Leveraging augmented reality and gamification for enhanced self-regulation in science education

Abstract This study investigates the efficacy of integrating augmented reality (AR)-based gamification with self-regulated learning (SRL) strategies to enhance middle school students’ academic performance, engagement, satisfaction, and self-efficacy in science education. Employing immersive AR technologies alongside gamification elements, this approach is designed to cultivate an engaging and learner-centered environment that promotes essential SRL competencies including goal-setting, self-monitoring, and reflective thinking. Utilizing an experimental research design, the study engaged 60 middle school students who were allocated into two groups: one experiencing self-regulated AR-based gamification and the other experiencing traditional AR-based gamification without self-regulation components. The findings reveal that students in the self-regulated AR-based gamification group demonstrated significantly enhanced levels of academic achievement, engagement, self-efficacy, and overall satisfaction compared to their peers in the traditional group. These outcomes suggest that the strategic integration of AR-based gamification with SRL strategies not only fosters significant improvements in educational performance but also enriches the learning experience, thereby providing critical insights for the development of innovative educational technologies that support comprehensive understanding and foster student autonomy in science education.

Authors

Institutions

Publication Details

Journal
Education and Information Technologies
Published
2025-03-07
DOI
https://doi.org/10.1007/s10639-025-13481-0
Citations
11
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
37.89

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Leveraging augmented reality and gamification for enhanced self-regulation in science education

Merve Polat, Hüseyin Ateş
11 citations
Education and Information Technologies
Educational Games and Gamification
37.89
article

Leveraging augmented reality and gamification for enhanced self-regulation in science education

Merve Polat, Hüseyin Ateş
article en
11 citations

Abstract

Abstract This study investigates the efficacy of integrating augmented reality (AR)-based gamification with self-regulated learning (SRL) strategies to enhance middle school students’ academic performance, engagement, satisfaction, and self-efficacy in science education. Employing immersive AR technologies alongside gamification elements, this approach is designed to cultivate an engaging and learner-centered environment that promotes essential SRL competencies including goal-setting, self-monitoring, and reflective thinking. Utilizing an experimental research design, the study engaged 60 middle school students who were allocated into two groups: one experiencing self-regulated AR-based gamification and the other experiencing traditional AR-based gamification without self-regulation components. The findings reveal that students in the self-regulated AR-based gamification group demonstrated significantly enhanced levels of academic achievement, engagement, self-efficacy, and overall satisfaction compared to their peers in the traditional group. These outcomes suggest that the strategic integration of AR-based gamification with SRL strategies not only fosters significant improvements in educational performance but also enriches the learning experience, thereby providing critical insights for the development of innovative educational technologies that support comprehensive understanding and foster student autonomy in science education.

Education and Information TechnologiesVol. 30(12)
Manisa Celal Bayar University (TR), Ahi Evran University (TR)
Manisa Celal Bayar Üniversitesi
Openalex Percentile: Top 0%
Educational Games and Gamification
37.89
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Leveraging augmented reality and gamification for enhanced self-regulation in science education — Merve Polat, Hüseyin Ateş · Education and Information Technologies (2025) | TGRS Research Map | TGRS