Augmented Reality Game (ARG), 21st century skills and ESL classroom

Karmila Rafiqah M. Rafiq(1), Harwati Hashim(2),
(1) Universiti Kebangsaan Malaysia, Malaysia  Malaysia
(2) Universiti Kebangsaan Malaysia, Malaysia  Malaysia

Corresponding Author


DOI : https://doi.org/10.32698/0232

Full Text:    Language : en

Abstract


The rapid advancement of technologies is irrefutable with the emergence of the 4th Industrial Revolution. Various industries have employed technologies in aiding their daily tasks, including the educational field. In Malaysia, the Ministry of Education proposed the integration of technology in the classroom. However, with the rising of technologies, graduates lack the soft skills and English language proficiency for the 21st-century jobs. To further curb the problem, Augmented Reality Game (ARG) is recommended for ESL classroom. Thus, this paper aims to identify the 21st-century skills enhanced through ARG and find out the benefits of ARG in English as a Second Language (ESL) learning. Based on the reviews of previous studies, it can be summed up that ARG can enhance the 21st-century skills, which are collaboration, communication, critical thinking and problem solving and at the same time, improves the English language of students. Additionally, motivation and Personal Learning Environment (PLE) are some of the contributing factors for the success of ARG. Therefore, to enhance the 21st-century skills in students, technological tools, such as ARG is deemed to be beneficial.

Keywords


Augmented Reality (AR) Augmented Reality Game (ARG) 21st Century Skills ESL Classroom Technology

References


Bonner, E., & Reinders, H. (2018). Augmented and Virtual Reality in The Language Classroom: Practical Ideas. Teaching English with Technology, 18(3), 33–53.

Cabero, J., & Barroso, J. (2016). The educational possibilities of Augmented Reality. Journal of AOAC International, 5(2), 44–50. https://doi.org/10.7821/naer.2016.1.140

Choudhury, N. (2014). World Wide Web and Its Journey from Web 1.0 to Web 4.0. BMC Bioinformatics, 5(6), 8096–8100. https://doi.org/10.1186/1471-2105-9-82

Chun, D., Smith, B., & Kern, R. (2016). Technology in Language Use, Language Teaching, and Language Learning. Modern Language Journal, 100, 64–80. https://doi.org/10.1111/modl.12302

Demartini, C., & Benussi, L. (2017). Do Web 4.0 and Industry 4.0 Imply Education X.0? IEEE Computer Society, (1), 1–7. https://doi.org/10.1038/nrm2829

Dominic, M., Francis, S., & Pilomenraj, A. (2014). E-Learning in Web 3.0. International Journal of Modern Education and Computer Science, 6(2), 8–14. https://doi.org/10.5815/ijmecs.2014.02.02

Fong, L. L., Sidhu, G. K., & Fook, C. Y. (2014). Exploring 21st Century Skills among Postgraduates in Malaysia. Procedia - Social and Behavioral Sciences, 123, 130–138. https://doi.org/10.1016/j.sbspro.2014.01.1406

Hashim, H. (2018). Application of Technology in the Digital Era Education. International Journal of Research in Counseling and Education, 1(2), 1–5. https://doi.org/10.24036/002za0002

Hirsch, B. J. (2017). Wanted: Soft skills for today’s jobs. Phi Kappan, 98(5), 12–17. Retrieved from https://doi.org/10.1177/0031721717690359

Ibrahim, A., Höllerer, T., Huynh, B., Chun, D., Downey, J., & Donovan, J. O. (2017). ARbis Pictus : A Study of Language Learning with Augmented Reality.

Krashen, S. D. (1982). The Affective Filter Hypothesis. In Principles and Practice in Second Language Acquisition (pp. 30–32). California: Pergamon Press Inc.

Laar, E. van, Deursen, A. J. A. M. van, Dijk, J. A. G. M. van, & Haan, J. de. (2017). The relation between 21st-century skills and digital skills: A systematic literature review. Computers in Human Behavior, 72(October), 577–588. https://doi.org/10.1016/j.chb.2017.03.010

Li, S., Chen, Y., Lafayette, W., & Lafayette, W. (2014). A Pilot Study Exploring Augmented Reality to Increase Motivation of Chinese College Students Learning English. In 121st ASEE Annual Conference & Exposition. Indianapolis.

Limsukhawat, S., Kaewyoun, S., Wongwatkit, C., & Wongta, J. (2016). A Development of Augmented Reality- supported Mobile Game Application based on Jolly Phonics Approach to Enhancing English Phonics Learning Performance of ESL Learners. In Proceedings of the 24th International Conference on Computers in Education. India: Asia-Pacific Society for Computers in Education.

Liu, Y., Holden, D., & Zheng, D. (2016). Analyzing students’ Language Learning Experience in an Augmented Reality Mobile Game: An Exploration of an Emergent Learning Environment. Procedia - Social and Behavioral Sciences, 228(June), 369–374. https://doi.org/10.1016/j.susc.2004.06.186

Ministry of Education. (2015). Executive Summary Malaysia Education 2015-2025 (Higher Education). https://doi.org/10.5923/j.ijis.20120206.05

Mohammad, M., Ghazali, N., & Hashim, H. (2018). Secondary School Students’ Perceptions on the Use of Google + towards Improving ESL Writing Skills. IJET, 13(9), 224–238.

Morschheuser, B., Riar, M., Hamari, J., & Maedche, A. (2017). How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Computers in Human Behavior, 77, 169–183. https://doi.org/10.1016/j.chb.2017.08.026

Mudin, D. K. D., Eng, H. S., Rahman, M., Ibrahim, P., & Jopony, M. (2018). Industrial revolution 4.0: Universiti Malaysia Sabah perspective. In E3S Web of Conferences IWGM 2018 (Vol. 48, pp. 3–6). https://doi.org/10.1051/e3sconf/20184803005

Nicholson, S. J. (2013). Influencing motivation in the foreign language classroom. Journal of International Education Research, 9(3), 277–286.

Nordin, N., & Norman, H. (2018). Mapping the Fourth Industrial Revolution Global Transformations on 21st Century Education on the Context of Sustainable Development. Journal of Sustainable Development Education and Research, 2(1), 1–7.

Perry, B. (2015). Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool. Procedia - Social and Behavioral Sciences, 174, 2308–2315. https://doi.org/10.1016/j.sbspro.2015.01.892

Rasalingam, R. R., & Embi, M. A. (2018). The Use of Communicative Language Teaching (CLT) in the Teaching of English Courses among Malaysian Polytechnics Lecturers. International Journal of Social Science and Humanities Research, 6(2), 254–264.

Reinders, H. (2014). Personal Learning Environments for Supporting Out-of-Class Language Learning. English Teaching Forum, 4, 14–20.

Ruiz-Ariza, A., Casuso, R. A., Suarez-Manzano, S., & Martínez-López, E. J. (2018). Effect of augmented reality game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Computers and Education, 116, 49–63. https://doi.org/10.1016/j.compedu.2017.09.002

Silva, M., Roberto, R., & Teichrieb, V. (2015). Evaluation of Augmented Reality Technology in the English Language Field, (Sbie), 577–586. https://doi.org/10.5753/cbie.sbie.2015.577

Soulé, H., & Warrick, T. (2015). Defining 21st century readiness for all students: What we know and how to get there. Psychology of Aesthetics, Creativity, and the Arts, 9(2), 178–186. https://doi.org/10.1037/aca0000017

The Partnership For 21St Century Skills “P21.” (2009). 21st Century Student Outcomes. https://doi.org/10.1016/S0006-291X(02)00578-8

Thorne, S. L., Hellermann, J., Jones, A., & Lester, D. (2015). Interactional practices and artifact orientation in mobile augmented reality game play. PsychNology Journal, 13(2–3), 259–286.

Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2017). Augmented Reality Game-Based Learning: Enriching Students’ Experience During Reading Comprehension Activities. Journal of Educational Computing Research, 55(7), 901–936. https://doi.org/10.1177/0735633116689789

Tobar-Muñoz, H., Fabregat, R., & Baldiris, S. (2015). Augmented Reality Game-Based Learning for Mathematics Skills Training in Inclusive Contexts. Informática Educativa Comunicaciones, 21(June), 39–51.

Yunus, M. M. (2018). Innovation in Education and Language Learning in 21st Century. Journal of Sustainable Development Education and Research, 2(1), 33–34.


Article Metrics

 Abstract Views : 578 times
 PDF Downloaded : 172 times

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.