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A systematic review of augmented reality game-based Learning in STEM education.

Authors :
Yu, Jiaqi
Denham, André R.
Searight, Empress
Source :
Educational Technology Research & Development. Aug2022, Vol. 70 Issue 4, p1169-1194. 26p.
Publication Year :
2022

Abstract

Besides the five universal game elements (problem and scenario, control and choice, text, and visuals), the percentages of the other game elements were all below 50%, demonstrating that most of the reviewed ARDGBL applications failed to take advantage of the varied game elements available in DGBL developments. Puzzle games were the most applied game type for marker-based AR games, followed by adventure games, board games, and simulation games. Although marker-based AR games had a higher frequency in all game elements, location-based AR games demonstrated more varied game elements than marker-based AR games. Mathematics was the most popular subject in all ARDGBL applications, and most mathematics AR games were marker-based games that triggered game objects and tasks associated with the content of the marker that is independent of the physical environments. To explore how AR was integrated into game-based learning in STEM subjects, we present multiple tables to map the type of devices used for game-based learning, game types, game elements, and settings of the ARDGBL. [Extracted from the article]

Details

Language :
English
ISSN :
10421629
Volume :
70
Issue :
4
Database :
Academic Search Index
Journal :
Educational Technology Research & Development
Publication Type :
Academic Journal
Accession number :
159142745
Full Text :
https://doi.org/10.1007/s11423-022-10122-y