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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Main Authors: Ramadhan, Adib Dresta, Permanasari, Adhistya Erna, Wibirama, Sunu
Format: Conference or Workshop Item
Language:English
Published: 2022
Subjects:
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.
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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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