An AR-based gamified English course in vocational college through interest-driven approach
In recent years, augmented reality (AR) technology’s application has been explored in numerous disciplines. Many studies claimed that AR technology had significant advantages in enhancing learning interesting and boosting the understanding and collaborative learning etc. However, in China, most coll...
| Main Authors: | , |
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| Format: | Article |
| Language: | English |
| Published: |
Horizon Research Publishing
2020
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| Online Access: | http://psasir.upm.edu.my/id/eprint/87816/ http://psasir.upm.edu.my/id/eprint/87816/1/ABSTRACT.pdf |
| _version_ | 1848860505867812864 |
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| author | Wang, Dan Md Khambari, Mas Nida |
| author_facet | Wang, Dan Md Khambari, Mas Nida |
| author_sort | Wang, Dan |
| building | UPM Institutional Repository |
| collection | Online Access |
| description | In recent years, augmented reality (AR) technology’s application has been explored in numerous disciplines. Many studies claimed that AR technology had significant advantages in enhancing learning interesting and boosting the understanding and collaborative learning etc. However, in China, most college students lack learning
interest and adopt a passive method to learn English. In order to improve the learning situation, the researcher utilized the interest-driven creator (IDC) theory as the basis to design an AR-based gamified English course in vocational college. The study aimed to answer the following questions: (1) How does the AR-based gamified
learning environment impact students’ learning motivation in English course? (2) How does the AR-based gamified learning environment impact students’ collaborative learning in English course? This study was conducted in a vocational college of China and the in-depth interviews were adopted to collect data. The results of the investigation revealed that students’ learning motivation was enhanced through the change of teacher’ role and using AR technology’s virtual content. Additionally, the AR-based gamified learning environment can effectively enhance collaborative learning through strengthening the willingness of discussion and providing more opportunities, and the relaxed learning atmosphere. |
| first_indexed | 2025-11-15T12:46:19Z |
| format | Article |
| id | upm-87816 |
| institution | Universiti Putra Malaysia |
| institution_category | Local University |
| language | English |
| last_indexed | 2025-11-15T12:46:19Z |
| publishDate | 2020 |
| publisher | Horizon Research Publishing |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | upm-878162022-06-14T06:29:25Z http://psasir.upm.edu.my/id/eprint/87816/ An AR-based gamified English course in vocational college through interest-driven approach Wang, Dan Md Khambari, Mas Nida In recent years, augmented reality (AR) technology’s application has been explored in numerous disciplines. Many studies claimed that AR technology had significant advantages in enhancing learning interesting and boosting the understanding and collaborative learning etc. However, in China, most college students lack learning interest and adopt a passive method to learn English. In order to improve the learning situation, the researcher utilized the interest-driven creator (IDC) theory as the basis to design an AR-based gamified English course in vocational college. The study aimed to answer the following questions: (1) How does the AR-based gamified learning environment impact students’ learning motivation in English course? (2) How does the AR-based gamified learning environment impact students’ collaborative learning in English course? This study was conducted in a vocational college of China and the in-depth interviews were adopted to collect data. The results of the investigation revealed that students’ learning motivation was enhanced through the change of teacher’ role and using AR technology’s virtual content. Additionally, the AR-based gamified learning environment can effectively enhance collaborative learning through strengthening the willingness of discussion and providing more opportunities, and the relaxed learning atmosphere. Horizon Research Publishing 2020 Article PeerReviewed text en http://psasir.upm.edu.my/id/eprint/87816/1/ABSTRACT.pdf Wang, Dan and Md Khambari, Mas Nida (2020) An AR-based gamified English course in vocational college through interest-driven approach. Universal Journal of Educational Research, 8 (1A). 132 - 137. ISSN 2332-3205; ESSN: 2332-3213 https://www.hrpub.org/journals/article_info.php?aid=8749 10.13189/ujer.2020.081317 |
| spellingShingle | Wang, Dan Md Khambari, Mas Nida An AR-based gamified English course in vocational college through interest-driven approach |
| title | An AR-based gamified English course in vocational college through interest-driven approach |
| title_full | An AR-based gamified English course in vocational college through interest-driven approach |
| title_fullStr | An AR-based gamified English course in vocational college through interest-driven approach |
| title_full_unstemmed | An AR-based gamified English course in vocational college through interest-driven approach |
| title_short | An AR-based gamified English course in vocational college through interest-driven approach |
| title_sort | ar-based gamified english course in vocational college through interest-driven approach |
| url | http://psasir.upm.edu.my/id/eprint/87816/ http://psasir.upm.edu.my/id/eprint/87816/ http://psasir.upm.edu.my/id/eprint/87816/ http://psasir.upm.edu.my/id/eprint/87816/1/ABSTRACT.pdf |