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Autor/inn/enAlper, Ayfer; Öztas, Elif Sengün; Atun, Handan; Çinar, Dinçer; Moyenga, Moussa
TitelA Systematic Literature Review towards the Research of Game-Based Learning with Augmented Reality
QuelleIn: International Journal of Technology in Education and Science, 5 (2021) 2, S.224-244 (22 Seiten)
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ZusatzinformationORCID (Alper, Ayfer)
ORCID (Öztas, Elif Sengün)
ORCID (Atun, Handan)
ORCID (Çinar, Dinçer)
ORCID (Moyenga, Moussa)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2651-5369
SchlagwörterEducational Research; Educational Technology; Technology Integration; Instructional Effectiveness; Computer Simulation; Computer Games; Educational Games; Game Based Learning; Elementary Secondary Education; Higher Education; Research Methodology; Foreign Countries; Turkey
AbstractChanges in the lifestyles of human beings keep up with science and technology in tandem with the growth of science and technology. As in all fields, expectations are influenced by the advancement of science and technology for the use of emerging technologies in educational environments. By empowering the physical world with virtual information, Augmented Reality (AR) creates new opportunities for education. The impact of uncertainty and scientific advances in the field of application has modified the definition of "AR Technology" to "AR Environments". Within the scope of this study, it is aimed to analyze scientific studies on game-based learning and the use of AR in educational activities systematically. In this context, the "education area," "the level of education of the participant," "dependent variables," "data collection tool," "research methods used," "type of AR use," "software used in the development phase of the application," factors such as "advantages and limitations towards the use of AR in a learning environment" are taken into consideration. In line with the purpose of the research and the specified criteria, a total of 53 scientific studies, which were scanned from scientific journals published in Turkey and abroad between 2016 and 2020, were analyzed using the systematic literature review method. As a result, findings regarding the effects of the game and AR-based learning environments in the learning processes for students are discussed. In addition, several recommendations for the creation and use of new educational games and AR applications have been created, which will help the gaps in AR studies and students' learning processes in terms of potential study (As Provided).
AnmerkungenInternational Journal of Technology in Education and Science. e-mail: ijtesoffice@gmail.com; Web site: http://www.ijtes.net
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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