The Efficacy of REV-OPOLY Augmented Reality Board Game in Higher Education
DOI:
https://doi.org/10.3991/ijet.v17i07.26317Keywords:
Augmented Reality, board game, e-learning, educational technologyAbstract
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.
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Published
2022-04-12
How to Cite
Nordin, N., Mohd Nordin, N. R., & Omar, W. (2022). The Efficacy of REV-OPOLY Augmented Reality Board Game in Higher Education. International Journal of Emerging Technologies in Learning (iJET), 17(07), pp. 22–37. https://doi.org/10.3991/ijet.v17i07.26317
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Copyright (c) 2022 Noradila Nordin, Nur Rasyidah Mohd Nordin, Wafa Omar
This work is licensed under a Creative Commons Attribution 4.0 International License.