Abstract:
The objectives of this study were 1) to develop an AR comic book using the PWIM technique 2) to examine the effects of the AR comic book on grade 2 primary students. The participants of the study were divided into two groups: an experimental group and a control group, each of which included 30 students. The instruments consisted of a pre-test and a post-test, the AR comic book with the PWIM technique, lesson plans and a reading competence scoring sheet. The quantitative data were analyzed using percentage, mean, standard deviation, and T-test. The findings of the study suggested that in order to develop the AR comic book, there were seven steps to follow including 1) studying and analyzing data, 2) designing the content, 3) validating the content, 4) developing the book, 5) validating the media used in the book, 6) implementing, and 7) evaluating. In addition, the AR comic book composed of five major components including 1) 2D cartoon animations and illustrated cartoons, 2) Thai language indicators, 3) a story, 4) characters, and 5) augmented reality. The processes of using the AR comic book should consist of four steps as follows: 1) looking at pictures and identifying words, 2) reading aloud to make connection between words and pictures, 3) practicing inductive thinking, and 4) applying the words in contexts. Quantitative findings indicated that the post-test mean scores of the low, average, and high groups of students in the experimental group were higher than the pre-test mean scores with a statistical significance at a level of .05. Moreover, the post-test mean scores of the low, average, and high groups of students in an experimental group were higher than the post-test mean scores of those in a control group with a statistical significance at a level of .05