“Using augmented reality in educational games design” user motivation - systematics literature review
In this study, we synthesized the literature review on enhancing user’s motivation with the snake-ladder chess concept by using the Augmented Reality (AR) technique. AR is an educational medium increasingly accessible to young users. These are the ‘Generation Y’ or the Internet generation youth. T...
Saved in:
Main Authors: | , , |
---|---|
Format: | Article |
Language: | English |
Published: |
2020
|
Subjects: | |
Online Access: | http://eprints.unisza.edu.my/7002/1/FH02-FIK-20-39708.pdf http://eprints.unisza.edu.my/7002/ |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
my-unisza-ir.7002 |
---|---|
record_format |
eprints |
spelling |
my-unisza-ir.70022022-04-24T02:11:59Z http://eprints.unisza.edu.my/7002/ “Using augmented reality in educational games design” user motivation - systematics literature review Irma Shayana, Samaden Mohd. Shafiee, Hamzah Ibrahim, Ahmad L Education (General) QA75 Electronic computers. Computer science In this study, we synthesized the literature review on enhancing user’s motivation with the snake-ladder chess concept by using the Augmented Reality (AR) technique. AR is an educational medium increasingly accessible to young users. These are the ‘Generation Y’ or the Internet generation youth. They are exposed to numerous new media and technologies have greater access to good as well as bad information because of that the percentage of youth involved in risky behavior is increasing day by day. This paper to provide a systematic literature review (SLR) method to collect and review studies following a predefined procedure on the motivation model in AR educational game design application. The review studies include filtering relevant information of the AR and motivation model from four databases to answer research questions. A total of 111 primary studies published between 2016 to 2020 were used in the analysis. The literature review shows that most authors emphasize emotional, physical activity, and use of experience as a key factor in model development and less likely to see the factors that motivate a person to motivate and less apply Islam. We found that the most reported effects for AR learning games were the enhancement of learning performance and the learning experience in terms of fun, interest, and enjoyment. In conclusion, we expected to the Islamic model and application of AR can be implemented on the education for the future study. 2020-08 Article PeerReviewed text en http://eprints.unisza.edu.my/7002/1/FH02-FIK-20-39708.pdf Irma Shayana, Samaden and Mohd. Shafiee, Hamzah and Ibrahim, Ahmad (2020) “Using augmented reality in educational games design” user motivation - systematics literature review. Journal of Advanced Research in Dynamical and Control Systems, 12 (06). pp. 2626-2635. ISSN 1943023X 10.5373/JARDCS/V12I6/S20201221 |
institution |
Universiti Sultan Zainal Abidin |
building |
UNISZA Library |
collection |
Institutional Repository |
continent |
Asia |
country |
Malaysia |
content_provider |
Universiti Sultan Zainal Abidin |
content_source |
UNISZA Institutional Repository |
url_provider |
https://eprints.unisza.edu.my/ |
language |
English |
topic |
L Education (General) QA75 Electronic computers. Computer science |
spellingShingle |
L Education (General) QA75 Electronic computers. Computer science Irma Shayana, Samaden Mohd. Shafiee, Hamzah Ibrahim, Ahmad “Using augmented reality in educational games design” user motivation - systematics literature review |
description |
In this study, we synthesized the literature review on enhancing user’s motivation with the snake-ladder
chess concept by using the Augmented Reality (AR) technique. AR is an educational medium increasingly
accessible to young users. These are the ‘Generation Y’ or the Internet generation youth. They are exposed to
numerous new media and technologies have greater access to good as well as bad information because of that the
percentage of youth involved in risky behavior is increasing day by day. This paper to provide a systematic literature
review (SLR) method to collect and review studies following a predefined procedure on the motivation model in AR
educational game design application. The review studies include filtering relevant information of the AR and
motivation model from four databases to answer research questions. A total of 111 primary studies published
between 2016 to 2020 were used in the analysis. The literature review shows that most authors emphasize
emotional, physical activity, and use of experience as a key factor in model development and less likely to see the
factors that motivate a person to motivate and less apply Islam. We found that the most reported effects for AR
learning games were the enhancement of learning performance and the learning experience in terms of fun, interest,
and enjoyment. In conclusion, we expected to the Islamic model and application of AR can be implemented on the
education for the future study. |
format |
Article |
author |
Irma Shayana, Samaden Mohd. Shafiee, Hamzah Ibrahim, Ahmad |
author_facet |
Irma Shayana, Samaden Mohd. Shafiee, Hamzah Ibrahim, Ahmad |
author_sort |
Irma Shayana, Samaden |
title |
“Using augmented reality in educational games design” user motivation - systematics literature review |
title_short |
“Using augmented reality in educational games design” user motivation - systematics literature review |
title_full |
“Using augmented reality in educational games design” user motivation - systematics literature review |
title_fullStr |
“Using augmented reality in educational games design” user motivation - systematics literature review |
title_full_unstemmed |
“Using augmented reality in educational games design” user motivation - systematics literature review |
title_sort |
“using augmented reality in educational games design” user motivation - systematics literature review |
publishDate |
2020 |
url |
http://eprints.unisza.edu.my/7002/1/FH02-FIK-20-39708.pdf http://eprints.unisza.edu.my/7002/ |
_version_ |
1734304590529036288 |
score |
13.160551 |