Augmented reality board game using acceptance approach to enhance students' motivation

Board game incorporate distinct design characteristic that enhance player enjoyment. However, research on motivational elements in Augmented Reality Board Game (ARBG) remains limited. Therefore, a specific study needs to be conducted to explore how motivational elements in this type of game can be e...

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Bibliographic Details
Main Author: Irma Shayana Samaden (Author)
Corporate Author: Universiti Teknikal Malaysia Melaka . Faculty of Information and Communication Technology
Format: Thesis Book
Language:English
Subjects:

MARC

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050 0 0 |a QA76.9.A94   |b I76 2025 
090 0 0 |a QA76.9.A94   |b I76 2025 
100 0 |a Irma Shayana Samaden ,   |e author 
245 1 0 |a Augmented reality board game using acceptance approach to enhance students' motivation   |c Irma Shayana Bte Samaden 
264 0 |c 2025 
300 |a xvi, 288 leaves ;   |c 31 cm. 
336 |a text  |2 rdacontent 
337 |a unmediated  |2 rdamedia 
338 |a volume  |2 rdacarrier 
502 |a Thesis (Doctor of Philosophy) - Universiti Teknikal Malaysia Melaka, 2025 
504 |a Includes bibliographical references (leaves 237-283) 
505 0 |a 1. Introduction -- 2. Literature review -- 3. Methodology -- 4. Design and development -- 5. Finding and discussion -- 6. Conclusion 
520 |a Board game incorporate distinct design characteristic that enhance player enjoyment. However, research on motivational elements in Augmented Reality Board Game (ARBG) remains limited. Therefore, a specific study needs to be conducted to explore how motivational elements in this type of game can be enhanced. This includes examining the characteristics and functions 0 f design as well a user acceptance, which are among the aspect that can enhance user motivation, particularly for those utilizing augmented reality platforms. In line with this, the purpose of this study is to develop a motivational model that integrates acceptance characteristics from the UT AUT acceptance model, motivation, and usability, which will subsequently be referred to as the U2SIC Model. The study employs a mixed-method approach, combining quantitative and qualitative methodologies across five phase: analysis, design and development, prototype testing, and evaluation. preliminary survey using questionnaires was conducted to determine key game design features. The de eloped ARBG application, Spiritual Journey Augmented Reality Board Game, was tested with 100 university students through pre- and post-tests to assess its effectiveness. The result indicate a significant increase in player motivation (mean value 4,09). Furthermore, user acceptance and usability testing yielded positive outcomes, confirming the model's effectiveness. In conclusion, the U2SlC model provides valuable insights for designing engaging AR-based board games. Future design should focus on increasing difficulty levels, improving aesthetic, and enhancing storytelling to maximize player motivation and user experience. 
610 2 0 |a Universiti Teknikal Malaysia Melaka   |x Dissertations 
610 2 0 |a Universiti Teknikal Malaysia Melaka   |x Faculty of Information and Communication Technology   |v Dissertations 
650 0 |a Augmented reality 
650 0 |a Dissertations, Academic 
650 0 |a Educational games 
650 0 |a Motivation in education 
710 2 |a Universiti Teknikal Malaysia Melaka .   |b Faculty of Information and Communication Technology 
999 |a 1000187563   |b Thesis   |c Reference   |e Tembila Campus