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Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability

Bibliographic Data

ID21632067
AuthorsHuei‐Tse Hou (0000-0003-1783-8830, National Taiwan University of Science and Technology, corresponding author), Ying-Sang Fang (National Taiwan University of Science and Technology), Joni Tzuchen Tang (0000-0003-0887-7715, National Taiwan University of Science and Technology)
Year2023
Volume31
Issue7
Pages4346-4366
Publication date2023-10-03
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2021.1961810
OpenAlexW3206747089
LanguageEN
Citations received14
References cited46

Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including cognitive scaffolding, metacognitive scaffolding, and peer scaffolding. Features included alternate reality games, board games, and AR technology. An educational alternate reality game Lost in Space based on the above framework was developed, and scaffolding was designed to help players focus on spatial and logical thinking. Participants were 127 tenth-grade students from northern Taiwan. Empirical analysis was conducted with the aim of exploring the learners’ learning outcomes, flow state, and perceptions of the multi-dimensional scaffolding as well as its usefulness. The results showed that there was no significant difference between the learning achievement of the students in the experimental group (using game learning) and the control group (using general teaching materials). However, students in the experimental group showed significant improvement in learning achievement after the game, while students in the control group showed no significant improvement in learning achievement. Moreover, experimental group learners could sense most of the cognitive scaffolding, metacognitive scaffolding, and peer scaffolding

Augmented reality · Cognition · Human–computer interaction · Mixed reality · Multimedia · Scaffold · Spatial Ability · Virtual reality · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Psychology · Spatial Cognition and Navigation

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Unique citing works14
Citations per year4,67
Citation span2023 - 2026 (4)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 14

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