A Systematic Literature Review on Augmented Reality in Game-Based Learning for English as a Second Language

This systematic review explores the integration of Augmented Reality (AR) within game-based learning for English as a Second Language (ESL). Based on empirical studies spanning 2020 to 2024 sourced from Web of Science (WoS), Scopus, ERIC, and Google Scholar. The review assesses AR's impact on ESL education. The findings highlight AR's potential to enhance language attainment through mobile applications, fostering learner satisfaction, engagement, and motivation. Additionally, the fusion of game-based learning and AR diversifies learning experiences across subjects, promoting collaboration and communication skills. However, challenges such as technical hurdles, the learning curve for teachers and students, financial constraints, and potential distractions from learning content persist. Despite these obstacles, AR presents promising opportunities for improving ESL learning outcomes. Moreover, it contributes to understanding AR's role in ESL education and underscores the need for further research to address implementation barriers and maximise its educational potential.

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Publication Details

Journal
The English Teacher
Published
2024-10-16
DOI
https://doi.org/10.52696/grvs1279
Citations
1
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.78
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article

A Systematic Literature Review on Augmented Reality in Game-Based Learning for English as a Second Language

Xin Yi Hoe, Lootfi Amir Ahmad Hamizan, Aiman Ahmad Muhammad Aliff, Zulkefli Nur Hannan et al.
1 citations
The English Teacher
Education and Learning Interventions
0.78
article

A Systematic Literature Review on Augmented Reality in Game-Based Learning for English as a Second Language

Xin Yi Hoe, Lootfi Amir Ahmad Hamizan, Aiman Ahmad Muhammad Aliff, Zulkefli Nur Hannan, Nasuha Irhama Nurul Anissma, Mohamad Maslawati
article en
1 citations

Abstract

This systematic review explores the integration of Augmented Reality (AR) within game-based learning for English as a Second Language (ESL). Based on empirical studies spanning 2020 to 2024 sourced from Web of Science (WoS), Scopus, ERIC, and Google Scholar. The review assesses AR's impact on ESL education. The findings highlight AR's potential to enhance language attainment through mobile applications, fostering learner satisfaction, engagement, and motivation. Additionally, the fusion of game-based learning and AR diversifies learning experiences across subjects, promoting collaboration and communication skills. However, challenges such as technical hurdles, the learning curve for teachers and students, financial constraints, and potential distractions from learning content persist. Despite these obstacles, AR presents promising opportunities for improving ESL learning outcomes. Moreover, it contributes to understanding AR's role in ESL education and underscores the need for further research to address implementation barriers and maximise its educational potential.

The English TeacherVol. 53(2)
National University of Malaysia (MY)
Quality Education
Openalex Percentile: Top 20%
Education and Learning Interventions
0.78
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A Systematic Literature Review on Augmented Reality in Game-Based Learning for English as a Second Language — Xin Yi Hoe, Lootfi Amir Ahmad Hamizan, et al. · The English Teacher (2024) | TGRS Research Map | TGRS