EXPLORING GENETIC INFORMATION TOPICS BY USING AUGMENTED REALITY IN GAME-BASED LEARNING

  • SITI NOOR SYUHADA MUHAMMAD AMIN UNIVERSITI SULTAN ZAINAL ABIDIN
  • Salmiah Jamal Mat Rosid UniSZA Science & Medicine Foundation Centre, Universiti Sultan Zainal Abidin, Gong Bad Campus, 21300 Kuala Nerus, Terengganu, Malaysia
  • Azma Abdul Malek UniSZA Science & Medicine Foundation Centre, Universiti Sultan Zainal Abidin, Gong Bad Campus, 21300 Kuala Nerus, Terengganu, Malaysia
  • Murulhuda Mohammad Yusoff UniSZA Science & Medicine Foundation Centre, Universiti Sultan Zainal Abidin, Gong Bad Campus, 21300 Kuala Nerus, Terengganu, Malaysia
  • Siti Maisarah Aziz
  • Ismahafezi Ismail UniSZA Science & Medicine Foundation Centre, Universiti Sultan Zainal Abidin, Gong Bad Campus, 21300 Kuala Nerus, Terengganu, Malaysia

Abstract

Expression of biological information is one of the topics that are learnt by students in UniSZA Science and Medicine Foundation Centre (PUSPA) in Biology I (PAA 10104). The students need to understand these topics which have many mechanisms and pathways to be learnt throughout the semester I. Therefore, the aim of this study is to develop an inquiry-based AR learning tool for foundation biology course, examine its effect on students’ cognitive performance, compare its effects on high-achieving and low-achieving students and investigate students’ attitudes toward the software. The students were instructed in answering the Nucleo-Beads boardgame’s survey and questionnaires. From the questionnaires, the feedback from student’s perceptions were analysed. The findings demonstrate that students' active involvement in hands-on activities has a particularly positive impact on their perception of enjoyment, which increases their motivation to learn. As a result, learning materials are seamlessly integrated into the environment around students in these AR environments, giving them the chance to manipulate the objects on their own and giving them a chance to see the various stages of a constructive process through AR on mobile devices. Future research could investigate the impact by running experiments involving two or more student groups. Through game-based learning, this would give more insightful information on how to use augmented reality mobile applications.


 


Keywords: Educational games, Augmented reality, Mobile Application, Genetic Information, Cybergogy

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Published
2023-10-31
How to Cite
MUHAMMAD AMIN, SITI NOOR SYUHADA et al. EXPLORING GENETIC INFORMATION TOPICS BY USING AUGMENTED REALITY IN GAME-BASED LEARNING. Journal of Academia, [S.l.], v. 11, n. 2, p. 1-10, oct. 2023. ISSN 2289-6368. Available at: <https://myjms.mohe.gov.my/index.php/joa/article/view/20730>. Date accessed: 17 apr. 2024.
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