Gamification Opportunity in Augmented Reality-Based Learning Media: A Review
Gamification and augmented reality are currently widely used in education. These technologies improve the attractiveness and engagement of the learning process by providing a new experience to students. However, different types of implementations are used in each learning media. This paper aims to g...
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Format: | Conference or Workshop Item |
Language: | English |
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2022
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Online Access: | https://repository.ugm.ac.id/278975/1/Gamification_Opportunity_in_Augmented_Reality-Based_Learning_Media_A_Review.pdf |
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author | Ramadhan, Adib Dresta Permanasari, Adhistya Erna Wibirama, Sunu |
author_facet | Ramadhan, Adib Dresta Permanasari, Adhistya Erna Wibirama, Sunu |
author_sort | Ramadhan, Adib Dresta |
collection | UGM |
description | Gamification and augmented reality are currently widely used in education. These technologies improve the attractiveness and engagement of the learning process by providing a new experience to students. However, different types of implementations are used in each learning media. This paper aims to gain more insight into the usage of gamification in augmented reality-based learning media. This research reviews relevant literature and analyzes various research topics about research in learning media that implement gamification and augmented reality. The number of literature on both topics has increased in the past five years. Thus, we conducted a literature search using IEEE Xplore and Scopus digital library by limiting the range of publications between 2018 and mid-2022. After extracting data from each publication, we obtained 31 publications that matched the purpose of this study. The main conclusion of this article is that the use of gamification in augmented reality-based learning media can improve the effectiveness and interest of users in studying, not only in formal education but also in non-formal education. These can also reduce boredom from repetitive learning and create more interactive learning media using various methods, such as marker-based and location-based AR. While there are different ways to develop AR, all of these methods can at least incorporate one game element to support the learning process. Age range is not a limiting factor in this concept. Therefore, a suggestion for future work is to explore research from another digital library to gain more insight. |
first_indexed | 2024-03-14T00:02:41Z |
format | Conference or Workshop Item |
id | oai:generic.eprints.org:278975 |
institution | Universiti Gadjah Mada |
language | English |
last_indexed | 2024-03-14T00:02:41Z |
publishDate | 2022 |
record_format | dspace |
spelling | oai:generic.eprints.org:2789752023-10-25T02:58:27Z https://repository.ugm.ac.id/278975/ Gamification Opportunity in Augmented Reality-Based Learning Media: A Review Ramadhan, Adib Dresta Permanasari, Adhistya Erna Wibirama, Sunu Electrical and Electronic Engineering Engineering Gamification and augmented reality are currently widely used in education. These technologies improve the attractiveness and engagement of the learning process by providing a new experience to students. However, different types of implementations are used in each learning media. This paper aims to gain more insight into the usage of gamification in augmented reality-based learning media. This research reviews relevant literature and analyzes various research topics about research in learning media that implement gamification and augmented reality. The number of literature on both topics has increased in the past five years. Thus, we conducted a literature search using IEEE Xplore and Scopus digital library by limiting the range of publications between 2018 and mid-2022. After extracting data from each publication, we obtained 31 publications that matched the purpose of this study. The main conclusion of this article is that the use of gamification in augmented reality-based learning media can improve the effectiveness and interest of users in studying, not only in formal education but also in non-formal education. These can also reduce boredom from repetitive learning and create more interactive learning media using various methods, such as marker-based and location-based AR. While there are different ways to develop AR, all of these methods can at least incorporate one game element to support the learning process. Age range is not a limiting factor in this concept. Therefore, a suggestion for future work is to explore research from another digital library to gain more insight. 2022-12-15 Conference or Workshop Item PeerReviewed application/pdf en https://repository.ugm.ac.id/278975/1/Gamification_Opportunity_in_Augmented_Reality-Based_Learning_Media_A_Review.pdf Ramadhan, Adib Dresta and Permanasari, Adhistya Erna and Wibirama, Sunu (2022) Gamification Opportunity in Augmented Reality-Based Learning Media: A Review. In: 2022 2nd International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA), 15-16 December 2022, Bandung. https://ieeexplore.ieee.org/document/10037922 |
spellingShingle | Electrical and Electronic Engineering Engineering Ramadhan, Adib Dresta Permanasari, Adhistya Erna Wibirama, Sunu Gamification Opportunity in Augmented Reality-Based Learning Media: A Review |
title | Gamification Opportunity in Augmented Reality-Based Learning Media: A Review |
title_full | Gamification Opportunity in Augmented Reality-Based Learning Media: A Review |
title_fullStr | Gamification Opportunity in Augmented Reality-Based Learning Media: A Review |
title_full_unstemmed | Gamification Opportunity in Augmented Reality-Based Learning Media: A Review |
title_short | Gamification Opportunity in Augmented Reality-Based Learning Media: A Review |
title_sort | gamification opportunity in augmented reality based learning media a review |
topic | Electrical and Electronic Engineering Engineering |
url | https://repository.ugm.ac.id/278975/1/Gamification_Opportunity_in_Augmented_Reality-Based_Learning_Media_A_Review.pdf |
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