Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning
Abstract
:1. Introduction
2. Theoretical Background
2.1. Deep and Meaningful Learning
2.2. Game-Based Learning and AR in Education
- What are in-service English language teachers’ perspectives on ARECGs as a useful pedagogical tool that enhances deep and meaningful foreign language learning?
- What are the benefits of an ARECG for students’ foreign language learning development, according to teachers’ perceptions?
- To what degree does an ARECG increase students’ motivation and satisfaction toward foreign language learning, according to the teachers’ views?
- To what extend are in-service English language teachers willing to use ARECGs in their future teaching practices?
3. Materials and Methods
3.1. Design of the AR Escape Room Game
3.1.1. The AR Escape Room Game Narrative and Learning Experience
3.1.2. AR Escape Room Game Development
3.2. Methods
4. Results
4.1. Demographics
4.2. Evaluation of the Experience
4.3. Evaluation of Perceived Enjoyment, Motivation, Cognitive Benefits, Perceived Learning and Satisfaction
4.4. Teachers’ Future Intentions in Relation to ARECG Adoption
4.5. Teachers’ Interviews
5. Discussion and Conclusions
5.1. The ARECG as a Useful Pedagogical Tool That Enhances Deep and Meaningful English Language Learning
- (a)
- Active engagement
- (b)
- Creativity, critical thinking and problem solving
- (c)
- Authenticity
- (d)
- Cooperation, group and peer work
- (e)
- Working autonomously/intentional learning
- (f)
- Reflection and the drawing of conclusions
5.2. The ARECG’s Contribution to Increasing Students’ Motivation, Engagement and Satisfaction toward Language Learning
5.3. Teachers’ Future Intentions toward ARECGs
5.4. Conclusions and Recommendations for Future Develoment
Author Contributions
Funding
Institutional Review Board Statement
Data Availability Statement
Conflicts of Interest
References
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Item | Description | Source |
---|---|---|
Demographics | ||
1. | Gender | [62] |
2. | Age group | |
3. | Years of teaching experience | |
4. | Occupational service level | |
5. | How familiar are you with augmented reality? | |
6. | How familiar are you with escape classroom games in general? | |
Your ARECG experience | ||
7. | Did you manage to finish the game on time? | [62] |
8. | How much time did it take you? | |
9. | Did you face any technical difficulties? | |
Delving deeper into the ARECG experience | ||
10. | The level of difficulty of the ARECG puzzles is suitable for A2 CEFR level English language learners | |
C1 | Perceived enjoyment | |
11. | Playing this ARECG is an enjoyable activity | [62] |
C2 | Motivation | |
12. | The ARECG is fun to be involved in | [62] |
13. | This ARECG can be described as very stimulating | [65] |
14. | After trying this ARECG for a while, I felt pretty competent | |
C3 | Cognitive benefits | |
15. | This type of ARECG enhances receptive and productive language skills in English | [65] |
16. | This type of ARECG allows for easier memorizing of new content | |
17. | This type of ARECG enables the effective application of the material learned | |
18. | This type of ARECG facilitates a better analysis of the problems | |
19. | This type of ARECG promotes autonomous learning | |
20. | This type of ARECG enhances active learning | |
21. | This type of ARECG increase learners’ attention span and concentration levels | |
C4 | Perceived learning | |
22. | A lot of factual information related to the main topics of the ARECG have been learned | [65] |
23. | The key ideas presented in the materials are thoroughly comprehended | |
24. | The learning activities were authentic and purposeful | |
25. | The activities in the ARECG boost language learners’ confidence in English | |
26. | There were opportunities for reflection and drawing of conclusions | |
C5 | Satisfaction | |
27. | I was satisfied with the ARECG experience | [65] |
28. | I was satisfied with the teaching method adopted in this type of ARECG | |
29. | I was satisfied with the ARECG learning environment | |
30. | I was satisfied with the overall learning effectiveness | |
Teachers’ future intentions | ||
31. | Would you be interested in organizing an ARECG in your class? | |
32. | Would you create an ARECG by yourself for your students? | |
33. | Would you be interested in learning how to make an ARECG for your students in the future? |
Item | Description |
---|---|
1. | How experienced are you with AR? |
2. | How experienced are you with escape classroom games? |
3. | How would you describe your LockED in ShakespeARe’s Globe Theatre experience? Please elaborate. |
4. | What were the ARECG’s strong points in terms of the students’ emotional/social/cognitive development? |
5. | Would you consider using this ARECG in your class? Why? Please be specific. |
6. | What would you add or eliminate from the game? Please be specific and explain. |
7. | Would you like to make any further comments? |
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Share and Cite
Voreopoulou, A.; Mystakidis, S.; Tsinakos, A. Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning. Computers 2024, 13, 24. https://doi.org/10.3390/computers13010024
Voreopoulou A, Mystakidis S, Tsinakos A. Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning. Computers. 2024; 13(1):24. https://doi.org/10.3390/computers13010024
Chicago/Turabian StyleVoreopoulou, Angeliki, Stylianos Mystakidis, and Avgoustos Tsinakos. 2024. "Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning" Computers 13, no. 1: 24. https://doi.org/10.3390/computers13010024
APA StyleVoreopoulou, A., Mystakidis, S., & Tsinakos, A. (2024). Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning. Computers, 13(1), 24. https://doi.org/10.3390/computers13010024