ERIC Number: EJ1306360
Record Type: Journal
Publication Date: 2021
Pages: 35
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-0958-8221
EISSN: N/A
Available Date: N/A
The Applications and Effects of Learning English through Augmented Reality: A Case Study of "Pokémon Go"
Computer Assisted Language Learning, v34 n5-6 p778-812 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind experience to learn new technology, but also provide a new way for teachers and learners to benefit the origins of English and its meanings of each pocket monster. Each pocket monster stands for a new word that is created by its founder. In each new word, the uses of prefix, root and suffix have been established and named, as the single-word utterances of the pokémon names are the sentences. Hence, this article aims at: (1) the overview of augmented reality and educations; (2) the applications of augmented reality into the mobile games; (3) the uses of prefix, root and suffix in learning English and pokémon languages; and (4) the experiments. A total number of 61 students were divided into the experimental group and the control group. The questionnaires, descriptive statistics, a paired-sample t-test, one sample t-test, and ANCOVA were employed into the quantitative data. The research questions were to evaluate: (1) students' learning attitudes; (2) learning satisfactions; and (3) learning achievements in order to show the differences of pre-test and post-test between the experimental group and the control group. The experimental results indicate that the experimental group had significant performances than the control group in promoting their learning attitudes, learning satisfactions and learning achievements.
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games, Teaching Methods, Educational Technology, Technology Uses in Education, English (Second Language), Second Language Instruction, Foreign Countries, Video Games, Morphemes, Suffixes, Morphology (Languages), Student Attitudes
Routledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Publication Type: Journal Articles; Reports - Research
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: Japan
Grant or Contract Numbers: N/A
Author Affiliations: N/A