Commenced in January 2007
Paper Count: 30077
An Augmented-Reality Interactive Card Game for Teaching Elementary School Students
Abstract:Game-based learning can enhance the learning motivation of students and provide a means for them to learn through playing games. This study used augmented reality technology to develop an interactive card game as a game-based teaching aid for delivering elementary school science course content with the aim of enhancing student learning processes and outcomes. Through playing the proposed card game, students can familiarize themselves with appearance, features, and foraging behaviors of insects. The system records the actions of students, enabling teachers to determine their students’ learning progress. In this study, 37 students participated in an assessment experiment and provided feedback through questionnaires. Their responses indicated that they were significantly more motivated to learn after playing the game, and their feedback was mostly positive.
Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1110752Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1862
 C.M. Chen, Y.N. Tsai. Interactive augmented reality system for enhancing library instruction in elementary schools. Computers & Education, vol. 59, no. 2, pp. 638–652, 2012.
 H. Ellington, E. Adinall, F. Percival (1982). A Handbook of Game Design. London, UK: Kogan, 1982.
 H.C.K. Lin, M.C. Hsieh, C.H. Wang, Z.Y. Sie, S.H. Chang. Establishment and Usability Evaluation Of An Interactive AR Learning System On Conservation Of --Fish. The Turkish Online Journal of Educational Technology, vol. 10, no. 4, pp. 181-187, 2011.
 J.M. Carroll. The adventure of getting to know a computer, IEEE Computer, vol. 15, no. 11, pp. 49-58, 1982.
 J.V. Dempsey, B. Lucassen, L. Haynes, M. Casey. Instructional Applications of Computer Game, Annual Meeting of the American Educational Research Association, 1996.
 K.F. Hsiao, H.F. Rashvand. Body Language and Augmented Reality Learning. Fifth FTRA International Conference on Multimedia and Ubiquitous Engineering, pp. 246-250, 2011.
 N. Enyedy, J.A. Danish, G. Delacruz, M. Kumar. Learning physics through play in an augmented reality environment. Computer-Supported Collaborative Learning, vol. 7, no. 3, pp. 347-378, 2012.
 P. Milgram, H. Takemura, A. Utsumi, F. Kishino. Augmented Reality: A Class of Displays on the Reality-Virtuality Continuum. Proceedings of Telemanipulator and Telepresence Technologies, pp. 282-292, 1994.
 R. Azuma. A Survey of Augmented Reality.Presence: Teleoperators and Virtual Environments, pp. 355-385, 1997.
 R.M. Gagne. The conditions of learning. New York: Holt, Rinehart and Winston, 1965.
 S. Oh, Y. Byun. The Design and Implementation of Augmented Reality Learning Systems. IEEE/ACIS 11th International Conference on Computer and Information Science, pp. 651-654, 2012.
 S. Terrell , P. Rendulic. Using computer-managed instructional software to increase motivation and achievement in elementary school children. Journal of Research on Computing in Education, vol. 26, no. 3, pp. 403-414, 1996.
 S.J. Chang. Construction of Learning Strategies for Students across Grades I, a project funded by the Ministry of Science and Technology and undertaken by Professor at National Taiwan Normal University in 2005
 S.M. Alessi, S.R. Trollip. Computer-based instruction: Methods and development. New Jersey: Prentice-Hall, 1985.
 T. Iwata, T. Yamabe, T. Nakajima. Augmented Reality Go: Extending Traditional Game Play with Interactive Self-Learning Support. 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications, pp. 105-114, 2011.
 W.N. Tu. Research on the design and application of interactive computer games: a case study of elementary school children's perceptions of color brightness and color saturation, Master Thesis, National Taiwan University of Science and Technology, 2003.