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The effect of augmented reality-based serious game on traditional pattern learning

Bibliographic Data

ID21632130
AuthorsLi Ye (0000-0003-0401-5691, China University of Mining and Technology), Ye Li (0000-0002-5043-9797, China University of Mining and Technology, corresponding author), Jingyi Li (0009-0008-6009-6055, China University of Mining and Technology), Simin Yang (0000-0002-8093-1133, China University of Mining and Technology), Yongxin Hang (0009-0000-5416-9344, China University of Mining and Technology)
Year2024
Volume32
Issue10
Pages7559-7587
Publication date2024-11-25
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueInteractive Learning Environments (JOURNAL)
Journal identifiersISSN: 1049-4820 • E-ISSN: 1744-5191
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/10494820.2024.2327042
OpenAlexW4392921583
LanguageEN
References cited62

Traditional pattern teaching is an important part of the art curriculum, but the pattern are complex and difficult to learn. While schema theory focuses on the integration, understanding and construction process of knowledge, AR technology can provide a three-dimensional and dynamic display of patterns, which has been used in teaching in recent years.Therefore, this study uses schema theory to guide the design of AR serious games and conducts experiments in a university. We selected a total of 120 students for the experiment to test AR serious games and common serious games respectively.The results indicated that both common serious games and AR serious games guided by cognitive schema had good teaching effects, while AR serious games more significantly reduce the cognitive load of students. For comprehension questions, the teaching effect of AR serious games is more significant, but for literacy questions, the difference in learning effect between them is not significant. In addition, AR serious games are more helpful for long-term memory and for understanding of complex traditional art forms such as bone schema and cultural schema. These are inspirational for art education

Augmented reality · Educational game · Educational technology · Human–computer interaction · Mathematics education · Multimedia · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Psychology · Virtual Reality Applications and Impacts

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