2026· International Journal of Information and Education Technology· Vol 16, pp. 2317-2326· 0 citations· 60 references
TL;DR
The Augmented Reality, Inquiry-Based Personalized Gaming (ARIPG) framework integrates the strengths of Augmented Reality, inquiry-based learning, and personalized learning to compensate for the limitations inherent in each approach, resulting in a more coherent and balanced learning model.
Abstract
Personalized learning has been widely recognized as an effective approach to address individual student needs; however, many systems face challenges in supporting students to explore content while maintaining motivation and enjoyment systematically. To address these limitations, the Augmented Reality, Inquiry-Based Personalized Gaming (ARIPG) framework integrates the strengths of Augmented Reality (AR), inquiry-based learning, and personalized learning to compensate for the limitations inherent in each approach, resulting in a more coherent and balanced learning model. While AR enhances the visualization and contextualization of abstract concepts, inquiry-based learning promotes active knowledge construction and scientific inquiring, and personalized learning addresses individual differences among learners. By synergistically combining these approaches, ARIPG creates a holistic learning environment that leverages its complementary advantages to support both cognitive and affective learning outcomes. An experiment was conducted in a biochemical university course to evaluate students’ learning achievement and the role of emotional engagement. The results indicated that students who learned with the ARIPG approach significantly outperformed those in a conventional personalized gaming environment. Moreover, the findings revealed no significant differences in achievement between students with low and high levels of affection, suggesting that the proposed approach can effectively support diverse learners’ emotional engagement.
This study investigates whether gamification‐based strategies offer measurable improvements in student engagement, motivation, and learning outcomes compared to traditional teaching methods and results indicate that gamified instruction consistently outperformed traditional methods across all measured constructs.
Piratheba Duraisamy, Kannan Muniandi, A. P· Computer Applications in Eng...· 0 citations
GBL is an effective and viable instructional strategy for teaching Mathematics 7 and its influence on learner performance and classroom instruction using a quasi-experimental non-equivalent control group design combined with a descriptive-evaluative approach.
Mary Joy B. Etorma· World Journal of Advanced Re...· 0 citations
Game-based learning (GBL) is often used in higher education to encourage active participation. Yet students do not all respond to game-based activities in the same way. This conceptual paper brings together GBL, student engagement, and emotional intelligence (EI) in inclusive higher education. It views engagement as be...
Munirah Mohamed, Nurhaslinda Hashim· International journal of res...· 0 citations
Artificial intelligence (AI) is increasingly being integrated into higher education to provide personalized learning experiences that respond to students’ individual needs, learning pace, progress, and preferences. In this context, the present study examined the association between AI-powered personalized learning and...
T. Ali, S. A. Raza, Syeda Zafreen Gardeezi et al.· Journal of Global Social Tra...· 0 citations
The research concludes that gamification represents a powerful educational tool capable of enhancing learning experiences, encouraging active participation, and improving academic achievement, however, successful implementation requires appropriate instructional design, technological infrastructure, teacher training, a...
Sudarshan Shivhare, Mamta Sharma· Journal of Electronics and P...· 0 citations
Fractions are a foundational mathematical concept that many elementary students struggle to
understand (Piaget, 1952). Traditional instruction often relies on memorization and repetition,
which reduces engagement and limits conceptual understanding. The platform introduces an
interactive learning platform that utilizes...
Kriti Regandla, Anika Dubey, D. Rai et al.· International Journal of Soc...· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.