IntroductionGame-based learning is an innovative technique that utilizes the educational potential of videogames in general, and serious games in particular, to enhance training processes and make it simpler for users to attain motivated learning.MethodsIn this study, we propose game based learning for primary school students in computer science terminology learning. Primary school students often engage in game-based learning. Academic accomplishment motivation consequences have been researched extensively. The purpose of this research was to see how successful Game-Based Learnings are in motivating primary school kids to attain academic success. Fifty primary school students in two focus groups participated in the experiment during 10 weeks to test the involvement of game based learning to pupils.ResultsThere are two kind of measurements were applied in identifying benefits of game based learning. First, one is the questionnaire that students answered to questions in three categories as Impression, Usability, and User Interface. Second part of measurement is downloading and uploading of hometasks, and their academic performance. Approximately 90% of the students found the game based learning to be beneficial in their studies and remembering computer science terminologies. The children were satisfied with its functionality and ease of use.DiscussionThe results can be useful for educators, instructional and game designers, and researchers from implementation, design and research perspectives.
The term "augmented reality," refers to the adding of new data to an existing environment. When contrasted to other innovations, augmented reality may provide benefits not previously available. This research aimed to describe and get a better understanding of the advantages that augmented reality may bring to the training of athletes. In this review we propose the findings were evaluated in terms of their significance in athletics in sports and healthcare sectors. According to the findings of our study, a variety of augmented reality methods could be employed for teaching as well as delivering feedback. It may be possible to change some of the rules in order to level the playing field amongst players with varying levels of expertise. The perception of the audience might be enhanced further by the addition of more information. We also investigated the limits of existing augmented reality systems, as well as their usefulness in training, and offered some pointers for the creation of various types of training situations. This paper describes augmented reality techniques and reviews augmented reality tools for sport and health sciences. Current study describes augmented reality tools. Firstly, we explain what the augmented reality stands for.
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