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A study on the effectiveness of applying augmented reality board games to anti-drug education among senior high-school students
theory of planned behavior
This study is based on the theory of planned behavior (TPB) was applied to develop an education program with augmented reality (AR) of board game in drug abusing prevention and test its effectiveness on senior high school vocational students. The participants were 362 students from two different senior high school in Taoyuan Taiwan. After the implementation of AR board Game program, structured questionnaire survey was then conducted. The data was analyzed by the path analysis. Discussing the involvement of innovative teaching based on board games and augmented reality (AR) in drug abusing prevention. Compared to control group, experimental group students showed great improvement in knowledge, life skills, subjective norms, perceived behavior control, and behavioral intentions. Study results demonstrated the effectiveness on education program of augmented reality (AR) of board game on senior high school students who would intent not to use drugs. The results is effective (p<0.001)
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