增强现实
教学设计
数学教育
心理学
基于游戏的学习
教育技术
内在动机
人机交互
计算机科学
多媒体
社会心理学
作者
Amarpreet Gill,Derek Irwin,Pinzhuang Long,Linjing Sun,Dave Towey,Wanling Yu,Yanhui Zhang,Yaxin Zheng
标识
DOI:10.1108/itse-11-2023-0221
摘要
Purpose This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and Assembly (DfMA) that was developed using the approaches of microlearning and digital game-based learning (DGBL). Design/methodology/approach Structured as design-based research, the study reports on developing innovative educational interventions and provides an empirical investigation of their effectiveness. Data were collected using a mixed methods approach, using pre- and post-tests and questionnaires, together with researcher observations and participant interviews. Findings Through two rounds of playtests, the game positively affected intrinsic motivation and encouraged higher-order cognitive learning, critical thinking, communication and collaboration. Collaborative learning plays a significant role, DGBL is preferred over traditional methods and microlearning reduces information density and cognitive overload. Originality/value The study contributes to our understanding of digital game-based interventions on students’ intrinsic motivation and provides insights into effective ways to design instructional materials in similar teaching and learning settings.
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