In this study, we synthesized the literature review on enhancing user’s motivation with the snake-ladder chess concept by using the Augmented Reality (AR) technique. AR is an educational medium increasingly accessible to young users. These are the ‘Generation Y’ or the Internet generation youth. They are exposed to numerous new media and technologies have greater access to good as well as bad information because of that the percentage of youth involved in risky behavior is increasing day by day. This paper to provide a systematic literature review (SLR) method to collect and review studies following a predefined procedure on the motivation model in AR educational game design application. The review studies include filtering relevant information of the AR and motivation model from four databases to answer research questions. A total of 111 primary studies published between 2016 to 2020 were used in the analysis. The literature review shows that most authors emphasize emotional, physical activity, and use of experience as a key factor in model development and less likely to see the factors that motivate a person to motivate and less apply Islam. We found that the most reported effects for AR learning games were the enhancement of learning performance and the learning experience in terms of fun, interest, and enjoyment. In conclusion, we expected to the Islamic model and application of AR can be implemented on the education for the future study.
Volume 12 | Issue 6
Pages: 2626-2635
DOI: 10.5373/JARDCS/V12I6/S20201221