Learning effectiveness of using augmented reality to support computational thinking learning board game

Wei Chen Kuo, Ting Chia Hsu

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This study utilized the computational thinking educational board game named “Robot City” as the instructional material. The board game corresponds to the concept of sequential, selection, repetition and subprogram of the programming language. This study integrated the augmented reality into helping the seventh grade students cultivate the competence of computational thinking from the board game. The study also explored the effects of student's learning achievement and cognitive load. The participants of this study were 50 students from two classes. They were divided into an experimental group (n = 27) and a control group (n = 23). The students in the experimental group used augmented-reality system to support their learning in the computational thinking board game. The students in the control group used the augmented reality learning system integrated with traditional teacher-centered multimedia instruction to support their learning in the computational thinking board game. From the experiment results, the learning effectiveness of the experimental group was significantly higher than those of the control group. The cognitive load of the students in the experimental group was significantly lower than those of the control group.

Original languageEnglish
Title of host publicationProceedings of International Conference on Computational Thinking Education, CTE 2019
EditorsSiu-cheung KONG, Kuen-fung SIN, Diana ANDONE, Gautam BISWAS, Heinz Ulrich HOPPE, Ting-chia HSU, Ronghuai-Huai HUANG, Bor-chen KUO, Kwok-yiu Robert LI, Chee-kit LOOI, Marcelo MILRAD, Josh SHELDON, Ju-ling SHIH, Ki-sang SONG, Jan VAHRENHOLD
PublisherThe Education University of Hong Kong
Pages238-242
Number of pages5
ISBN (Print)9789887703464
Publication statusPublished - 2019
Event3rd International Conference on Computational Thinking Education, CTE 2019 - Hong Kong, Hong Kong
Duration: 2019 Jun 132019 Jun 15

Publication series

NameProceedings of International Conference on Computational Thinking Education
ISSN (Electronic)2664-5661

Conference

Conference3rd International Conference on Computational Thinking Education, CTE 2019
CountryHong Kong
CityHong Kong
Period2019/06/132019/06/15

Keywords

  • Augmented reality
  • Board game
  • Cognitive load
  • Computational thinking
  • Game-based learning

ASJC Scopus subject areas

  • Education
  • Computer Science Applications

Fingerprint Dive into the research topics of 'Learning effectiveness of using augmented reality to support computational thinking learning board game'. Together they form a unique fingerprint.

Cite this