4 research outputs found

    Code Adventure: An Educational Game for Learning JAVA Programming

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    The purpose of this project is to (1) develop an educational game for learning in a JAVA programming course for undergraduate students, (2) compare the learning achievements of educational games and lectures, and (3) assess learner game acceptance with learning through games. The sample used in this research were 50 first-year undergraduate students in the field of management information systems from the Department of Information Science, S University in Thailand. In game design and development, The researcher developed the game based on the concept of game flow elements, such as challenges, story, fun, beauty, and so on, in order to inspire learners to be engaged in learning through games. The tools used in the research were (1) educational game performance evaluation forms, (2) an educational game for learning JAVA programming concepts, (3) a learning achievement test, and (4) student satisfaction assessment forms. The research results showed that (1) the learning efficiency of the educational game was very good, (2) the academic achievement of learning by the educational game was higher than that of learning by lecture, and (3) the acceptance of learning with computer games by the students was excellent. Additionally, learning through games made it easier for students to absorb the subject and learn more effectively. It has been discovered that learning through games improves learning results for students

    Using Augmented Reality (AR) for Enhancing Chinese Vocabulary Learning

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    This research aims to develop a mobile AR application for enhancing Chinese vocabulary learning to students who learn Chinese as a main subject. The requirement was gathered from Chinese teachers by interview to assess a suitable content and educational technology for students. The result showed that augmented reality is the best choice. Then, 3D model , illustration, sound were drawn based on the contents and the software design and implementation were performed. After finishing this development process, Grade 10th students majoring in Chinese, at School A, Ang Thong provience. tested this application. The evaluation process was performed using pretest and posttest data analyzed by a paired samples t-test at a 95% confidence level. The result of this study shows that the application is an efficient tool to help students improve their learning capabilities

    Application of Augmented Reality Technology to Access Facial Sunscreen Product Label Information

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    The goals of this study were to 1) examine the behaviors and demands of users who purchased face sunscreens online, and 2) build augmented reality technology for use in the present, 3) to determine the acceptance and satisfactory after using augmented reality technology to provide facial sunscreen data. This study included a sample group of 30 adults who purchased sunscreen for their faces. The results revealed that it had the highest average system use. Users are concerned with the clarity of the content presented on the screen, as well as the convenience and accessibility with which they may utilize the system. Because of the small size of the product labels on the package, they are difficult to read. Furthermore, consumers have expressed an interest in using the application. Because the use of AR technology to present information in a format that gives users a new experience and feel that they can easily access it. However, there may be constraints in terms of processing time and the display of data details while the data is processed. As a result, the system's performance is the worst of the bunch

    Space Travel: Game Development to Promote the Learning of Science Subjects about Solar Systems for 4th-Grade Students

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    The objectives of this research are to develop a game to promote the learning of the solar system in science subjects of 4th grade students, to compare the academic results of pre- and posttest of students after learning with the space travel game and to determine the satisfaction level of students with the space travel game. The sample group used in the experiment was 4th grade students from school T, and classes were randomized using the stratified random sampling method. Students were categorized into 2 groups: those with average scores and those with high scores in science subjects. The final results were compared between the control group, 27 students learning normally using the conventional method, and the experimental group, 27 students learning using the space travel game. There were 52 students in total. The tools used in this experiment are a space travel game, an achievement assessment test, a pre- and posttest, and a questionnaire to determine the satisfaction level of students. The statistical tools used are the mean, percentage, and standard deviation, paired t test, and t test independent. The results of this experiment showed that the experimental group learning from the game obtained a higher score than that of the control group by 1.19, on average. The scores of both groups were shown to have statistically significant differences at a 95% confidence level
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