Blending Gamification and Augmented Reality in XploreRAFE+ Module: Intriguing Excitement and Promoting Collaborative Learning among Learners in Higher Education

Authors

  • Mas Nida MD. KHAMBARI Faculty of Educational Studies, Universiti Putra Malaysia Author

Abstract

Instructors worldwide have taken a different quest in their teaching journey in order to suit the needs of the alpha generation. The developments of Information and Communication Technologies have made this possible by offering new pedagogies, increasing its presence at every aspect of teaching methodologies. XploreRAFE+ , a module that blends Gamification approach with Augmented Reality through the use of mobile devices, was developed by the researcher as one of the means to untraditionalize her teaching approach. This study presents descriptive qualitative analysis of how XploreRAFE+ , when integrated in teaching courses at a tertiary level, was able to intrigue excitement and motivation, and enhance collaborative learning among learners. XploreRAFE+ was developed and employed to a group of 66 undergraduate, pre-service teachers currently enrolled in Educational Technology course in the Spring 2018 semester at Universiti Putra Malaysia. Through qualitative survey, the analysis of the findings suggest that the blending of gamification and augmented reality through XploreRAFE+ module was appealing to the students as it intrigued excitement and motivation. Moreover, collaborative learning was also evident through instilled team work and discussions made when students played the XploreRAFE+ game.

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Published

2018-11-26

How to Cite

Blending Gamification and Augmented Reality in XploreRAFE+ Module: Intriguing Excitement and Promoting Collaborative Learning among Learners in Higher Education. (2018). International Conference on Computers in Education. http://library.apsce.net/index.php/ICCE/article/view/3718