Gaming for the Sake of Learning as an Ambience for Exploring the Affordability of Augmented Reality in Coaching English Reading and Oral Hygiene Promotion

سال انتشار: 1397
نوع سند: مقاله کنفرانسی
زبان: انگلیسی
مشاهده: 406

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شناسه ملی سند علمی:

CGCO04_033

تاریخ نمایه سازی: 19 تیر 1398

چکیده مقاله:

Game-enabled reading education speaks to theenormous growth in students lives. Commonly, research on theapplicability of games in education has taken place parallel withthe latest game types. In view of that, this study was involved inpromoting students early English reading comprehension andcoming up with effective solutions to look after Oral Hygiene(OH) using Augmented Reality (AR) mobile (m)-game-enabledactivities; that is to say, early English reading for oral hygiene.This complementarity study with full factorial design included672 high school Persian, Arab, and Turk male and femalestudents who were randomly selected and divided into twocommercially-off-the-shelf- and self-made m-game-enabled setsto be coached in reading English materials in relation to OHduring the academic year 2017. After taking part in an Englishreading proficiency test, a questionnaire covering students attitudes towards EdTech-enabled English reading, including ARm-game-enabled modules, students Basic TechnologyCompetency, and reading in relation to OH was given to theparticipants to be completed before the start of the course.Meanwhile, clinical OH examination was done. In addition to thecontinuous assessment of the participants readingcomprehension, during the nine sessions of coaching Englishreading comprehension, their OH states were vetted till sixmonths later. To integrate complementarity, teacher journalingand focus-group interview were done during and after the course,respectively. The gathered data were analyzed both descriptivelyand inferentially using Multiple Linear Regression Model. Thefindings revealed the interdependence of students Englishreading comprehension and their OH. Simply put, students learning and reading comprehension led directly to thedevelopment of their state of OH. This way, AR m-game-enabledreading activities could inform effective language education andpromote students health. Of course, how students performagency in AR m-game-enabled lessons can determine theapplicability of m-enabled modules in reading education (effectsize = 0.338) and OH level (effect size = 0.184).

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نویسندگان

Maryam Pakzadian

PhD in TEFL English Department Isfahan University of Medical Sciences Isfahan, Iran

Saeed Khazaie

PhD in TEFL English Department Isfahan University of Medical Sciences Isfahan, Iran