Skip to main content
Log in

Exploring the viability of augmented reality game- enhanced education in WhatsApp flipped and blended classes versus the face-to-face classes

  • Published:
Education and Information Technologies Aims and scope Submit manuscript

Abstract

The application of augmented reality games (ARG) as an emerging innovative technology has become a significant component of instructional learning contexts in recent years. ARG-based education as a form of student-centered learning situates students in a learning environment that integrates virtual elements with physical environments through three-dimensional pictures and videos on mobile devices for educational purposes. To connect the use of digital tools into the language classrooms and allow learners to view the real world, this study examined the viability of ARG-enhanced education on English foreign language (EFL) learners’ learning of giving and asking for directions in flipped and blended contexts. The study involved 60 EFL elementary students of homogenous English proficiency, organized into two comparative and one control group, with 20 participants in each group. For the pre-test, an 18-item multiple-choice test with one written and oral question was administered to assess the learners’ knowledge of asking for and giving directions. After taking the pre-test, the two comparative groups received 16 sessions of ARG-enhanced education (one with a blended and the other with a flipped classroom approach), while the control group received placebo instructions. The flipped group received the instructional materials preceding the online group, while the blended group received instruction in both online and face-to-face classes. The control group received instruction in a face-to-face context. After 8-weeks of treatment sessions, all participants of the study took the post-test. According to the results, both flipped and blended groups receiving ARG-enhanced education performed better than the control group in learning how to give and ask for directions. The results of this study may pave the way for EFL teachers and students to use ARG-based technology in online and traditional classes.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7

Similar content being viewed by others

Explore related subjects

Discover the latest articles, news and stories from top researchers in related subjects.

Data availability

The pre and post tests and the teaching materials are available from the corresponding author on reasonable request.

References

  • Abdullah, M. Y., Hussin, S., & Ismail, K. (2019). Investigating the effects of the flipped classroom model on Omani EFL learners’ motivation level in English speaking performance. Education and Information Technologies, 24(5), 2975–2995.

    Article  Google Scholar 

  • Ahmad, S. Z. (2016). The flipped classroom model to develop Egyptian EFL students’ listening comprehension. English Language Teaching, 9(9), 166–178.

    Article  Google Scholar 

  • Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with AR for education: A systematic review of the literature. Educational Research Review, 20, 1–11.

    Article  Google Scholar 

  • Alamer, A., & Al Khateeb, A. (2021). Effects of using the WhatsApp application on language learners’ motivation: a controlled investigation using structural equation modeling. Computer Assisted Language Learning, 1–27. https://doi.org/10.1080/09588221.2021.1903042

  • Andujar, A., & Nadif, F. Z. (2020). Evaluating an inclusive blended learning environment in EFL: a flipped approach. Computer Assisted Language Learning, 1–30. https://doi.org/10.1080/09588221.2020.1774613

  • Bachman, L. F. (2005). Statistical Analysis for Language Assessment (2nd ed.). Cambridge University Press.

    Google Scholar 

  • Bakla, A. (2018). Learner-generated materials in a flipped pronunciation class: A sequential explanatory mixed-methods study. Computers & Education, 125, 14–38.

    Article  Google Scholar 

  • Baran, B., Yecan, E., Kaptan, B., & Paşayiğit, O. (2020). Using augmented reality to teach fifth grade students about electrical circuits. Education and Information Technologies, 25(2), 1371–1385.

    Article  Google Scholar 

  • Bergman, J., & Sams, A. (2012). Flip your classroom: Reach every student in every class everyday. International Society for Technology in Education.

    Google Scholar 

  • Bond, M. (2020). Facilitating student engagement through the flipped classroom approach in K-12: A systematic review. Computers & Education, 151,103819.

    Article  Google Scholar 

  • Cakir, R., & Korkmaz, O. (2019). The effectiveness of augmented reality environments on individuals with special education needs. Education and Information Technologies, 24(2), 1631–1659.

    Article  Google Scholar 

  • Capone, R., De Caterina, P., & Mazza, G. (2017). Blended learning, flipped classroom and virtual environment: challenges and opportunities for the 21st century students. In Proceedings of EDULEARN17 Conference (pp. 10478–10482).

  • Çetin, H., & Türkan, A. (2021). The effect of augmented reality-based applications on achievement and attitude towards science courses in the distance education process. Education and Information Technologies, 27(2), 1397-1415.

  • Chang, S. C., & Hwang, G. J. (2018). Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions. Computers & Education, 125, 226–239.

    Article  Google Scholar 

  • Chen, C. M., & Li, Y. L. (2010). Personalized context-aware ubiquitous learning system for supporting effective English vocabulary learning. Interactive Learning Environments, 18(4), 341–364.

    Article  Google Scholar 

  • Chen, C. M., & Tsai, Y. N. (2012). Interactive AR system for enhancing library instruction in elementary schools. Computers & Education, 59(2), 638–652.

    Article  Google Scholar 

  • Chen, C. H., Huang, C. Y., & Chou, Y. Y. (2017). Integrating AR into blended learning for elementary science course. In Proceedings of the 5th International Conference on Information and Education Technology, pp. 68–72.

  • Chen, M. P., Wang, L. C., Zou, D., Lin, S. Y., Xie, H., & Tsai, C. C. (2020). Effects of captions and English proficiency on learning effectiveness, motivation and attitude in augmented-reality-enhanced theme-based contextualized EFL learning. Computer Assisted Language Learning, 1–31.

  • Danaei, D., Jamali, H. R., Mansourian, Y., & Rastegarpour, H. (2020). Comparing reading comprehension between children reading AR and print storybooks. Computers & Education, 153, 103900.

    Article  Google Scholar 

  • Di Serio, A., Ibáñez, M., & Kloos, C. (2013). Impact of an AR system on students’ motivation for a visual art course. Computers & Education, 68, 586–596.

    Article  Google Scholar 

  • Ehsanifard, E., Ghapanchi, Z., & Afsharrad, M. (2020). The impact of blended learning on speaking ability and engagement. Journal of Asia TEFL, 17(1), 253.

    Google Scholar 

  • El Kabtane, H., El Adnani, M., Sadgal, M., & Mourdi, Y. (2020). Virtual reality and augmented reality at the service of increasing interactivity in MOOCs. Education and Information Technologies, 25(4), 2871–2897.

    Article  Google Scholar 

  • Englund, C., Olofsson, A. D., & Price, L. (2017). Teaching with technology in higher education: Understanding conceptual change and development in practice. Higher Education Research & Development, 36(1), 73–87.

    Article  Google Scholar 

  • Field, A. (2018). Discovering statistics using IBM SPSS statistics. Sage.

    Google Scholar 

  • Gaol, F. L., & Prasolova-Førland, E. (2022). Special section editorial: The frontiers of augmented and mixed reality in all levels of education. Education and Information Technologies, 27(1), 611–623.

    Article  Google Scholar 

  • Ghufron, M. A., & Nurdianingsih, F. (2019). Flipped teaching with Call in EFL writing class: How does it work and affect learner autonomy? European Journal of Educational Research, 8(4), 983–997.

    Article  Google Scholar 

  • Ginaya, G., Rejeki, I. N. M., & Astuti, N. N. S. (2018). The effects of blended learning to students’ speaking ability. International Journal of Linguistics, Literature and Culture, 4(3), 1–14.

    Google Scholar 

  • Godwin-Jones, R. (2016). AR and language learning: From annotated vocabulary to place-based mobile games. Language Learning & Technology, 20(3), 9–19.

    Google Scholar 

  • Hassaskhah, J., & Roudsari, F. H. (2015). The relationship between learners’ academic self-concept and the consequential validity of Quick Placement Test. International Journal of English and Education, 4, 240–252.

    Google Scholar 

  • Hsu, T. C. (2017). Learning English with AR: Do learning styles matter? Computers & Education, 106, 137–149.

    Article  Google Scholar 

  • Huang, Y. N., & Hong, Z. R. (2016). The effects of a flipped English classroom intervention on students’ information and communication technology and English reading comprehension. Educational Technology Research and Development, 64(2), 175–193.

    Article  Google Scholar 

  • Hung, H. T. (2018). Gamifying the flipped classroom using game-based learning materials. ELT Journal, 72(3), 296–308.

    Article  Google Scholar 

  • Hwang, G. J., Lai, C. L., & Wang, S. Y. (2015). Seamless flipped learning: A mobile technology-enhanced flipped classroom with effective learning strategies. Journal of Computers in Education, 2(4), 449–473.

    Article  Google Scholar 

  • Ibáñez, M. B., Portillo, A. U., Cabada, R. Z., & Barrón, M. L. (2020). Impact of AR technology on academic achievement and motivation of students from public and private Mexican schools. A case study in a middle-school geometry course. Computers & Education, 145, 103734.

    Article  Google Scholar 

  • Ibili, E., Resnyansky, D., & Billinghurst, M. (2019). Applying the technology acceptance model to understand maths teachers’ perceptions towards an augmented reality tutoring system. Education and Information Technologies, 24(5), 2653–2675.

    Article  Google Scholar 

  • Jiang, D., Renandya, W. A., & Zhang, L. J. (2017). Evaluating ELT multimedia courseware from the perspective of cognitive theory of multimedia learning. Computer Assisted Language Learning, 30(7), 726–744.

    Article  Google Scholar 

  • Koç, Ö., Altun, E., & Yüksel, H. G. (2022). Writing an expository text using augmented reality: Students’ performance and perceptions. Education and Information Technologies, 27(1), 845–866.

    Article  Google Scholar 

  • Kong, S. C. (2015). An experience of a three-year study on the development of critical thinking skills in flipped secondary classrooms with pedagogical and technological support. Computers & Education, 89, 16–31.

    Article  Google Scholar 

  • Lai, H. M., Hsiao, Y. L., & Hsieh, P. J. (2018). The role of motivation, ability, and opportunity in university teachers’ continuance use intention for flipped teaching. Computers & Education, 124, 37–50.

    Article  Google Scholar 

  • Lee, S. M., & Park, M. (2020). Reconceptualization of the context in language learning with a location-based AR app. Computer Assisted Language Learning, 33(8), 936–959.

    Article  Google Scholar 

  • Li, X. (2020). Research on Blended Teaching Mode of College English Listening Class. In 2020 5th International Conference on Humanities Science and Society Development (ICHSSD 2020) (pp. 265–268). Atlantis Press.

  • Limsukhawat, S., Kaewyoun, S., Wongwatkit, C., & Wongta, J. (2016). A development of AR-supported mobile game application based on jolly phonics approach to enhancing English phonics learning performance of ESL learners. In The 24th International Conference on Computers in Education (pp. 483–488).

  • Liu, P.-H.E., & Tsai, M.-K. (2013). Using augmented-reality-based mobile learning material in EFL English composition: An exploratory case study. British Journal of Educational Technology, 44(1), E1–E4.

    Article  Google Scholar 

  • Lo, C. K., & Hew, K. F. (2020). A comparison of flipped learning with gamification, traditional learning, and online independent study: The effects on students’ mathematics achievement and cognitive engagement. Interactive Learning Environments, 28(4), 464–481.

    Article  Google Scholar 

  • Long, M. H. (1996). The role of the linguistic environment in second language acquisition. In W. C. Ritchie & T. K. Bhatia (Eds.), Handbook of second language acquisition (pp. 413–468). Academic Press.

    Google Scholar 

  • López-Faican, L., & Jaen, J. (2020). Emofindar: Evaluation of a mobile multiplayer AR game for primary school children. Computers & Education, 149, 103814.

    Article  Google Scholar 

  • Lu, A., Wong, C. S., Cheung, R. Y., & Im, T. S. (2021). Supporting flipped and gamified learning with AR in higher education. In Frontiers in Education, 6, 110.

    Article  Google Scholar 

  • Marks, B., & Thomas, J. (2022). Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. Education and Information Technologies, 27(1), 1287–1305.

    Article  Google Scholar 

  • Mumtaz, K., Iqbal, M. M., Khalid, S., Rafiq, T., Owais, S. M., & Al Achhab, M. (2017). An E-assessment framework for blended learning with AR to enhance the student learning. Eurasia Journal of Mathematics, Science and Technology Education, 13(8), 4419–4436.

    Google Scholar 

  • Pallant, J. (2016). SPSS survival manual (6th ed.). Allen & Unwin.

    Google Scholar 

  • Parmaxi, A., & Demetriou, A. A. (2020). AR in language learning: A state-of-the-art review of 2014–2019. Journal of Computer Assisted Learning, 36(6), 861–875.

    Article  Google Scholar 

  • Pazio, M. (2010). Blended learning and its potential in expanding vocabulary knowledge: A case study. Teaching English with Technology, 10(1), 3–30.

    Google Scholar 

  • Perry, B. (2018). ARIS: A tool to promote language learning through AR gaming. Calico Journal, 35(3), 333–342.

    Article  Google Scholar 

  • Purnawarman, P., Susilawati, S., & Sundayana, W. (2016). The use of Edmodo in teaching writing in a blended learning setting. Indonesian Journal of Applied Linguistics, 5(2), 242–252.

    Article  Google Scholar 

  • Qindah, S. (2018). The effects of blended learning on EFL students’ usage of grammar in context. The Eurasia Proceedings of Educational and Social Sciences, 10, 11–22.

    Google Scholar 

  • Rasheed, R. A., Kamsin, A., & Abdullah, N. A. (2020). Challenges in the online component of blended learning: A systematic review. Computers & Education, 144, 103701.

    Article  Google Scholar 

  • Rau, P. L. P., Zheng, J., Guo, Z., & Li, J. (2018). Speed reading on virtual reality and AR. Computers & Education, 125, 240–245.

    Article  Google Scholar 

  • Richards, J. C. (2017). New interchange intro student’s book: English for international communication. Cambridge University Press.

    Google Scholar 

  • Ruiz-Ariza, A., Casuso, R. A., Suarez-Manzano, S., & Martínez-López, E. J. (2018). Effect of AR game Pokémon GO on cognitive performance and emotional intelligence in adolescent young. Computers & Education, 116, 49–63.

    Article  Google Scholar 

  • Sahin, D., & Yilmaz, R. M. (2020). The effect of AR Technology on middle school students’ achievements and attitudes towards science education. Computers & Education, 144, 103710.

    Article  Google Scholar 

  • Saidah, S. (2019). The effectiveness of flipped classroom in teaching grammar of EFL students. English Education: Journal of English Teaching and Research, 4(2), 193–206.

    Google Scholar 

  • Setyawan, H. (2019). Blended method: Online-offline teaching and learning, on students’ reading achievement. English Education, 12(1), 22–33.

    Google Scholar 

  • Shekary, M., & Tahririan, M. H. (2006). Negotiation of meaning and noticing in text-based online chat. The Modern Language Journal, 90(4), 557–573.

    Article  Google Scholar 

  • Van Alten, D. C., Phielix, C., Janssen, J., & Kester, L. (2020). Self-regulated learning support in flipped learning videos enhances learning outcomes. Computers & Education, 158, 104000.

    Article  Google Scholar 

  • Vivek, C. M., & Ramkumar, P. (2021). Evaluation of course outcome attainment of engineering course with traditional, blended and flipped classroom approaches. Education and Information Technologies, 26(2), 2225–2231.

    Article  Google Scholar 

  • Vygotsky, L. (1978). Interaction between learning and development. Readings on the Development of Children, 23(3), 34–41.

    Google Scholar 

  • Wang, F. H. (2017a). An exploration of online behaviour engagement and achievement in flipped classroom supported by learning management system. Computers & Education, 114, 79–91.

    Article  Google Scholar 

  • Wang, Y. H. (2017b). Exploring the effectiveness of integrating AR-based materials to support writing activities. Computers & Education, 113, 162–176.

    Article  Google Scholar 

  • Wang, C. (2021). Employing blended learning to enhance learners’ English conversation: A preliminary study of teaching with Hitutor. Education and Information Technologies, 26(2), 2407–2425.

    Article  Google Scholar 

  • Wang, Y., & Qi, G. Y. (2018). Mastery-based language learning outside class: Learning support in flipped classrooms. Language Learning & Technology, 22(2), 50–74.

    Google Scholar 

  • Wang, N., Chen, J., Tai, M., & Zhang, J. (2019). Blended learning for Chinese university EFL learners: Learning environment and learner perceptions. Computer Assisted Language Learning, 1–27.

  • Wojciechowski, R., & Cellary, W. (2013). Evaluation of learners’ attitude toward learning in ARIES AR environments. Computers & Education, 68, 570–585.

    Article  Google Scholar 

  • Wu, M. H. (2019). The applications and effects of learning English through AR: a case study of Pokémon Go. Computer Assisted Language Learning, 1–35.

  • Wu, H.-K., Lee, W.-Y., Chang, H.-Y., & Liang, J.-C. (2013). Current status, opportunities and challenges of AR in education. Computers & Education, 62, 41–49.

    Article  Google Scholar 

  • Yang, Y. F. (2012). Blended learning for college students with English reading difficulties. Computer Assisted Language Learning, 25(5), 393–410.

    Article  Google Scholar 

  • Yang, C. C. R., & Chen, Y. (2020). Implementing the flipped classroom approach in primary English classrooms in China. Education and Information Technologies, 25(2), 1217–1235.

    Article  Google Scholar 

  • Yilmaz, R. M., Kucuk, S., & Goktas, Y. (2017). Are AR picture books magic or real for preschool children aged five to six? British Journal of Educational Technology, 48(3), 824–841.

    Article  Google Scholar 

  • Yilmaz, R. M., Topu, F. B., & Takkaç Tulgar, A. (2022). An examination of vocabulary learning and retention levels of pre-school children using augmented reality technology in English language learning. Education and Information Technologies, 1–29. https://doi.org/10.1007/s10639-022-10916-w

Download references

Acknowledgements

The author would like to thank all the participants who devoted their time and energy in taking part in the experiments.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Farzaneh Khodabandeh.

Ethics declarations

Conflict of interest

None.

Additional information

Publisher's note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Appendix 1

Appendix 1

The pre-test

figure a
figure b
figure c
figure d

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Khodabandeh, F. Exploring the viability of augmented reality game- enhanced education in WhatsApp flipped and blended classes versus the face-to-face classes. Educ Inf Technol 28, 617–646 (2023). https://doi.org/10.1007/s10639-022-11190-6

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10639-022-11190-6

Keywords