What is it about?
This study explores how combining augmented reality (AR) and gamification affects student engagement and social behavior. The goal is to see if gamified AR applications can improve learning and encourage long-term positive habits. The study focuses on two key questions: how often people use gamified AR apps and how these compare to traditional gamification methods. To investigate, we conducted two experiments. The first was a one-month online course with traditional gamification at Poornima University, Jaipur, involving 100 undergraduate students. The second was a one-day workshop using the BLIPP AR application at Amity University, Kolkata, also with 100 undergraduate students. We measured engagement through surveys, quizzes, and observations and assessed learning outcomes by seeing if students adopted the lessons into their daily lives. The results showed that the first experiment led to moderate improvements in learning and lifestyle changes. The second experiment had better results in terms of engagement, retention, and appeal. Overall, our findings suggest that AR-based gamification is more effective, but both AR and gamification help improve academic performance and behavior. Since immersive techniques have great potential, integrating AR with gamification in education can lead to lasting learning benefits.
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Why is it important?
Integrating augmented reality (AR) and gamification in education is important because it makes learning more engaging, interactive, and effective. Traditional teaching methods can sometimes be boring or ineffective in keeping students motivated. AR-based gamification transforms learning into an immersive experience, helping students stay interested and retain information better. Beyond academics, this approach also encourages positive behavior changes and real-world skill development. It helps students develop problem-solving skills, critical thinking, and adaptability. Additionally, gamified AR applications can make learning accessible to diverse learners, catering to different learning styles and needs. From a societal perspective, these technologies can drive social change by promoting lifelong learning and improving educational standards. They can also encourage students to adopt better habits and behaviors through engaging, interactive experiences. As technology continues to evolve, integrating AR and gamification into education can bridge learning gaps, make education more inclusive, and prepare students for a tech-driven future.
Perspectives
The use of augmented reality (AR) and gamification in education can be viewed from multiple perspectives: Educational Perspective – AR and gamification enhance student engagement, motivation, and retention. They create immersive learning experiences that make complex concepts easier to understand. Psychological Perspective – These techniques tap into intrinsic motivation, rewarding students for progress and making learning enjoyable. They also help in behavior modification, fostering discipline and persistence. Technological Perspective – With advancements in AR and game-based learning, education is becoming more interactive and adaptive, catering to different learning styles and needs. Social Perspective – AR-based gamification encourages collaboration, problem-solving, and real-world application of knowledge, leading to positive societal behavior changes. Economic Perspective – Investing in AR and gamified learning can improve workforce skills, leading to better job opportunities and economic growth. However, the cost of implementation may be a challenge for some institutions. Ethical Perspective – While AR and gamification can be highly beneficial, concerns about addiction, data privacy, and screen time must be considered when designing educational interventions. Each of these perspectives highlights the transformative potential of AR and gamification in education while also pointing out challenges that need to be addressed.
Deepak Sharma
Poornima University, Jaipur, Rajasthan
Read the Original
This page is a summary of: Empowering education through augmented reality and gamification: Fostering social change in the learning experience, January 2025, American Institute of Physics,
DOI: 10.1063/5.0248679.
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