Designing Augmented Books Based on the Combination of Visual Cues and Eeducational Gamifications in the Interactive Video for Developing Visual Culture Skills and learning immersion among Hard of Hearing Students

Document Type : Original Article

Author

faculty of Education Mansoura University

Abstract

The aim of the research was to design augmented books based on the combination of visual cues and educational Gamifications in the interactive video for developing visual culture skills and learning immersion among hard of hearing students. A list of standards for designing augmented books based on the combination of visual cues and educational Gamifications in the interactive video was identified. Augmented books based on the combination of visual cues and educational Gamifications in the interactive video was designed in the light of these standards using ADDIE General Design Model. The research sample consisted of (28) male and female students, who were divided into three experimental groups. The analytical descriptive approach and the experimental approach were relied upon. The research tools included the visual culture skills test, the learning immersion scale, and the achievement test. The experiment was applied and the data were collected and analyzed through the application of appropriate statistical methods using SPSS. The results revealed that there were statistically significant differences between the three groups on the post- administration of each of the research tools (visual culture skills test, learning immersion scale, and achievement test) in favor of the third experimental group. The previous result is attributed to the fact that the merging method was based on taking advantage of the characteristics and advantages of both the visual cues and the Gamifications included in the interactive video in the augmented book.

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Main Subjects


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