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Flowchart of the Game. Names in Capital Letters Represent AR Mini-Games. Names in Normal Print Represent Non-AR Mini-Games

Flowchart of the Game. Names in Capital Letters Represent AR Mini-Games. Names in Normal Print Represent Non-AR Mini-Games

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Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of children using an iPhone game for learning the water cycle vs. the traditional classroom lesson. The iPhone game...

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... way, all the mini-games are linked together in a continuous story thread. Next, we explain in more detail each one of the mini-games, which are shown graphically in the flowchart in Figure 2: 1. The game started with a video, which introduced the children to it. ...

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... La maggior parte degli studi ha mostrato benefici significativi sull'apprendimento degli studenti (Bester & Brand, 2013;Balanskat et al., 2006;Balanskat, 2009). Alcuni studi hanno descritto risultati di apprendimento positivi laddove i tablet hanno supportato attività di apprendimento legate a discipline specifiche quali le scienze (Liu et al., 2012;Furió et al., 2015;Ward et al., 2013;Liu et al., 2014), gli studi sociali , la matematica (Riconscente, 2013;Pan et al., 2022;Arztmann et al., 2022;Bado, 2022;Villena-Taranilla et al., 2022;Wang et al., 2022) e l'apprendimento di una lingua straniera (Kao, 2014). Inoltre, risultati positivi sono stati riportati in generale in relazione a tutte le discipline (Ferrer et al., 2011;Goodwin, 2012;Cumming et al., 2014) e rispetto alle possibilità di inclusione degli studenti McClanahan et al., 2012;Fernández-López et al., 2013;Miller et al., 2013). ...
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    ... New learning methods have been recognized as one of mobile technology's educational consequences. Apart from its obvious outcome, i.e., the increased students' enthusiasm for completing educational assignments and involvement in classrooms using mobile technologies (Nikolopoulou & Kousloglou, 2019), mobile technology has provided kids the opportunity to look at what they are learning from a variety of different aspects (Furió et al., 2015;Karagozlu, 2021) while encouraging authentic learning settings in the classroom (Boticki et al., 2015;Fletcher et al., 2022). Students are empowered to take responsibility for their training by setting their own educational goals and conducting final assessments of their learning (Boticki et al., 2015). ...
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    ... For engagement, we initially hypothesized that medium screen size will achieve the best performance as it balances physical fatigue and presence but our results failed to find such a significant difference. Yet, this result is indeed the same as past AR game-related work [35][36][37] showing that screen size has no effect on engagement. One critical point is that the results in AR game settings are completely different from mobile game settings which have consistently shown that screen sizes increase engagement [10,33]. ...
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    In pursuit of immersive Augmented Reality (AR) Games, gesture interaction is considered a promising mode. On the other hand, despite the considerable effect of screen size on user experience and usability in game contexts, the effect is still under-explored in AR game contexts. This, in turn, sparks a specific research interest in the interaction between gesture modalities and screen sizes in AR games. This work contributes to a controlled study investigating the effect of two different gesture modalities (touch and tilt) on varying screen sizes in a custom-made AR game. Competence, engagement, fatigue, and user preference were evaluated using the combined effect of gesture modalities and screen sizes. The results revealed that gesture modalities affect game competence and fatigue while they had no significant impact on user engagement. Further analysis has revealed that touch outperforms tilt for target-selection tasks like destroying enemies while tilt outperforms touch for path-following tasks like turning a character. However, no significant effect was found on screen size, contradicting past studies that suggested that screen size has an effect on engagement, fatigue, and performance. The findings of the study could be useful for AR game designers to further develop usable and engaging AR games.