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Using an Augmented Reality Geolocalized Quiz Game as an Incentive to Overcome Academic Procrastination

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Mobile Technologies and Applications for the Internet of Things (IMCL 2018)

Abstract

Academic procrastination is associated with low academic achievement, thus it is considered an important challenge in education. Lack of self-regulation and motivation are among the main problems associated with procrastination. The aim of this study was to determine the effectiveness of a quiz game in Java programming to avoid procrastination. The sample was 45 students, who were randomly assigned to 2 groups. The control group used a Web-based tool and the experimental group used an augmented-based tool. The finding of this study suggests that the game activity embedded in the augmented reality tool helped the students to avoid procrastination.

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Acknowledgements

This work was supported in part by Spanish Ministry of Economy and Competiveness: RESET project under grant no. CICYT (TIN2014-53199-C3-1-R), Smartlet project under grant no. TIN2017-85179-C3-1-R, funded by the Agencia Estatal de Investigación (AEI) and Fondo Europeo de Desarrollo Regional (FEDER); and Comunidad de Madrid (eMadrid project, S2013/ICE-2715).

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Correspondence to María Blanca Ibáñez .

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Ibáñez, M.B., Peláez, J., Kloos, C.D. (2019). Using an Augmented Reality Geolocalized Quiz Game as an Incentive to Overcome Academic Procrastination. In: Auer, M., Tsiatsos, T. (eds) Mobile Technologies and Applications for the Internet of Things. IMCL 2018. Advances in Intelligent Systems and Computing, vol 909. Springer, Cham. https://doi.org/10.1007/978-3-030-11434-3_21

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