SlideShare a Scribd company logo
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
DOI :10.5121/ijite.2013.2405 43
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL
MODEL USING AUGMENTED REALITY
BASED ON EDUTAINMENT TO ENHANCE
EMOTIONAL QUOTIENT
Nuttakan Pakprod1
and Panita Wannapiroon2
1
Ph.D student, Information and Communication Technology
for Education Division, Faculty of Technical Education,
King Mongkutt’s University of Technology North Bangkok, Thailand
2
Assistant Professor, Information and Communication Technology
for Education Division, Faculty of Technical Education,
King Mongkutt’s University of Technology North Bangkok, Thailand
ABSTRACT
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
KEYWORDS
Interactive Instructional, Augmented Reality,Tablet Computer, Edutainment, Emotional Quotient
1. INTRODUCTION
Education is an important foundation to manage human resource; so the use of technology in
education is vital to develop the country. Especially, there should be development of quality of
school-age children so that they could have enough professional knowledge, skills, and
intelligence to extend their knowledge by themselves. The encouragement for children to adjust
themselves in accordance with information under the contexts of changing technology will lead to
the lifelong learning system. In addition, they are able to enter the universal education system
under amusing learning environment, which will create sustainable, efficient, and enjoyable
learning. To prepare the learners for the aforementioned learning, instructors, media, and
environment have an important role in the proper interaction with learners, which is the principle
of Interactive Instruction. Interactive Instruction [16] and [17] uses Interactive Learning to
manage instructional process based on the theories of Constructivism. There are interaction and
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
44
scaffolding in the activity between instructors and learners, and among the learners themselves.
The essence of interactive instruction is the learners will have relation with other group members,
who participate in the learning environment set up properly via technology by the instructors.
This results in influences on learning, verbal behavior and non-verbal behavior; whereby the said
influences may come from stimulation by questions, suggestions, or compliments. As [1]said,
interactive learning through playing was significant to promote learning experiences of learners.
This is corresponding to [14] who believed that technology would produce efficient interactive
instruction for learners.
Augmented Reality [4] is a technology that plays a vital role to support interactive instruction by
using virtual reality and vision technology to produce virtuality for learners. This will enables the
learners to have new experience, excitement, and thrill in combining digital objects with
environments of the real world. Regarding the principles of work, i.e. marking up, searching in
Marker Database, processing, and displaying virtual images on different technology equipment,
the production of augmented reality requires 4 major parts: markup, sensor scan, processer, and
monitor. Markup, or marker, is in the form of graphic such as images, photos, or paintings;
whereas sensor scan is a tool to input the prepared data or markup. The said equipment includes
various kinds of scanners but nowadays such electronic appliances as webcam, mobile phone, and
tablet computer are more popular. Processer, or software, is used to save the markup and data into
the database, to compare and process the said markup, and to create virtual images that will be
displayed or presented on the monitor. Monitor is a tool that presents data or virtual images
already processed by the processer. The said images may be graphic images, 3D images, or
motion pictures. This is in line with the research of [6],[9] and [15], who found that augmented
reality promoted instruction in science subjects, providing learners with new experiences,
excitement, and thrill by mixing objects in digital world with the environments in real life. At
present, augmented reality can display anything on a variety of electronic appliances, e.g.
Personal computer, notebook, mobile phone, and tablet computer.
Monitor of the said augmented reality is considered the main technology to create interaction
among learners, instructors, and contents presented through instructional activity in the suitable
environment. The suitable technology [8] for the said activity is a tablet computer because its
features are quite similar to those of a personal computer. However, the tablet computer is light
and small with a touch screen command. It is also attractive and it can display various formats of
information, which will promote self-learning. The main characteristics of tablet computer
include: 1) Advanced- both appearance and the data of a tablet computer must be modern and
able to get updated all the time, 2)Mobile- it is light and small; so it can be used anytime and
anywhere, 3)Electronic note- it can save messages, voices, images, and motion pictures,
4)Personalize- it can save personal information of users and enable them to work with more unity,
5) Less time- it helps users work more within shorter period of time, 6) Protect- it protects users
in terms of usage and storage of their information, and 7)Easily- it is easy to use and command
through touch screen system and it has only one Home Icon.
The instructional augmented reality with tablet computer offers the learners with entertainment
while learning. This is in compliance with the concept of edutainmentthat promotes learning
through amusement with the aid of media and activity. The said instruction must have
enthusiastic learning feature and collaborative learning, focus on learning control, and provide the
learners with real environment and experiences. The activity must generate high satisfaction,
focus on procedures rather than targets, control itself, promote imagination, enable learners to
take action, and can be adapted. The learners must take part in decision making, activity, interest,
and assessment. The main characteristics of edutainment include: 1) Knowledge- information and
presentation must be appropriate and comply to the objectives, 2) Enjoy with Environment- the
environment should be set up with an aim to let the learners have amusement, 3) Entertainment-
the activity must be relaxing and entertaining, enable collaboration among learners, and focus on
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
45
what the learners will get rather than the results of activity, and
4) Learners- the learners are free to do the activity that suits their ability, with no force nor
pressure. This is in compliance with the study of [5], [7],[10], and [18], who found that the
children can naturally learn well through playing. This is because they were happy and ready to
receive useful information, which enabled them to improve their learning more effectively.
The outstanding characteristics of interactive instruction, augmented reality, and edutainment will
enhance the learners' emotional quotient, the ability to live with others creatively and happily.
This corresponds to the study of [2],[11], [12] and [13], who found that emotional quotient helped
the learners improve their basic skills, better realize their need, promote their proper expression,
interact well with others, do the right things rather than the preferred ones, and look at the
brighter side.
The above paragraphs manifest the necessity of a development of an interactive instructional
model using augmented reality based on edutainment to enhance emotional quotient. It involves
instructional model research and development including conceptualization, model formulation,
and presentation of the model testing result to ensure that the developed model is valid for
effective use.
2. OBJECTIVES
2.1 To develop an interactive instructional model using augmented reality based on edutainment
to enhance emotional quotient.
2.2 To evaluate the developed interactive instructional model using augmented reality based on
edutainment to enhance emotional quotient.
3. RESEARCH SCOPE
3.1 Population is experts in the field of information technology, edutainment, child psychology,
and 7th
grade curriculum management.
3.2 Samples are ten (10) experts in the field of information technology, edutainment, child
psychology, and 7th
grade curriculum management, selected by Purposive Sampling method. The
selection criteria are (1) at least Ph.D. degree holder and (2) at least 3 years of relevant
experience.
3.3 Variables
Independent variable is the interactive instructional model using augmented reality based on
edutainment to enhance emotional quotient.
Dependent variable is the evaluation of the model.
4. RESEARCH METHODOLOGY
The instructional model development is carried out in two phases.
Phase 1: The development of an interactive instructional model using augmented reality based on
edutainment to enhance emotional quotient.
1.1 Relevant papers and research works are studied, analyzed, and synthesized to formulate a
concept of the model development.
1.2 A model is developed based on the data obtained from the research study used in the
formulation of the model development concept.
1.3 The model is presented to thesis advisor for consideration and modified it as guided.
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
46
1.4 A tool is built to evaluate the model’s suitability.
Phase 2: Evaluation and certification of the developed interactive instructional model using
augmented reality based on edutainment to enhance emotional quotient.
2.1 The model is submitted to the experts for review and evaluate the suitability.
2.2 The model is modified according to the experts’ suggestions.
2.3 After modification, the model is presented in form of narrative diagram.
2.4 Evaluation result on suitability is analyzed using mean (‫܆‬ഥ) and standard deviation (S.D.). Five
Likert-type levels of measurement are identified to assess the model’s suitability, namely
Strongly agree, Agree, Neither agree nor disagree, Disagree, and Strongly disagree.
5. CONCLUSION
The research results are presented in two parts.
Part 1 Interactive Instructional Model Using Augmented Reality based on Edutainment to
Enhance Emotional Quotient
The instructional model consists of 3 main elements: 1( Interactive Instructional Augmented
Reality, 2( Edutainment Learning Activity, and 3( Emotional Quotient; as shown in Figure1
Figure 1 illustratesthe edutainment instructional model using learning object
for electronic book on tablet computer to develop emotional quotient.
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
47
1. Interactive Instructional Augmented Reality includes: 1( Analysis Environment, and 2(
Preparation.
1.1 Analysis Environment consists of Needs Analysis, Context Analysis, Learner Analysis,
Content Analysis, and Task Analysis.
1.2 Preparation refers to the establishment of learning objectives, contents, and design of
instructional management plan based on suitable environment in order to generate the interactive
instruction using augmented reality based on edutainment to enhance emotional quotient.
2. Edutainment Learning Activity includes: 1( Orientation, 2( Elicitation of the prior knowledge,
3( Turning restructuring of ideas, 4( Application of ideas, and 5( Review.
2.1Orientation introduces the learners to the learning environment that is amusing, informal, and
relaxing.
2.2Elicitation of the prior knowledge helps review the learners' knowledge or existing
experiences that are relevant to the contents and subjects to learn.
2.3Turning restructuring of ideas is a step in which the learners change or increase their
knowledge. This step includes clarification and exchange of ideas, construction of new ideas, and
evaluation of the new ideas.
2.4 Application of ideas refers to the ability to apply the knowledge in new experiences with
happiness.
2.5 Review refers to the increase of knowledge according to the experiences of learners.
3. Emotional Quotient is the evaluation of EQ using 2 kinds of tools; i.e. Emotional Quotient
Assessment by programs in tablet computers, in which the learners evaluate themselves, and
Emotional Quotient Assessment by behavioral observation, in which the instructors evaluate the
learners by EQ behavioral observation form. The Emotional Quotient of learners are assessed in
terms of 1( Self-Perception 2( Self-Expression 3( Stress-Management 4( Decision Making and
5( Interpersonal.
3.1Self-Perception - understanding and realizing what they are doing and what they want to do.
3.2Self-Expression - expressing the true self correctly and properly.
3.3Stress-Management - looking at the bright side, smiling, and living happily
3.4Decision Making - making the right decision appropriate to the present situations, and
choosing the right things, not the preferred ones.
3.5Interpersonal - having good interpersonal skills, generosity, and public mind.
In addition, the learning achievement of learners is evaluated by means of tests in the tablet
computer
Part 2: Evaluation result of the developed interactive instructional model using augmented reality
based on edutainment to enhance emotional quotient.
The evaluation is carried out by submitting the developed model to the ten experts for a
certification on the suitability of its components, methodology, steps, activities, and for a test.
The evaluation result by the expert has shows that the components have high suitability (Xഥ = 4.33,
S.D. = 0.58) see table 1, the interactive instructional augmented reality steps have the highest
suitability (Xഥ = 4.53, S.D. = 0.52) see table 2 same as the EDU learning activity steps
(Xഥ = 4.34, S.D. = 0.49) see table 3, the emotional quotient (Xഥ = 4.27, S.D. = 0.53) see table 4, and
the overall appropriateness for a test (Xഥ = 4.44, S.D. = 0.52) see table 5.
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
48
TABLE I: The Components
Variable Mean SD Level of suitability
Principles and concepts 4.40 0.52 High
Objectives 4.40 0.70 High
Process 4.20 0.63 High
Evaluation 4.30 0.48 High
Total 4.33 0.58 High
The expert has shows high suitability (Xഥ = 4.33, S.D. = 0.58).
TABLE II: Interactive Instructional Augmented Reality
Variable Mean SD Level of suitability
Analysis environment 4.50 0.53 High
Preparation 4.60 0.52 Highest
Pre-test 4.50 0.53 High
Total 4.53 0.52 Highest
The expert has shows high suitability (Xഥ = 4.53, S.D. = 0.52).
TABLE III: EDU Learning Activity
Variable Mean SD Level of suitability
Orientation 4.40 0.52 High
Elicitation of the prior
knowledge
4.30 0.48 High
Turning restructuring of ideas 4.30 0.48 High
Application of ideas 4.30 0.48 High
Review 4.40 0.52 High
Total 4.34 0.49 High
The expert has shows high suitability (Xഥ = 4.34, S.D. = 0.49).
TABLE IV: Emotional Quotient
Variable Mean SD Level of suitability
Behavioralobservation 4.30 0.48 High
EQ assessment by programs in
tablet computers
4.30 0.48 High
Evaluate learning achievement 4.20 0.63 High
Total 4.27 0.53 High
The expert has shows high suitability (Xഥ = 4.27, S.D. = 0.53).
TABLE IV: Overall
Variable Mean SD
Level of
suitability
Instruction Model 4.33 0.50 High
Process and Activities 4.56 0.53 Highest
Actual use 4.44 0.53 High
Total 4.44 0.52 High
The expert has shows high suitability (Xഥ = 4.44, S.D. = 0.52).
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
49
6. DISCUSSION
The research results in the following points for discussion.
6.1 The experts’ evaluation demonstrates that the components, steps, and activities of the model
are highly suitable. The result also aligns with the research finding of [3] suggesting that the
learning management for self-development and entertaining activities consists of five key steps:
1) Orientation, 2) Elicitation of the prior knowledge, 3) Turning restructuring of ideas, 4)
Application of ideas, and 5) Review.
6.2 The experts’ evaluation also reveals that the model is highly suitable for the emotional
quotient development. This finding corresponds to the research of [13] suggesting that the
emotional quotient could contribute to learners’ basic skill enhancement.
7. REFERENCES
[1] Bork, A. (1980) Interactive learning. In R. Taylor (Ed.), The computer in school: Tulor, tool, tutee
(pp. 53-66) New York: Teacher college Press.
[2] DimitriosRigas and KhaledAyad. (2010). Using edutainment in e-learning application: an
empirical study. International Journal of computers. [online]. 1(4), pp. 36-43. Available:
http://www.naun.org/main/NAUN/computers/19-261.pdf
[3] Driver P, Bell R. “Students thinking and the learning of science: A Constructivist view”, School
Sci Rev, vol. 67, pp. 443-456, 1986.
[4] Dunleavy, M., &Dede, C. (in press). Augmented reality teaching and learning. In J.M. Spector,
M.D Merrill, J. Elen, & M.J. Bishop (Eds.), The Handbook of Research for Educational
Communications and Technology (4th ed.). New York: Springer.
[5] Harnani Mat Zin and Nor (2010). The effects of edutainment towards students’
achievements.KUIS Proceedings of Regional Conference on Knowledge Integration in ICT
2010.[Online]. pp. 64-72 Available: http://www.kuis.edu.my/ictconf/proceed
ings/64_integration2010_proceedings.pdf
[6] Lazoudis, A. “The science center to go project,” in EDEN-2011 Open Classroom Conf.
Augmented Reality in Education, Greece, 2011, pp. 7-12.
[7] Lei HuiyangandRenJianfeng. (2011). Review of Edutainment and Flash in the Field of
Educational. International Journalof Information and Education Technology. [online]. 1(4), pp.
340-344. Available: http://www.ijiet.org/papers/54-T3068.pdf
[8] Leslie J. Couse and Dora W. Chen. (2010). A Tablet Computer for Young Children?Exploring Its
Viability for Early Childhood Education.Journal of Research on Technology in Education (JRTE
by ISTE).[online].1(43), 2010.Available:
http://eps415group4.pbworks.com/f/A%20Tablet%20Computer%20for%20Young%
20Children.pdf
[9] M. S. Owen, “Pedagogic Issues and Questions from the Science Centre to Go, Augmented Reality,
Project Implementation,” in EDEN-2011 Open Classroom Conf. Augmented Reality in Education,
Greece, 2011, pp. 13-30.
[10] Markus Santosoand Nor. (2012).Development of Edutainment Content for Elementary School
Using Mobile Augmented Reality.IPCSIT.Journal of Computer Research and
Development.[Online].39(1). Available: http://www.ipcsit.com/vol39/003-D00016.pdf
[11] MuhamadSaiful and Nor. (December 2011). The Validity and Reliability of USM Emotional
Quotient Inventory (USMEQ-i): Its Use to Measure Emotional Quotient (EQ) of Future Medical
Students. International Medical Journal. [online]. 18(4). pp. 293 – 299. Available:
http://www.researchgate.net/publication/216023890_The_validity
_and_reliability_of_the_USM_Emotional_Quotient_Inventory_(USMEQ-i)_its_use_to
_measure_Emotional_Quotient_(EQ)_of_future_medical_students/file/72b5aeed85db1480e22d18
1a21727491.pdf
International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013
50
[12] Osman FerdaBeytekin. (2013). The relationship between emotional intelligence and school
management. European Journal of Research on Education.[online].1(1), pp. 1-
5Available:http://iassr.org/journal
[13] Rahil and Nor. (2002). The Relationship between Emotional Quotient and the Acquisition of Basic
Skill Among Primary School Children. The International Journal of Learning. [online].14(7), 14.
pp. 49-56. Available: http://ijl.cgpublisher.com/
product/pub.30/prod.1450
[14] Sessoms, D. (2008). Interactive instruction: Creating interactive learning environments through
tomorrow’s teachers. International Journal of Teaching and Learning, 4(2), 86-96.
[15] Yuen, S.; Yaoyuneyong, G.;& Johnson, E. (2011). Augmented reality: An overview and five
directions for AR in education. Journal of Educational Technology Development and
Exchange.[online]. 4(1), pp. 119-140. Available: http://www jetde.theti.org/
evaluate/downloadArticle.do?articleId=2117.pdf
[16] Suzan DuyguEristi. (2008). The Effectiveness of Interactive Instruction CD Designed Through the
pre-school students.Journal of Theoretical and Applied Information Technology. [online]. pp. 832-
839. Available:http://www.jatit.org/volumes/research-papers/Vol4No9/10Vol4No9.pdf
[17] Thad Crews and Nor. (1997).Anchored Interactive Learning Environments.Journal of AI in
Education. [online]. Available: http://www.vuse.vanderbilt.edu/~biswas/Research/
ile/papers/postscript/advplay.pdf
[18] TiamyodPasawano. (2012). Development of an Edutainment for Learning Support of Bachelor
Degree.International Journal of Wireless Information Networks & Business information
System.[Online]. pp. 45-50. Available: http://www.e-winbis.com/iceelt
2012/Tiamyod+Pasawano.pdf
Authors
NuttakanPakprod is a Ph.D. candidate, Department of Information and Communication
Technology for education, Faculty of Technical Education, King Mongkut’s University
of Technology North Bangkok (KMUTNB), Thailand.She has experience in many
positions such as the Electronic Book, Computer Graphic Design, Information and
Information and Communication Technology for Education research.
Dr.PanitaWannapiroon is an Assistant Professor at Division of Information and
Communication Technology for Education, Faculty of Technical Education, King
Mongkut's University of Technology North Bangkok (KMUTNB),Thailand. She has
experience in many positions such as the Director at Innovation andTechnology
Management Research Center,Assistant Director of Online Learning Research Center,
Assistant Director of Vocational Education Technology Research Center, and Assistant
Director of Information and Communication Technology in Education Research
Center. She received Burapha University Thesis Award 2002. She is a Membership of
Professional Societies in ALCoB (APEC LEARNING COMMUNITY BUILDERS)
THAILAND, and Association for Educational Technology of Thailand (AETT)

More Related Content

PDF
Development of interactive instructional model using augmented reality based ...
PDF
11.developing teaching material for e learning environment
PDF
2.[8 12]developing teaching material for e-learning environment
PDF
Tangible user interface design for learners with different multiple intellige...
PPTX
My Portfolio in Educational Technology
PDF
Effect of Computer-Based Video Games on Children: An Experimental Study
PDF
ACADEMIC PURPOSE ONLY
PDF
Digitising the black board how indian schools should intergrate information t...
Development of interactive instructional model using augmented reality based ...
11.developing teaching material for e learning environment
2.[8 12]developing teaching material for e-learning environment
Tangible user interface design for learners with different multiple intellige...
My Portfolio in Educational Technology
Effect of Computer-Based Video Games on Children: An Experimental Study
ACADEMIC PURPOSE ONLY
Digitising the black board how indian schools should intergrate information t...

What's hot (20)

PDF
8 krishnakumar.r 48-53
PDF
11.the role of teacher and technology in perspective of classroom teaching
PDF
The role of teacher and technology in perspective of classroom teaching
PDF
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
PPTX
PDF
D0331623
PDF
Artikel it
PDF
Ha3612571261
PDF
Level of Attainment of the Objectives of the Computerization Program in JMAME...
PDF
Students’ perceptions of electronic’s module in physics practicum
PDF
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWARE
PPT
Use of ICT In Teaching science more effectively
PDF
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
PPTX
My Portfolio in Educational Technology
PPTX
Education Technology in a Nutshell
PDF
Tiamiyu publication article 2
PPTX
Instructional technology trends
PPTX
My portfolio in educational technology 2
PDF
The need of gamified assessment for engaging learning experience
8 krishnakumar.r 48-53
11.the role of teacher and technology in perspective of classroom teaching
The role of teacher and technology in perspective of classroom teaching
Development Game Edutainment Combined with Multimedia Learning to Improve Cog...
D0331623
Artikel it
Ha3612571261
Level of Attainment of the Objectives of the Computerization Program in JMAME...
Students’ perceptions of electronic’s module in physics practicum
DISCOVERABILITY A NEW LEARNABILITY PRINCIPLE FOR CHILDREN’S APPLICATION SOFTWARE
Use of ICT In Teaching science more effectively
Educational Gaming Mobile App in Assisting Kids in Learning Math and English
My Portfolio in Educational Technology
Education Technology in a Nutshell
Tiamiyu publication article 2
Instructional technology trends
My portfolio in educational technology 2
The need of gamified assessment for engaging learning experience
Ad

Similar to DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ON EDUTAINMENT TO ENHANCE EMOTIONAL QUOTIENT (20)

PDF
Collaborative learning model with virtual team in ubiquitous learning environ...
PPTX
Virtual Assistants and Its Implementation
PPTX
Adapting Digital Story Telling in Moroccan Classrooms! Aissam ELHANI.
PPT
My portfolio in educational technology
PDF
A Study on Impact of Multimedia Approach Teaching –Learning Process
PDF
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...
PDF
An Intelligent Self-Adaptable Application to Support Children Education and L...
PDF
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...
DOCX
Traditional Training MethodsThe communication of learne.docx
PPTX
PORTFOLIO IN EDUCATIONAL TECHNOLOGY
PDF
Navigating Challenges and Maximizing Benefits in the Integration of Informati...
PDF
Ipt guide
PPTX
Multimedia and hypermedia in teaching dr minae mwangi
PPTX
New microsoft office power point presentation
PDF
Development of an edutainment instructional model using learning object for e...
PPTX
Educational Technology-II
PPTX
Reflection Questions 5.pptx
PPTX
MY portfolio in Edtech
PPTX
Lesson 5 ... Bringing the World into the Classroom through Educational Techno...
PPTX
Technology in Education
Collaborative learning model with virtual team in ubiquitous learning environ...
Virtual Assistants and Its Implementation
Adapting Digital Story Telling in Moroccan Classrooms! Aissam ELHANI.
My portfolio in educational technology
A Study on Impact of Multimedia Approach Teaching –Learning Process
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...
An Intelligent Self-Adaptable Application to Support Children Education and L...
AN INTELLIGENT SELF-ADAPTABLE APPLICATION TO SUPPORT CHILDREN EDUCATION AND L...
Traditional Training MethodsThe communication of learne.docx
PORTFOLIO IN EDUCATIONAL TECHNOLOGY
Navigating Challenges and Maximizing Benefits in the Integration of Informati...
Ipt guide
Multimedia and hypermedia in teaching dr minae mwangi
New microsoft office power point presentation
Development of an edutainment instructional model using learning object for e...
Educational Technology-II
Reflection Questions 5.pptx
MY portfolio in Edtech
Lesson 5 ... Bringing the World into the Classroom through Educational Techno...
Technology in Education
Ad

Recently uploaded (20)

PDF
O7-L3 Supply Chain Operations - ICLT Program
PDF
O5-L3 Freight Transport Ops (International) V1.pdf
PPTX
Microbial diseases, their pathogenesis and prophylaxis
PDF
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
PDF
Anesthesia in Laparoscopic Surgery in India
PDF
A GUIDE TO GENETICS FOR UNDERGRADUATE MEDICAL STUDENTS
PDF
The Lost Whites of Pakistan by Jahanzaib Mughal.pdf
PDF
Complications of Minimal Access Surgery at WLH
PPTX
Final Presentation General Medicine 03-08-2024.pptx
PPTX
PPT- ENG7_QUARTER1_LESSON1_WEEK1. IMAGERY -DESCRIPTIONS pptx.pptx
PPTX
Final Presentation General Medicine 03-08-2024.pptx
PDF
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
PPTX
Institutional Correction lecture only . . .
PDF
3rd Neelam Sanjeevareddy Memorial Lecture.pdf
PDF
Chinmaya Tiranga quiz Grand Finale.pdf
PDF
Supply Chain Operations Speaking Notes -ICLT Program
PDF
GENETICS IN BIOLOGY IN SECONDARY LEVEL FORM 3
PPTX
human mycosis Human fungal infections are called human mycosis..pptx
PPTX
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
PPTX
Introduction-to-Literarature-and-Literary-Studies-week-Prelim-coverage.pptx
O7-L3 Supply Chain Operations - ICLT Program
O5-L3 Freight Transport Ops (International) V1.pdf
Microbial diseases, their pathogenesis and prophylaxis
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
Anesthesia in Laparoscopic Surgery in India
A GUIDE TO GENETICS FOR UNDERGRADUATE MEDICAL STUDENTS
The Lost Whites of Pakistan by Jahanzaib Mughal.pdf
Complications of Minimal Access Surgery at WLH
Final Presentation General Medicine 03-08-2024.pptx
PPT- ENG7_QUARTER1_LESSON1_WEEK1. IMAGERY -DESCRIPTIONS pptx.pptx
Final Presentation General Medicine 03-08-2024.pptx
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
Institutional Correction lecture only . . .
3rd Neelam Sanjeevareddy Memorial Lecture.pdf
Chinmaya Tiranga quiz Grand Finale.pdf
Supply Chain Operations Speaking Notes -ICLT Program
GENETICS IN BIOLOGY IN SECONDARY LEVEL FORM 3
human mycosis Human fungal infections are called human mycosis..pptx
school management -TNTEU- B.Ed., Semester II Unit 1.pptx
Introduction-to-Literarature-and-Literary-Studies-week-Prelim-coverage.pptx

DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ON EDUTAINMENT TO ENHANCE EMOTIONAL QUOTIENT

  • 1. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 DOI :10.5121/ijite.2013.2405 43 DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ON EDUTAINMENT TO ENHANCE EMOTIONAL QUOTIENT Nuttakan Pakprod1 and Panita Wannapiroon2 1 Ph.D student, Information and Communication Technology for Education Division, Faculty of Technical Education, King Mongkutt’s University of Technology North Bangkok, Thailand 2 Assistant Professor, Information and Communication Technology for Education Division, Faculty of Technical Education, King Mongkutt’s University of Technology North Bangkok, Thailand ABSTRACT The research aims to develop an interactive instructional model usingaugmented reality based on edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling method. The obtained data are analyzed using mean and standard deviation. The research result demonstrates the following findings: 1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment by programs in tablet computers, and EQ Assessment by behavioral observation. 2( The ten experts have evaluated the model and commented that the developed model showed high suitability. KEYWORDS Interactive Instructional, Augmented Reality,Tablet Computer, Edutainment, Emotional Quotient 1. INTRODUCTION Education is an important foundation to manage human resource; so the use of technology in education is vital to develop the country. Especially, there should be development of quality of school-age children so that they could have enough professional knowledge, skills, and intelligence to extend their knowledge by themselves. The encouragement for children to adjust themselves in accordance with information under the contexts of changing technology will lead to the lifelong learning system. In addition, they are able to enter the universal education system under amusing learning environment, which will create sustainable, efficient, and enjoyable learning. To prepare the learners for the aforementioned learning, instructors, media, and environment have an important role in the proper interaction with learners, which is the principle of Interactive Instruction. Interactive Instruction [16] and [17] uses Interactive Learning to manage instructional process based on the theories of Constructivism. There are interaction and
  • 2. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 44 scaffolding in the activity between instructors and learners, and among the learners themselves. The essence of interactive instruction is the learners will have relation with other group members, who participate in the learning environment set up properly via technology by the instructors. This results in influences on learning, verbal behavior and non-verbal behavior; whereby the said influences may come from stimulation by questions, suggestions, or compliments. As [1]said, interactive learning through playing was significant to promote learning experiences of learners. This is corresponding to [14] who believed that technology would produce efficient interactive instruction for learners. Augmented Reality [4] is a technology that plays a vital role to support interactive instruction by using virtual reality and vision technology to produce virtuality for learners. This will enables the learners to have new experience, excitement, and thrill in combining digital objects with environments of the real world. Regarding the principles of work, i.e. marking up, searching in Marker Database, processing, and displaying virtual images on different technology equipment, the production of augmented reality requires 4 major parts: markup, sensor scan, processer, and monitor. Markup, or marker, is in the form of graphic such as images, photos, or paintings; whereas sensor scan is a tool to input the prepared data or markup. The said equipment includes various kinds of scanners but nowadays such electronic appliances as webcam, mobile phone, and tablet computer are more popular. Processer, or software, is used to save the markup and data into the database, to compare and process the said markup, and to create virtual images that will be displayed or presented on the monitor. Monitor is a tool that presents data or virtual images already processed by the processer. The said images may be graphic images, 3D images, or motion pictures. This is in line with the research of [6],[9] and [15], who found that augmented reality promoted instruction in science subjects, providing learners with new experiences, excitement, and thrill by mixing objects in digital world with the environments in real life. At present, augmented reality can display anything on a variety of electronic appliances, e.g. Personal computer, notebook, mobile phone, and tablet computer. Monitor of the said augmented reality is considered the main technology to create interaction among learners, instructors, and contents presented through instructional activity in the suitable environment. The suitable technology [8] for the said activity is a tablet computer because its features are quite similar to those of a personal computer. However, the tablet computer is light and small with a touch screen command. It is also attractive and it can display various formats of information, which will promote self-learning. The main characteristics of tablet computer include: 1) Advanced- both appearance and the data of a tablet computer must be modern and able to get updated all the time, 2)Mobile- it is light and small; so it can be used anytime and anywhere, 3)Electronic note- it can save messages, voices, images, and motion pictures, 4)Personalize- it can save personal information of users and enable them to work with more unity, 5) Less time- it helps users work more within shorter period of time, 6) Protect- it protects users in terms of usage and storage of their information, and 7)Easily- it is easy to use and command through touch screen system and it has only one Home Icon. The instructional augmented reality with tablet computer offers the learners with entertainment while learning. This is in compliance with the concept of edutainmentthat promotes learning through amusement with the aid of media and activity. The said instruction must have enthusiastic learning feature and collaborative learning, focus on learning control, and provide the learners with real environment and experiences. The activity must generate high satisfaction, focus on procedures rather than targets, control itself, promote imagination, enable learners to take action, and can be adapted. The learners must take part in decision making, activity, interest, and assessment. The main characteristics of edutainment include: 1) Knowledge- information and presentation must be appropriate and comply to the objectives, 2) Enjoy with Environment- the environment should be set up with an aim to let the learners have amusement, 3) Entertainment- the activity must be relaxing and entertaining, enable collaboration among learners, and focus on
  • 3. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 45 what the learners will get rather than the results of activity, and 4) Learners- the learners are free to do the activity that suits their ability, with no force nor pressure. This is in compliance with the study of [5], [7],[10], and [18], who found that the children can naturally learn well through playing. This is because they were happy and ready to receive useful information, which enabled them to improve their learning more effectively. The outstanding characteristics of interactive instruction, augmented reality, and edutainment will enhance the learners' emotional quotient, the ability to live with others creatively and happily. This corresponds to the study of [2],[11], [12] and [13], who found that emotional quotient helped the learners improve their basic skills, better realize their need, promote their proper expression, interact well with others, do the right things rather than the preferred ones, and look at the brighter side. The above paragraphs manifest the necessity of a development of an interactive instructional model using augmented reality based on edutainment to enhance emotional quotient. It involves instructional model research and development including conceptualization, model formulation, and presentation of the model testing result to ensure that the developed model is valid for effective use. 2. OBJECTIVES 2.1 To develop an interactive instructional model using augmented reality based on edutainment to enhance emotional quotient. 2.2 To evaluate the developed interactive instructional model using augmented reality based on edutainment to enhance emotional quotient. 3. RESEARCH SCOPE 3.1 Population is experts in the field of information technology, edutainment, child psychology, and 7th grade curriculum management. 3.2 Samples are ten (10) experts in the field of information technology, edutainment, child psychology, and 7th grade curriculum management, selected by Purposive Sampling method. The selection criteria are (1) at least Ph.D. degree holder and (2) at least 3 years of relevant experience. 3.3 Variables Independent variable is the interactive instructional model using augmented reality based on edutainment to enhance emotional quotient. Dependent variable is the evaluation of the model. 4. RESEARCH METHODOLOGY The instructional model development is carried out in two phases. Phase 1: The development of an interactive instructional model using augmented reality based on edutainment to enhance emotional quotient. 1.1 Relevant papers and research works are studied, analyzed, and synthesized to formulate a concept of the model development. 1.2 A model is developed based on the data obtained from the research study used in the formulation of the model development concept. 1.3 The model is presented to thesis advisor for consideration and modified it as guided.
  • 4. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 46 1.4 A tool is built to evaluate the model’s suitability. Phase 2: Evaluation and certification of the developed interactive instructional model using augmented reality based on edutainment to enhance emotional quotient. 2.1 The model is submitted to the experts for review and evaluate the suitability. 2.2 The model is modified according to the experts’ suggestions. 2.3 After modification, the model is presented in form of narrative diagram. 2.4 Evaluation result on suitability is analyzed using mean (‫܆‬ഥ) and standard deviation (S.D.). Five Likert-type levels of measurement are identified to assess the model’s suitability, namely Strongly agree, Agree, Neither agree nor disagree, Disagree, and Strongly disagree. 5. CONCLUSION The research results are presented in two parts. Part 1 Interactive Instructional Model Using Augmented Reality based on Edutainment to Enhance Emotional Quotient The instructional model consists of 3 main elements: 1( Interactive Instructional Augmented Reality, 2( Edutainment Learning Activity, and 3( Emotional Quotient; as shown in Figure1 Figure 1 illustratesthe edutainment instructional model using learning object for electronic book on tablet computer to develop emotional quotient.
  • 5. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 47 1. Interactive Instructional Augmented Reality includes: 1( Analysis Environment, and 2( Preparation. 1.1 Analysis Environment consists of Needs Analysis, Context Analysis, Learner Analysis, Content Analysis, and Task Analysis. 1.2 Preparation refers to the establishment of learning objectives, contents, and design of instructional management plan based on suitable environment in order to generate the interactive instruction using augmented reality based on edutainment to enhance emotional quotient. 2. Edutainment Learning Activity includes: 1( Orientation, 2( Elicitation of the prior knowledge, 3( Turning restructuring of ideas, 4( Application of ideas, and 5( Review. 2.1Orientation introduces the learners to the learning environment that is amusing, informal, and relaxing. 2.2Elicitation of the prior knowledge helps review the learners' knowledge or existing experiences that are relevant to the contents and subjects to learn. 2.3Turning restructuring of ideas is a step in which the learners change or increase their knowledge. This step includes clarification and exchange of ideas, construction of new ideas, and evaluation of the new ideas. 2.4 Application of ideas refers to the ability to apply the knowledge in new experiences with happiness. 2.5 Review refers to the increase of knowledge according to the experiences of learners. 3. Emotional Quotient is the evaluation of EQ using 2 kinds of tools; i.e. Emotional Quotient Assessment by programs in tablet computers, in which the learners evaluate themselves, and Emotional Quotient Assessment by behavioral observation, in which the instructors evaluate the learners by EQ behavioral observation form. The Emotional Quotient of learners are assessed in terms of 1( Self-Perception 2( Self-Expression 3( Stress-Management 4( Decision Making and 5( Interpersonal. 3.1Self-Perception - understanding and realizing what they are doing and what they want to do. 3.2Self-Expression - expressing the true self correctly and properly. 3.3Stress-Management - looking at the bright side, smiling, and living happily 3.4Decision Making - making the right decision appropriate to the present situations, and choosing the right things, not the preferred ones. 3.5Interpersonal - having good interpersonal skills, generosity, and public mind. In addition, the learning achievement of learners is evaluated by means of tests in the tablet computer Part 2: Evaluation result of the developed interactive instructional model using augmented reality based on edutainment to enhance emotional quotient. The evaluation is carried out by submitting the developed model to the ten experts for a certification on the suitability of its components, methodology, steps, activities, and for a test. The evaluation result by the expert has shows that the components have high suitability (Xഥ = 4.33, S.D. = 0.58) see table 1, the interactive instructional augmented reality steps have the highest suitability (Xഥ = 4.53, S.D. = 0.52) see table 2 same as the EDU learning activity steps (Xഥ = 4.34, S.D. = 0.49) see table 3, the emotional quotient (Xഥ = 4.27, S.D. = 0.53) see table 4, and the overall appropriateness for a test (Xഥ = 4.44, S.D. = 0.52) see table 5.
  • 6. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 48 TABLE I: The Components Variable Mean SD Level of suitability Principles and concepts 4.40 0.52 High Objectives 4.40 0.70 High Process 4.20 0.63 High Evaluation 4.30 0.48 High Total 4.33 0.58 High The expert has shows high suitability (Xഥ = 4.33, S.D. = 0.58). TABLE II: Interactive Instructional Augmented Reality Variable Mean SD Level of suitability Analysis environment 4.50 0.53 High Preparation 4.60 0.52 Highest Pre-test 4.50 0.53 High Total 4.53 0.52 Highest The expert has shows high suitability (Xഥ = 4.53, S.D. = 0.52). TABLE III: EDU Learning Activity Variable Mean SD Level of suitability Orientation 4.40 0.52 High Elicitation of the prior knowledge 4.30 0.48 High Turning restructuring of ideas 4.30 0.48 High Application of ideas 4.30 0.48 High Review 4.40 0.52 High Total 4.34 0.49 High The expert has shows high suitability (Xഥ = 4.34, S.D. = 0.49). TABLE IV: Emotional Quotient Variable Mean SD Level of suitability Behavioralobservation 4.30 0.48 High EQ assessment by programs in tablet computers 4.30 0.48 High Evaluate learning achievement 4.20 0.63 High Total 4.27 0.53 High The expert has shows high suitability (Xഥ = 4.27, S.D. = 0.53). TABLE IV: Overall Variable Mean SD Level of suitability Instruction Model 4.33 0.50 High Process and Activities 4.56 0.53 Highest Actual use 4.44 0.53 High Total 4.44 0.52 High The expert has shows high suitability (Xഥ = 4.44, S.D. = 0.52).
  • 7. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 49 6. DISCUSSION The research results in the following points for discussion. 6.1 The experts’ evaluation demonstrates that the components, steps, and activities of the model are highly suitable. The result also aligns with the research finding of [3] suggesting that the learning management for self-development and entertaining activities consists of five key steps: 1) Orientation, 2) Elicitation of the prior knowledge, 3) Turning restructuring of ideas, 4) Application of ideas, and 5) Review. 6.2 The experts’ evaluation also reveals that the model is highly suitable for the emotional quotient development. This finding corresponds to the research of [13] suggesting that the emotional quotient could contribute to learners’ basic skill enhancement. 7. REFERENCES [1] Bork, A. (1980) Interactive learning. In R. Taylor (Ed.), The computer in school: Tulor, tool, tutee (pp. 53-66) New York: Teacher college Press. [2] DimitriosRigas and KhaledAyad. (2010). Using edutainment in e-learning application: an empirical study. International Journal of computers. [online]. 1(4), pp. 36-43. Available: http://www.naun.org/main/NAUN/computers/19-261.pdf [3] Driver P, Bell R. “Students thinking and the learning of science: A Constructivist view”, School Sci Rev, vol. 67, pp. 443-456, 1986. [4] Dunleavy, M., &Dede, C. (in press). Augmented reality teaching and learning. In J.M. Spector, M.D Merrill, J. Elen, & M.J. Bishop (Eds.), The Handbook of Research for Educational Communications and Technology (4th ed.). New York: Springer. [5] Harnani Mat Zin and Nor (2010). The effects of edutainment towards students’ achievements.KUIS Proceedings of Regional Conference on Knowledge Integration in ICT 2010.[Online]. pp. 64-72 Available: http://www.kuis.edu.my/ictconf/proceed ings/64_integration2010_proceedings.pdf [6] Lazoudis, A. “The science center to go project,” in EDEN-2011 Open Classroom Conf. Augmented Reality in Education, Greece, 2011, pp. 7-12. [7] Lei HuiyangandRenJianfeng. (2011). Review of Edutainment and Flash in the Field of Educational. International Journalof Information and Education Technology. [online]. 1(4), pp. 340-344. Available: http://www.ijiet.org/papers/54-T3068.pdf [8] Leslie J. Couse and Dora W. Chen. (2010). A Tablet Computer for Young Children?Exploring Its Viability for Early Childhood Education.Journal of Research on Technology in Education (JRTE by ISTE).[online].1(43), 2010.Available: http://eps415group4.pbworks.com/f/A%20Tablet%20Computer%20for%20Young% 20Children.pdf [9] M. S. Owen, “Pedagogic Issues and Questions from the Science Centre to Go, Augmented Reality, Project Implementation,” in EDEN-2011 Open Classroom Conf. Augmented Reality in Education, Greece, 2011, pp. 13-30. [10] Markus Santosoand Nor. (2012).Development of Edutainment Content for Elementary School Using Mobile Augmented Reality.IPCSIT.Journal of Computer Research and Development.[Online].39(1). Available: http://www.ipcsit.com/vol39/003-D00016.pdf [11] MuhamadSaiful and Nor. (December 2011). The Validity and Reliability of USM Emotional Quotient Inventory (USMEQ-i): Its Use to Measure Emotional Quotient (EQ) of Future Medical Students. International Medical Journal. [online]. 18(4). pp. 293 – 299. Available: http://www.researchgate.net/publication/216023890_The_validity _and_reliability_of_the_USM_Emotional_Quotient_Inventory_(USMEQ-i)_its_use_to _measure_Emotional_Quotient_(EQ)_of_future_medical_students/file/72b5aeed85db1480e22d18 1a21727491.pdf
  • 8. International Journal on Integrating Technology in Education (IJITE) Vol.2, No.4, December 2013 50 [12] Osman FerdaBeytekin. (2013). The relationship between emotional intelligence and school management. European Journal of Research on Education.[online].1(1), pp. 1- 5Available:http://iassr.org/journal [13] Rahil and Nor. (2002). The Relationship between Emotional Quotient and the Acquisition of Basic Skill Among Primary School Children. The International Journal of Learning. [online].14(7), 14. pp. 49-56. Available: http://ijl.cgpublisher.com/ product/pub.30/prod.1450 [14] Sessoms, D. (2008). Interactive instruction: Creating interactive learning environments through tomorrow’s teachers. International Journal of Teaching and Learning, 4(2), 86-96. [15] Yuen, S.; Yaoyuneyong, G.;& Johnson, E. (2011). Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange.[online]. 4(1), pp. 119-140. Available: http://www jetde.theti.org/ evaluate/downloadArticle.do?articleId=2117.pdf [16] Suzan DuyguEristi. (2008). The Effectiveness of Interactive Instruction CD Designed Through the pre-school students.Journal of Theoretical and Applied Information Technology. [online]. pp. 832- 839. Available:http://www.jatit.org/volumes/research-papers/Vol4No9/10Vol4No9.pdf [17] Thad Crews and Nor. (1997).Anchored Interactive Learning Environments.Journal of AI in Education. [online]. Available: http://www.vuse.vanderbilt.edu/~biswas/Research/ ile/papers/postscript/advplay.pdf [18] TiamyodPasawano. (2012). Development of an Edutainment for Learning Support of Bachelor Degree.International Journal of Wireless Information Networks & Business information System.[Online]. pp. 45-50. Available: http://www.e-winbis.com/iceelt 2012/Tiamyod+Pasawano.pdf Authors NuttakanPakprod is a Ph.D. candidate, Department of Information and Communication Technology for education, Faculty of Technical Education, King Mongkut’s University of Technology North Bangkok (KMUTNB), Thailand.She has experience in many positions such as the Electronic Book, Computer Graphic Design, Information and Information and Communication Technology for Education research. Dr.PanitaWannapiroon is an Assistant Professor at Division of Information and Communication Technology for Education, Faculty of Technical Education, King Mongkut's University of Technology North Bangkok (KMUTNB),Thailand. She has experience in many positions such as the Director at Innovation andTechnology Management Research Center,Assistant Director of Online Learning Research Center, Assistant Director of Vocational Education Technology Research Center, and Assistant Director of Information and Communication Technology in Education Research Center. She received Burapha University Thesis Award 2002. She is a Membership of Professional Societies in ALCoB (APEC LEARNING COMMUNITY BUILDERS) THAILAND, and Association for Educational Technology of Thailand (AETT)