“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...

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Main Authors: Irma Shayana, Samaden, Mohd. Shafiee, Hamzah, Ibrahim, Ahmad
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/
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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/
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score 13.160551