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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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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