Proceedings of the 2018 7th International Conference on Software and Computer Applications 2018
DOI: 10.1145/3185089.3185143
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Digital Game Based Learning using Augmented Reality for Mathematics Learning

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Cited by 15 publications
(15 citation statements)
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“…In addition, 8 studies used questionnaires, and 2 studies used game log data. [6], [13], [27], [28], [15], [14], [16], [7] Science Direct [18] ERIC [23], [33], [29] ACM [19], [26], [31], [34], [20], [21], [8] Springer Link Questionaire [10]-[12] IEEE 8 [28] Science Direct [17] ERIC [25], [31] ACM [21] Springer Link Log [23], [32] ACM 2…”
Section: Rq3 What Evaluation Methods Is Used To Measure the Results Omentioning
confidence: 99%
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“…In addition, 8 studies used questionnaires, and 2 studies used game log data. [6], [13], [27], [28], [15], [14], [16], [7] Science Direct [18] ERIC [23], [33], [29] ACM [19], [26], [31], [34], [20], [21], [8] Springer Link Questionaire [10]-[12] IEEE 8 [28] Science Direct [17] ERIC [25], [31] ACM [21] Springer Link Log [23], [32] ACM 2…”
Section: Rq3 What Evaluation Methods Is Used To Measure the Results Omentioning
confidence: 99%
“…The following is a discussion of the answers to the research questions. ERIC [23], [25] ACM understanding [4], [9], [10], [5], [12], [22] IEEE 12 [6] ScienceDirect [19], [26], [8], [20], [21] SpringerLink skill improvement [13], [27], [28], [14], [15], [16], [7], ScienceDirect 11 [18], ERIC [23], [29], [24], ACM Enjoyment [25], ACM 2 [20] SpringerLink Attraction [11] IEEE 1 knowledge acquisition [13] ScienceDirect 3 [17] ERIC [30] ACM…”
Section: Articles That Answer the Research Questionsmentioning
confidence: 99%
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“…Game-based learning impacts students' enthusiasm, commitment, and enjoyment [11]. Besides, an app called 'DorDor' was developed by [12] to prove that Digital Game-Based Learning (DGBL) with Augmented Reality (AR) is useful in mathematics. An extensive qualitative study involving 3,202 participants revealed several reasons why learners enjoy learning gamification [13]: (i) it fosters enthusiasm; (ii) it provides performance feedback; (iii) it fulfils learners' needs for gratification; and (iv) it promotes goal setting.…”
Section: Gamification Of Mathematicsmentioning
confidence: 99%
“…Currently, video games have an infinite number of applications in multiples areas of study [1]. Therefore, serious video games facilitate or optimize fields such as: medicine and diagnosis [2,3], special education [4,5], psychology [6,7], university education [8,9], social abilities [10,11], public security [12,13], military training [14,15] and many other areas of knowledge. These video games are known as serious video games [16,17].…”
Section: Introductionmentioning
confidence: 99%