Taiwan)

  • Yueh-Min Huang

    (Department of Engineering Science, National Cheng Kung University, University Road, Tainan 701, Taiwan)

Abstract

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.

Suggested Citation

  • Hao-Chiang Koong Lin & Yu-Hsuan Lin & Tao-Hua Wang & Lun-Ke Su & Yueh-Min Huang, 2021. "Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education," Sustainability, MDPI, vol. 13(6), pages 1-14, March.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:6:p:3333-:d:519295
    as

    Download full text from publisher

    File URL: https://www.mdpi.com/2071-1050/13/6/3333/pdf
    Download Restriction: no

    File URL: https://www.mdpi.com/2071-1050/13/6/3333/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Yi-Kai Juan & Tseng-Wei Chao, 2015. "Game-Based Learning for Green Building Education," Sustainability, MDPI, vol. 7(5), pages 1-17, May.
    2. María Graciela Badilla-Quintana & Eileen Sepulveda-Valenzuela & Margarita Salazar Arias, 2020. "Augmented Reality as a Sustainable Technology to Improve Academic Achievement in Students with and without Special Educational Needs," Sustainability, MDPI, vol. 12(19), pages 1-20, October.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Weiping Zhang & Zhuo Wang, 2021. "Theory and Practice of VR/AR in K-12 Science Education—A Systematic Review," Sustainability, MDPI, vol. 13(22), pages 1-26, November.
    2. Shahreena Daud & Zarinah Abu Yazid & Norraeffa Md Taib & Mohd Zailani Othman & Idris Osman, 2024. "Evaluating the Impact of Usability Components on User Satisfaction in Educational Board Games using the MEEGA+ Framework," Information Management and Business Review, AMH International, vol. 16(2), pages 195-206.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Shahreena Daud & Zarinah Abu Yazid & Norraeffa Md Taib & Mohd Zailani Othman & Idris Osman, 2024. "Evaluating the Impact of Usability Components on User Satisfaction in Educational Board Games using the MEEGA+ Framework," Information Management and Business Review, AMH International, vol. 16(2), pages 195-206.
    2. Wen-Jye Shyr & I-Min Chen & Jing-Chuan Lee & Te-Jen Su, 2021. "Applying Interactive Teaching Experience and Technology Action Puzzles in Disaster Prevention Education," Sustainability, MDPI, vol. 13(9), pages 1-16, April.
    3. David Estévez & María-José Terrón-López & Paloma J. Velasco-Quintana & Rosa-María Rodríguez-Jiménez & Valle Álvarez-Manzano, 2021. "A Case Study of a Robot-Assisted Speech Therapy for Children with Language Disorders," Sustainability, MDPI, vol. 13(5), pages 1-19, March.
    4. David I. Waddington & Thomas Fennewald, 2018. "Grim FATE: Learning About Systems Thinking in an In-Depth Climate Change Simulation," Simulation & Gaming, , vol. 49(2), pages 168-194, April.
    5. Mathias Lanezki & Catharina Siemer & Steffen Wehkamp, 2020. "“Changing the Game—Neighbourhood”: An Energy Transition Board Game, Developed in a Co-Design Process: A Case Study," Sustainability, MDPI, vol. 12(24), pages 1-18, December.
    6. Ping-Han Cheng & Ting-Kuang Yeh & Yen-Kai Chao & Jing Lin & Chun-Yen Chang, 2020. "Design Ideas for an Issue-Situation-Based Board Game Involving Multirole Scenarios," Sustainability, MDPI, vol. 12(5), pages 1-20, March.
    7. Martin Krajčovič & Gabriela Gabajová & Marián Matys & Beáta Furmannová & Ľuboslav Dulina, 2022. "Virtual Reality as an Immersive Teaching Aid to Enhance the Connection between Education and Practice," Sustainability, MDPI, vol. 14(15), pages 1-14, August.
    8. José María Fernández-Batanero & Marta Montenegro-Rueda & José Fernández-Cerero, 2022. "Use of Augmented Reality for Students with Educational Needs: A Systematic Review (2016–2021)," Societies, MDPI, vol. 12(2), pages 1-11, February.
    9. Metin Besalti & Glenn Gordon Smith, 2024. "High School Students’ Motivation to Learn Climate Change Science through Educational Computer Games," Simulation & Gaming, , vol. 55(3), pages 527-551, June.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:gam:jsusta:v:13:y:2021:i:6:p:3333-:d:519295. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: MDPI Indexing Manager (email available below). General contact details of provider: https://www.mdpi.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.