Learning Through Game Based AR/VR Learning in Education (Gamixfication Survey and Analysis)

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Deepak Sharma, Jitendra Sharma, Niket Mehta

Abstract

This study investigates the implementation and impact of gamified Augmented Reality (AR) and Virtual Reality (VR) technologies in education, focusing on their effects on student engagement, motivation, and comprehension. The research involved 256 participants from diverse demographics, including students, educators, and parents from institutions such as Amity, Birla, Poornima, and NSTI. Participants, aged 8 to 48, were surveyed using Google Forms disseminated through WhatsApp groups to ensure broad representation. Both pre-test and post-test surveys were conducted to evaluate participants' perceptions before and after engaging with the BLIPPAR AR platform, a tool designed to enhance learning through interactive and immersive experiences. The pre-test survey assessed participants' familiarity with AR/VR and their initial perceptions of game-based learning. Results indicated that 70% of respondents were already familiar with these technologies, suggesting a high level of technological awareness among the participants. The mean score of 4.305 reflected a positive attitude toward the potential of game-based learning to improve educational outcomes. Additionally, the survey highlighted strong expectations regarding AR/VR’s ability to enhance student engagement and motivation, with mean scores of 4.3 and 4.33, respectively. After interacting with the BLIPPAR platform, the post-test survey revealed an increase in positive perceptions. Participants reported that the gamified AR/VR experience significantly enhanced their understanding of educational content, reflected in a mean score of 4.22. Similarly, motivation levels improved, with a mean score of 4.225. While most participants viewed the use of AR/VR as an innovative approach to learning (mean score: 3.865), some expressed concerns about digital distractions, internet reliability, and access to suitable devices. Despite these challenges, a significant portion of respondents expressed a willingness to participate in future studies involving gamified AR/VR technologies. These findings highlight the transformative potential of AR and VR in educational settings, emphasizing their ability to foster active participation, increase motivation, and deepen comprehension. However, they also underscore the need for improved infrastructure, equitable access to technology, and strategies to minimize distractions. This research provides valuable insights for educators, policymakers, and researchers interested in leveraging AR/VR to enhance learning experiences.


 

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