Litcius/Paper detail

The Efficacy of REV-OPOLY Augmented Reality Board Game in Higher Education

Noradila Nordin, Nur Rasyidah Mohd Nordin, Wafa Omar

2022International Journal of Emerging Technologies in Learning (iJET)15 citationsDOIOpen Access PDF

Abstract

Augmented Reality (AR) in the classroom is becoming a new trend, which incorporates technology in the teaching of topics in a particular course. An instance of the technology used in the classroom is an AR board game which is designed to aid in learning through games. This study is a continuation of a preliminary work, which will concentrate in the designing, developing, and testing phases of REV-OPOLY, a board game with AR intervention in the area of the emerging technology revolution. This study employs a quantitative method of quasi-experimental design using pre-test and post-test, and test assessment. It was conducted within one semester on 100 undergraduate students who enrolled in the Computer Application in Management subject in Universiti Utara Malaysia. Findings show significant improvements in students' scores in all tests preceding the use of REV-OPOLY.

Topics & Concepts

Test (biology)Augmented realityContinuationComputer scienceSubject (documents)Intervention (counseling)Mathematics educationWork (physics)Medical educationMultimediaPsychologyHuman–computer interactionEngineeringMedicineWorld Wide WebProgramming languageBiologyMechanical engineeringPaleontologyPsychiatryAugmented Reality ApplicationsImpulse Buying and Technology Impacts