Development of Augmented Reality Health Board Game to Encourage Behaviors and Life Skills that Reflect Morals in Late Primary School Students in Phetchaburi Province
Abstract
The objectives of this research were: 1) to develop an Augmented Reality (AR) health board game set to enhance behaviors and life skills reflecting the moral virtues of upper elementary school students; and 2) to compare students’ behaviors and life skills reflecting moral virtues before and after using the AR health board game set. This study employed a Research and Development (R&D) methodology. The sample consisted of 60 upper elementary school students from two schools (30 students per school) selected through purposive sampling. The research was conducted in four phases: Information Analysis (R1): Analyzing fundamental data using document analysis, interview forms, and a needs assessment survey. Product Development (D1): Designing the AR health board game set and an instructional manual. Implementation (R2): Field-testing the board game set using an activity manual. Effectiveness Evaluation (D2): Assessing outcomes using a stress management behavior and life skills assessment form and the Stress Test (ST-5). Data was analyzed using content analysis, mean (????̅), standard deviation (S.D.), and dependent samples t-test. The results found that 1. The developed AR health board game set serves as an innovative tool for promoting stress-management skills. The set utilizes Augmented Reality (AR) technology to display exercise animations when scanning exercise cards within the board games. The set consisted of four games: 1) Yoga AR Board Game, 2) The Circle Stretch, 3) Snake Massage Game, and 4) Muay Thai Dance Bingo. 2. After participating in the activities using the AR health board game set, the students’ behaviors and life skills reflecting moral virtues were significantly higher than before the intervention at the .01 level of statistical significance. Specifically, students demonstrated a 25% increase in these behaviors and life skills compared to their baseline. Effective facilitator guidance, specifically through student encouragement and rule adaptation, significantly enhances gameplay efficiency. To build upon these results, future studies should apply this augmented reality (AR) health board game to foster alternative life skills, including decision-making and effective communication.
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