Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
Abstract
:1. Introduction
- RQ1: How often and on which devices do students mostly play games?
- RQ2: How did students evaluate the application in terms of usability and learnability?
- RQ3: What was the degree of competence, immersion, tension, flow, and challenge that students experienced when using the application?
- RQ4: Did the use of the application result in positive or negative effects on students and their learning experience?
- RQ5: What kind of motivation is mostly triggered when using the application as a learning tool?
- RQ6: Which emotions did students mostly feel when using the application as a learning tool?
- RQ7: To what degree does the application satisfy students’ innate need for autonomy, competence, and relatedness?
- RQ8: What were the educational benefits yielded when integrating the application?
2. Related Work
3. Materials and Methods
3.1. Development Process
3.2. Experiment
3.3. Research Tools
4. Result Analysis
4.1. Students’ Gaming Habits
4.2. System Usability Scale (SUS)
4.3. Game Experience Questionnaire (GEQ) In-Game Module
4.4. Game Experience Questionnaire (GEQ) Post-Game Module
4.5. Learning Motivations Promoted and Emotions Felt
4.6. Students’ Autonomy, Competence, and Relatedness—Self-Determination Theory (SDT)
4.7. Educational Benefits
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Question | Strongly Disagree | Disagree | Neutral | Agree | Strongly Agree | Means | Standard Deviation |
---|---|---|---|---|---|---|---|
1. I think that I would like to use this system frequently. | 0 (0.00%) | 3 (2.56%) | 12 (10.26%) | 74 (63.25%) | 28 (23.93%) | 4.09 | 0.66 |
2. I found the system unnecessarily complex. | 37 (31.62%) | 73 (62.39%) | 7 (5.98%) | 0 (0.00%) | 0 (0.00%) | 1.74 | 0.56 |
3. I thought the system was easy to use. | 0 (0.00%) | 0 (0.00%) | 7 (5.98%) | 76 (64.96%) | 34 (29.06%) | 4.23 | 0.55 |
4. I think that I would need the support of a technical person to be able to use this system. | 61 (52.14%) | 53 (45.30%) | 2 (1.71%) | 1 (0.85%) | 0 (0.00%) | 1.51 | 0.58 |
5. I found that the various functions in this system were well integrated. | 0 (0.00%) | 0 (0.00%) | 6 (5.13%) | 59 (50.43%) | 52 (44.44%) | 4.39 | 0.59 |
6. I thought there was too much inconsistency in this system. | 44 (37.61%) | 62 (52.99%) | 6 (5.13%) | 5 (4.27%) | 0 (0.00%) | 1.76 | 0.74 |
7. I would imagine that most people would learn to use this system very quickly. | 0 (0.00%) | 2 (1.71%) | 9 (7.69%) | 79 (67.52%) | 27 (23.08%) | 4.12 | 0.6 |
8. I found the system very cumbersome to use. | 59 (50.43%) | 49 (41.88%) | 9 (7.69%) | 0 (0.00%) | 0 (0.00%) | 1.57 | 0.63 |
9. I felt very confident using the system. | 0 (0.00%) | 1 (0.85%) | 22 (18.80%) | 66 (56.41%) | 28 (23.93%) | 4.03 | 0.68 |
10. I needed to learn a lot of things before I could get going with this system. | 39 (33.33%) | 67 (57.26%) | 9 (7.69%) | 2 (1.71%) | 0 (0.00%) | 1.78 | 0.66 |
Question | Strongly Disagree | Disagree | Neutral | Agree | Strongly Agree | Means | Standard Deviation |
---|---|---|---|---|---|---|---|
1. I was interested in the game story | 1 (0.85%) | 1 (0.85%) | 2 (1.71%) | 64 (54.70%) | 49 (41.88%) | 4.36 | 0.65 |
2. I felt successful | 1 (0.85%) | 9 (7.69%) | 33 (28.21%) | 55 (47.01%) | 19 (16.24%) | 3.7 | 0.86 |
3. I felt bored | 39 (33.33%) | 52 (44.44%) | 19 (16.24%) | 6 (5.13%) | 1 (0.85%) | 1.96 | 0.88 |
4. I found it impressive | 2 (1.71%) | 4 (3.42%) | 19 (16.24%) | 55 (47.01%) | 37 (31.62%) | 4.03 | 0.88 |
5. I forgot everything around me | 16 (13.68%) | 40 (34.19%) | 31 (26.50%) | 26 (22.22%) | 4 (3.42%) | 2.68 | 1.07 |
6. I felt frustrated | 59 (50.43%) | 48 (41.03%) | 9 (7.69%) | 0 (0.00%) | 1 (0.85%) | 1.6 | 0.71 |
7. I found it tiresome | 53 (45.30%) | 47 (40.17%) | 12 (10.26%) | 4 (3.42%) | 1 (0.85%) | 1.74 | 0.84 |
8. I felt irritable | 63 (53.85%) | 40 (34.19%) | 9 (7.69%) | 4 (3.42%) | 1 (0.85%) | 1.63 | 0.84 |
9. I felt skillful | 4 (3.42%) | 12 (10.26%) | 23 (19.66%) | 57 (48.72%) | 21 (17.95%) | 3.68 | 1 |
10. I felt completely absorbed | 15 (12.82%) | 28 (23.93%) | 32 (27.35%) | 28 (23.93%) | 14 (11.97%) | 2.98 | 1.22 |
11. I felt content | 1 (0.85%) | 5 (4.27%) | 23 (19.66%) | 61 (52.14%) | 27 (23.08%) | 3.92 | 0.82 |
12. I felt challenged | 2 (1.71%) | 14 (11.97%) | 34 (29.06%) | 47 (40.17%) | 20 (17.09%) | 3.59 | 0.97 |
13. I had to put a lot of effort into it | 29 (24.79%) | 62 (52.99%) | 21 (17.95%) | 3 (2.56%) | 2 (1.71%) | 2.03 | 0.83 |
14. I felt good | 1 (0.85%) | 1 (0.85%) | 9 (7.69%) | 67 (57.26%) | 39 (33.33%) | 4.21 | 0.69 |
Component | First Item | Second Item | Total | |||
---|---|---|---|---|---|---|
AVG | SD | AVG | SD | AVG | SD | |
Competence (GEQ items 1 and 9) | 3.70 | 0.86 | 3.68 | 1.00 | 3.69 | 0.93 |
Sensory and imaginative immersion (GEQ items 1 and 4) | 4.36 | 0.65 | 4.03 | 0.88 | 4.20 | 0.79 |
Flow (GEQ items 5 and 10) | 2.68 | 1.07 | 2.98 | 1.22 | 2.83 | 1.16 |
Tension (GEQ items 6 and 8) | 1.60 | 0.71 | 1.63 | 0.84 | 1.62 | 0.77 |
Challenge (GEQ items 12 and 13) | 3.59 | 0.97 | 2.03 | 0.83 | 2.81 | 1.19 |
Negative affect (GEQ items 3 and 7) | 1.96 | 0.88 | 1.74 | 0.84 | 1.85 | 0.87 |
Positive affect (GEQ items 11 and 14) | 3.92 | 0.82 | 4.21 | 0.69 | 4.07 | 0.77 |
Question | Strongly Disagree | Disagree | Neutral | Agree | Strongly Agree | Means | Standard Deviation |
---|---|---|---|---|---|---|---|
1. I felt revived | 1 (0.85%) | 16 (13.68%) | 49 (41.88%) | 44 (37.61%) | 7 (5.98%) | 3.34 | 0.82 |
2. I felt bad | 65 (55.56%) | 49 (41.88%) | 2 (1.71%) | 0 (0.00%) | 1 (0.85%) | 1.49 | 0.62 |
3. I felt guilty | 74 (63.25%) | 42 (35.90%) | 0 (0.00%) | 0 (0.00%) | 1 (0.85%) | 1.39 | 0.59 |
4. I felt like a winner | 4 (3.42%) | 9 (7.69%) | 31 (26.50%) | 48 (41.03%) | 25 (21.37%) | 3.69 | 1 |
5. I found it a waste of time | 60 (51.28%) | 43 (36.75%) | 11 (9.40%) | 2 (1.71%) | 1 (0.85%) | 1.64 | 0.79 |
6. I felt energized | 0 (0.00%) | 9 (7.69%) | 31 (26.50%) | 61 (52.14%) | 16 (13.68%) | 3.72 | 0.8 |
7. I felt satisfied | 1 (0.85%) | 1 (0.85%) | 17 (14.53%) | 73 (62.39%) | 25 (21.37%) | 4.03 | 0.69 |
8. I felt that I could have done more useful things | 28 (23.93%) | 45 (38.46%) | 25 (21.37%) | 14 (11.97%) | 5 (4.27%) | 2.34 | 1.1 |
9. I felt powerful | 6 (5.13%) | 27 (23.08%) | 46 (39.32%) | 28 (23.93%) | 10 (8.55%) | 3.08 | 1.01 |
10. I felt regret | 70 (59.83%) | 40 (34.19%) | 5 (4.27%) | 2 (1.71%) | 0 (0.00%) | 1.48 | 0.66 |
11. I felt ashamed | 82 (70.09%) | 30 (25.64%) | 4 (3.42%) | 0 (0.00%) | 1 (0.85%) | 1.36 | 0.64 |
12. I felt proud | 3 (2.56%) | 13 (11.11%) | 41 (35.04%) | 48 (41.03%) | 12 (10.26%) | 3.45 | 0.91 |
Question | Strongly Disagree | Disagree | Neutral | Agree | Strongly Agree | Means | Standard Deviation |
---|---|---|---|---|---|---|---|
1. Were you able to act autonomously and have control of your decisions and actions? | 0 (0.00%) | 2 (1.71%) | 4 (3.42%) | 22 (18.80%) | 89 (76.07%) | 4.69 | 0.62 |
2. Were you competent in responding to the application requirements and challenges? | 1 (0.85%) | 4 (3.42%) | 5 (4.27%) | 24 (20.51%) | 83 (70.94%) | 4.57 | 0.8 |
3. Did you feel that you belonged to a group of people and related to them? | 3 (2.56%) | 8 (6.84%) | 27 (23.08%) | 49 (41.88%) | 30 (25.64%) | 3.81 | 0.98 |
Question | Strongly Disagree | Disagree | Neutral | Agree | Strongly Agree | Means | Standard Deviation |
---|---|---|---|---|---|---|---|
1. Enhances the effectiveness of the educational process? | 1 (0.85%) | 1 (0.85%) | 7 (5.98%) | 63 (53.85%) | 45 (38.46%) | 4.28 | 0.69 |
2. Renders the learning process to be more enjoyable and intriguing? | 1 (0.85%) | 2 (1.71%) | 8 (6.84%) | 52 (44.44%) | 54 (46.15%) | 4.33 | 0.75 |
3. Creates student-centered environments? | 2 (1.71%) | 0 (0.00%) | 10 (8.55%) | 60 (51.28%) | 45 (38.46%) | 4.25 | 0.75 |
4. Helps me better comprehend the subjects taught | 1 (0.85%) | 2 (1.71%) | 11 (9.40%) | 50 (42.74%) | 53 (45.30%) | 4.3 | 0.78 |
5. Helps me improve my academic performance | 2 (1.71%) | 4 (3.42%) | 14 (11.97%) | 55 (47.01%) | 42 (35.90%) | 4.12 | 0.87 |
6. Increases computational thinking | 1 (0.85%) | 3 (2.56%) | 9 (7.69%) | 48 (41.03%) | 56 (47.86%) | 4.32 | 0.8 |
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Lampropoulos, G.; Keramopoulos, E.; Diamantaras, K.; Evangelidis, G. Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Educ. Sci. 2023, 13, 618. https://doi.org/10.3390/educsci13060618
Lampropoulos G, Keramopoulos E, Diamantaras K, Evangelidis G. Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Education Sciences. 2023; 13(6):618. https://doi.org/10.3390/educsci13060618
Chicago/Turabian StyleLampropoulos, Georgios, Euclid Keramopoulos, Konstantinos Diamantaras, and Georgios Evangelidis. 2023. "Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education" Education Sciences 13, no. 6: 618. https://doi.org/10.3390/educsci13060618
APA StyleLampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023). Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Education Sciences, 13(6), 618. https://doi.org/10.3390/educsci13060618