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Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan

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Innovative Technologies and Learning (ICITL 2019)

Abstract

Recent years have witnessed serious drug abuse, which has caused numerous societal problems. Schools thus are incorporating anti-drug use into formal curricula. However, current anti-drug courses employ unidirectional or lecture-based approaches, which make anti-drug knowledge acquisition dull and unattractive, thus leading to ineffective outcomes. In order to improve learning effectiveness, this study designed an augmented-reality (AR) board game for university campus drug prevention. Thirty-nine undergraduates with an average age of 19 at an university in Tainan, Taiwan participated in the study. Results show that the AR board game on drug prevention can effectively enhance learning effectiveness. Interviews revealed positive perceptions on usability and joyful learning with the board game.

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Correspondence to Hao-Chiang Koong Lin .

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Lin, YH., Lin, HC.K. (2019). Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan. In: Rønningsbakk, L., Wu, TT., Sandnes, F., Huang, YM. (eds) Innovative Technologies and Learning. ICITL 2019. Lecture Notes in Computer Science(), vol 11937. Springer, Cham. https://doi.org/10.1007/978-3-030-35343-8_3

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  • DOI: https://doi.org/10.1007/978-3-030-35343-8_3

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-35342-1

  • Online ISBN: 978-3-030-35343-8

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