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Coventry University

Organization2 reports

2 reports, presentations and talks by Coventry University in the Game Industry Library, the newest “The Effectiveness of Playful Augmented Reality Media for Teaching Early-Primary Students: Indonesia” (2022).

Documents

Cover of The Effectiveness of Playful Augmented Reality Media for Teaching Early-Primary Students: Indonesia
Whitepaper9 pages

The Effectiveness of Playful Augmented Reality Media for Teaching Early-Primary Students: Indonesia

This study examines whether the Humanoid 4D+ augmented reality flashcard app can make anatomy lessons more engaging for early-primary students in Solo City, Indonesia.

  • The study evaluates the Humanoid 4D+ augmented reality flashcard app for teaching human organ systems to early-primary students in Solo City, Indonesia, as a low-cost alternative to purely screen-based remote instruction during the Covid-19 shift online.
  • Findings come from a Participatory Action Research design with 43 volunteer teachers and 132 early-primary students, using open-ended survey responses collected in March and April 2021 and analyzed thematically.
  • Respondents reported uniformly positive perceptions of the app's engagement, usefulness, and efficiency, and the authors concluded it helps reduce Zoom Fatigue.
European Conference on Games Based Learning (ECGBL)Sep 2022
Cover of EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games
Whitepaper14 pages

EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games

The escapED framework establishes a structured methodology for integrating non-digital, human-centered escape rooms into higher education curricula.

  • The escapED framework provides a structured, six-step methodology for designing educational escape rooms based on participants, objectives, theme, puzzles, equipment, and evaluation.
  • The framework prioritizes non-digital, physical, and team-based environments to foster soft skills like leadership, communication, and collaborative problem-solving.
  • Pilot studies using the Balanced Measure of Psychological Needs scale confirm that these interactive, narrative-driven experiences consistently increase student motivation and engagement.
International Journal of Serious GamesSep 2017