11 research outputs found

    Designing learning material assisted by augmented reality to improve spatial thinking skills

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    Spatial thinking is a crucial ability to be mastered by students. On the other hand, the rapid development of technology in education, such as augmented reality (AR), is predicted to increase significantly in 2035. This technology should be utilized to provide new insights for students. However, the condition of learning resources related to AR currently needs to be improved. This study aims to design mathematics teaching materials on geometry materials using AR to improve spatial thinking skills. This study uses the Plomp model development research, which consists of three stages: preliminary, prototyping, and assessment. It is important to note that this paper reports results from preliminary. This article reports by collecting data through literature studies and questionnaires to mathematics teachers in the Rokan Hulu district. The findings reveal that the use of GeoGebra as an AR builder in Indonesia still needs to be created because of the excellent potential of Geogebra. AR learning resources on geometry at the high school level also need to be improved. Teachers agree that learning using technology has become necessary and are interested in using AR, especially in the geometry field. Based on the findings, we designed and developed Geogebra AR-assisted teaching materials based on these findings to improve spatial thinking skills

    Exploring the effect of an augmented reality literacy programme for reading and spelling difficulties for children diagnosed with ADHD

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    AbstractChildren diagnosed with attention deficit hyperactivity disorder (ADHD) experience a variety of difficulties related to three primary symptoms: hyperactivity, inattention and impulsivity. The most common type of ADHD has a combination of all three symptom areas. These core symptoms may negatively impact the academic and social performance of children throughout their school life. The AHA (ADHD-Augmented) project focused specifically on the impact of digital technologies' intervention on literacy skills of children that participated in the pilot study and were diagnosed with ADHD prior to the intervention. Existing research has shown that augmented reality (AR) can improve academic outcomes by stimulating pupils' attention. AHA project aimed at implementing an evidence-based intervention to improve ADHD children's reading and spelling abilities through the enhancement of an existing literacy programme with AR functionality. The present paper reports preliminary findings of the pilot study aimed at evaluating the effectiveness of the AHA system in promoting the acquisition of literacy skills in a sample of children diagnosed with ADHD compared to the literacy programme as usual. Background information on the main characteristics and difficulties related to the teaching and learning process associated with children diagnosed with ADHD are first introduced; the design and methodology of the AHA project intervention are also described. The preliminary findings have shown that AHA project succeeded in delivering an AR solution within an existing online literacy programme, which integrates a set of specific technologies and supports interactive educational content, services, assessment, and feedback

    Current challenges and future research directions in augmented reality for education

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    The progression and adoption of innovative learning methodologies signify that a respective part of society is open to new technologies and ideas and thus is advancing. The latest innovation in teaching is the use of Augmented Reality (AR). Applications using this technology have been deployed successfully in STEM (Science, Technology, Engineering, and Mathematics) education for delivering the practical and creative parts of teaching. Since AR technology already has a large volume of published studies about education that reports advantages, limitations, effectiveness, and challenges, classifying these projects will allow for a review of the success in the different educational settings and discover current challenges and future research areas. Due to COVID-19, the landscape of technology-enhanced learning has shifted more toward blended learning, personalized learning spaces and user-centered approach with safety measures. The main findings of this paper include a review of the current literature, investigating the challenges, identifying future research areas, and finally, reporting on the development of two case studies that can highlight the first steps needed to address these research areas. The result of this research ultimately details the research gap required to facilitate real-time touchless hand interaction, kinesthetic learning, and machine learning agents with a remote learning pedagogy
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