Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App
The use of gamification and AR technology is found to have the capacity to enhance students’ interest. In this study, the researchers chose a class in a vocational college in China as a specific case that used the gamified AR mobile application, called XploreRAFE+. This study aimed to explore the us...
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2021
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oai:doaj.org-article:ec1d2fe4e8bf4a03936a721713b0fc3a2021-11-25T19:04:23ZExploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App10.3390/su1322127922071-1050https://doaj.org/article/ec1d2fe4e8bf4a03936a721713b0fc3a2021-11-01T00:00:00Zhttps://www.mdpi.com/2071-1050/13/22/12792https://doaj.org/toc/2071-1050The use of gamification and AR technology is found to have the capacity to enhance students’ interest. In this study, the researchers chose a class in a vocational college in China as a specific case that used the gamified AR mobile application, called XploreRAFE+. This study aimed to explore the use of XploreRAFE+ in the formation of learners’ interest in order to answer the research question: What is the process of interest formation among vocational college students in a gamified AR environment, and how does it sustain students’ motivation in learning English? The data for the study were collected via observations, interviews, and document analysis. The findings of the study indicated that in a gamified AR environment, vocational college students’ interest was triggered by piquing curiosity. This then led to optimal learning experiences, where eventually the students began to have positive perceptions of English lessons and were motivated to extend learning experience on their own. These three components of interest formation formed a dynamic loop where interest formation was developed in a cyclical process. It is proposed that a cyclical formation of interest developed through a gamified AR environment over time could sustain learners’ motivation.Dan WangMas Nida Md KhambariSu Luan WongAbu Bakar RazaliMDPI AGarticleinterest formationgamificationaugmented realityvocational college studentsEnvironmental effects of industries and plantsTD194-195Renewable energy sourcesTJ807-830Environmental sciencesGE1-350ENSustainability, Vol 13, Iss 12792, p 12792 (2021) |
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interest formation gamification augmented reality vocational college students Environmental effects of industries and plants TD194-195 Renewable energy sources TJ807-830 Environmental sciences GE1-350 |
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interest formation gamification augmented reality vocational college students Environmental effects of industries and plants TD194-195 Renewable energy sources TJ807-830 Environmental sciences GE1-350 Dan Wang Mas Nida Md Khambari Su Luan Wong Abu Bakar Razali Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App |
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The use of gamification and AR technology is found to have the capacity to enhance students’ interest. In this study, the researchers chose a class in a vocational college in China as a specific case that used the gamified AR mobile application, called XploreRAFE+. This study aimed to explore the use of XploreRAFE+ in the formation of learners’ interest in order to answer the research question: What is the process of interest formation among vocational college students in a gamified AR environment, and how does it sustain students’ motivation in learning English? The data for the study were collected via observations, interviews, and document analysis. The findings of the study indicated that in a gamified AR environment, vocational college students’ interest was triggered by piquing curiosity. This then led to optimal learning experiences, where eventually the students began to have positive perceptions of English lessons and were motivated to extend learning experience on their own. These three components of interest formation formed a dynamic loop where interest formation was developed in a cyclical process. It is proposed that a cyclical formation of interest developed through a gamified AR environment over time could sustain learners’ motivation. |
format |
article |
author |
Dan Wang Mas Nida Md Khambari Su Luan Wong Abu Bakar Razali |
author_facet |
Dan Wang Mas Nida Md Khambari Su Luan Wong Abu Bakar Razali |
author_sort |
Dan Wang |
title |
Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App |
title_short |
Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App |
title_full |
Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App |
title_fullStr |
Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App |
title_full_unstemmed |
Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App |
title_sort |
exploring interest formation in english learning through xplorerafe+: a gamified ar mobile app |
publisher |
MDPI AG |
publishDate |
2021 |
url |
https://doaj.org/article/ec1d2fe4e8bf4a03936a721713b0fc3a |
work_keys_str_mv |
AT danwang exploringinterestformationinenglishlearningthroughxplorerafeagamifiedarmobileapp AT masnidamdkhambari exploringinterestformationinenglishlearningthroughxplorerafeagamifiedarmobileapp AT suluanwong exploringinterestformationinenglishlearningthroughxplorerafeagamifiedarmobileapp AT abubakarrazali exploringinterestformationinenglishlearningthroughxplorerafeagamifiedarmobileapp |
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