Khodabandeh Farzaneh
Department of Linguistics and Foreign Languages, Payame Noor University, Tehran, 19395-3697 Iran.
Educ Inf Technol (Dordr). 2023;28(1):617-646. doi: 10.1007/s10639-022-11190-6. Epub 2022 Jul 4.
The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through three-dimensional pictures and videos on mobile devices for educational purposes. To connect the use of digital tools into the language classrooms and allow learners to view the real world, this study examined the viability of ARG-enhanced education on English foreign language (EFL) learners' learning of giving and asking for directions in flipped and blended contexts. The study involved 60 EFL elementary students of homogenous English proficiency, organized into two comparative and one control group, with 20 participants in each group. For the pre-test, an 18-item multiple-choice test with one written and oral question was administered to assess the learners' knowledge of asking for and giving directions. After taking the pre-test, the two comparative groups received 16 sessions of ARG-enhanced education (one with a blended and the other with a flipped classroom approach), while the control group received placebo instructions. The flipped group received the instructional materials preceding the online group, while the blended group received instruction in both online and face-to-face classes. The control group received instruction in a face-to-face context. After 8-weeks of treatment sessions, all participants of the study took the post-test. According to the results, both flipped and blended groups receiving ARG-enhanced education performed better than the control group in learning how to give and ask for directions. The results of this study may pave the way for EFL teachers and students to use ARG-based technology in online and traditional classes.
近年来,增强现实游戏(ARG)作为一种新兴的创新技术,已成为教学学习环境的重要组成部分。基于ARG的教育作为一种以学生为中心的学习形式,通过移动设备上的三维图片和视频,将虚拟元素与物理环境整合在一起,为教育目的将学生置于学习环境中。为了将数字工具的使用融入语言课堂,并让学习者观察现实世界,本研究考察了在翻转和混合教学环境中,ARG强化教育对英语外语(EFL)学习者学习问路和指路的可行性。该研究涉及60名英语水平相当的EFL小学生,分为两个比较组和一个对照组,每组20名参与者。在预测试中,进行了一项包含18道多项选择题以及一道书面和口头问题的测试,以评估学习者问路和指路的知识。在进行预测试后,两个比较组接受了16节ARG强化教育课程(一组采用混合教学法,另一组采用翻转课堂法),而对照组接受了安慰剂指导。翻转组在在线课程之前收到教学材料,而混合组在在线课程和面对面课程中都接受指导。对照组在面对面的环境中接受指导。经过8周的教学课程后,该研究的所有参与者都参加了后测。根据结果,接受ARG强化教育的翻转组和混合组在学习问路和指路方面的表现均优于对照组。本研究结果可能为EFL教师和学生在在线课程和传统课程中使用基于ARG的技术铺平道路。