The Use of Augmented Reality Based on Gamming and its Impact on Improving Motivation and Achievement of Second Grade Primary Female Students in Science Course in Riyadh City.
Keywords:
: Augmented Reality, learning through Gaming, Learning Motivation, Academic Achievement, Modern Educational Technologies.Abstract
The study aimed to reveal the effect of using augmented reality based on gamming on the motivation levels and enhancement of academic achievements in the science course among second grade primary female students. To conduct this study, the Space Unit was designed using augmented reality technology, based on gamming, following the general model of instructional design (ADDIE Model). The study adopted a semi-experimental approach, where it was applied to two classes of the second grade of primary school at Dar Al-Baraa privet School in Riyadh -Saudi Arabia during the second semester of the academic year (2023). One class was randomly determined to be a control group consisting of (20) students, and the other one was determined to be experimental group consisting of (24) students. To test the hypotheses of the study, the tools of academic achievement test and the level of learning motivation, which both were designed for the purposes of this study, were used. The results indicated that the use of augmented reality technology based on gamming did not show a significant effect on enhancing learning motivation among students, however it showed that academic achievement was significantly enhanced for students in the space unit of the science