GVSCAPES: MOBILISING THE SCAVENGER HUNT FOR ENGLISH LANGUAGE LEARNING

Authors

  • Esther Jawing, Siti Hasnah Tanalol, Siti Nur Farah Mohammad Saleh

Abstract

When the world is at our fingertips, the new generation of students appear to be more technology
driven towards electronic devices usage in their daily life. The smartphones and smart electronic devices are
fast improving with the advancement of the new generation of android devices. In addition, some devices
are built specifically for Augmented Reality (AR). The 21st century learning approach advocates the
integration of technology for more interactive teaching and learning activities. Thus, this research had
developed a mobile AR application which integrated the android-based application to assist the teaching and
learning activities in University Malaysia Sabah (UMS). UMS students are obligatory to take the English
language courses from the Centre for the Promotion of Knowledge and Language Learning (CPKLL).
However, the current challenges in the English language classrooms are students’ lack of interest in
conventional teaching and learning activities as well as limited attention span during lessons. In view of this,
the gamification element is injected inside the classroom by utilising a creative method to the existing
conventional scavenger hunt game. The implementation of an android application with AR aptitude allows
the students to play educational quizzes. The two-fold objectives of this project included: (1) developing an
android-based fun quiz application with AR technology which was location-based so students could
experience interactive learning environment; and (2) investigating the implementation of this mobile
application during English lessons. Iterative methodology was employed in this research which comprised
planning, analysis, design, implementation, testing phase, deployment and follows next iteration (if needed).
The findings suggested that students were able to answer the AR quizzes at several locations around UMS
and provided the lecturers with real time access to the results. However, there were some identified
disadvantages such as safety hazards and contents. It is hoped that GVScapes will provide more interactive
and learning activities via gamification.

Published

2020-01-31

Issue

Section

Articles