3,874 research outputs found

    THE EFFECTS OF A MOBILE APP-BASED SKY MAP IN TEACHING COLLEGE STUDENTS ABOUT CONSTELLATIONS

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    The purpose of this study was to investigate the effects of using a mobile app-based sky map to teach college students about constellations, stars, nebulae, and star clusters. The name of the app was Star Chart. The setting for the study was a community college in West Tennessee. Twenty out of 60 participants were males, with 83% of all being less than 25 years old. The first effect studied was concerning students level of attitude toward astronomy after they used the mobile app to learn about sky constellations, stars, nebulae, and star clusters. The second effect investigated in the study was regarding the ability of participating college students to identify the above astronomical objects after using the mobile app. For comparison purposes, the same measurements were taken for a control group that used a conventional print-based sky map, commonly known as a planisphere. Multivariate Analysis of Variance (MANOVA) was used to compare the experimental or app-users group (n = 30) and control group (n = 30).The results of the study showed that Star Chart app users developed significantly more positive attitude toward astronomy than the planisphere users (Hotellings Trace = 0.132, F (2, 57) = 3.751, p \u3c .05, multivariate effect size 2 = 0.12). The multivariate effect size obtained showed that the difference was substantial. On the other hand, both Star Chart and planisphere groups learned comparable skills of identifying constellations, stars, nebulae, and star clusters.Since app-based sky maps are available freely for various platforms of mobile devices, they can be added to the technology repertoire of teachers and other community members involved in astronomy education. Due to time constraints, the researcher used planetarium software to simulate the sky. Hence, future researchers are recommended to replicate this study in the context of real night sky observations

    A case study: what attracts teachers to augmented reality

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    This study aimed to identify the reasons why teachers are interested in augmented reality (AR) technology. AR is a technology that allows simultaneous enrichment of real-world images with virtual objects. AR is used at all levels of education from preschool to graduate school. The teachers who liked the Facebook page were sent the online survey via a message. 205 teachers who responded voluntarily to the questionnaire constituted the study group. Criterion sampling method, which is a purposeful sampling method, was used in the research. Case study design which is one of the qualitative research methods was used in this research. To ensure the reliability of the study, the coding process was conducted by the first researcher and another domain expert, and the codes were cross-checked. The results of the study showed that the reasons teachers are interested in AR were classified under three themes: educational benefit (teaching more effective lessons, attracting students' attention to lessons, enriching the content of the course, facilitating easier understanding of subjects, ensuring more permanent learning, making lessons more fun were attractive for teachers), professional development (follow current educational technologies, develop specialized course materials, share what they know with other teachers, use this information with other subjects) and personal development (learning new things, benefit from academic studies, prepare projects). © 2022, Ozgen Korkmaz. All rights reserved

    Augmented reality: effect on conceptual change of scientific

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    In recent years, Augmented Reality (AR) has received increasing emphasis and researchers gradually promote it Over the worlds. With the unique abilities to generate virtual objects over the real-world environment, it can enhance user perception. Although AR recognised for their enormous positive impacts, there are still a ton of matters waiting to be discovered. Research studies on AR toward conceptual change, specifically in scientific concept, are particularly limited. Therefore, this research aims to investigate the effect of integrating AR on conceptual change in scientific concepts. Thirty-four primary school students participated in the study. A pre-test and post-test were used to assess participants’ understanding of the scientific concepts before and after learning through AR. The findings demonstrated that 82% among them had misconceptions about the scientific concepts before learning through AR. However, most of them (around 88%) able to correct their misconceptions and shifted to have a scientific conceptual understanding after learning through AR. These findings indicate that AR was effective to be integrated into education to facilitate conceptual change

    The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning

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    The research presented in this paper aims at investigating user interaction in immersive virtual learning environments (VLEs), focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this ‘Virtual Playground’, each participant was asked to complete a set of tasks designed to address arithmetical ‘fractions’ problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analyzed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide as strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change

    Benefits of Augmented Reality in Educational Environments - A Systematic Literature Review

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    By augmenting the real world with virtual information, Augmented Reality (AR) provides new possibilities for education. Although AR is frequently applied in educational environments, the value of AR applications in these environments is not yet investigated in its entirety. Additionally, educators face different directions of AR applications, which may differ regarding their potential benefits. To help overcome these challenges, we conduct a systematic literature review to synthesize a set of 25 publications. We identify 14 different benefits and cluster these into six different groups. We use the Five Directions of AR in educational environments by Yuen et al. [1] to further detail possible benefits for different directions of AR applications. Our findings indicate that specific directions of AR applications are more likely to lead to certain benefits such as increased motivation. Future research is needed to investigate the causality between benefits and directions of AR in more detail

    Learning by Augmented Reality : Cluster Analysis Approach

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    Because the use of augmented reality (AR) is increasing, it is important to study its possibilities within both formal and informal learning contexts. We clustered 146 sixth graders using AR at a science center based on their reasoning, motivation, and science learning results using the self-organizing maps method (SOM) to identify AR-using subgroups. The aim was to consider reasons why the AR method could be of more beneficial for some students than others. The clustering results complemented earlier findings on AR gains in learning, as an unexpected response to intervention was discovered using this nonlinear analysis. The previous results had indicated that after the AR experience, science test results generally improved and particularly among students with the lowest achievement. The SOM-clustering results showed a majority group of boys, especially those interested in science learning both at school and at the science center using AR. Despite low school achievement, their high motivation led to good science learning results. The prior results, according to which girls closed the science knowledge gap between boys after using AR, became more relative, as two girldominated subgroups were identified. The reasons for the results were considered on the basis of motivation, multimedia learning theory, and concept formation theories. Keywords: science learning, augmented reality, informal learning environment, SOM-clustering, self-determination theoryPeer reviewe

    Development of A Learning Module Supported by Augmented Reality on Chemical Bonding Material to Improve Interest and Motivation of Students Learning for Senior High School

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    The chemical bonding material is a concept that requires visualization. For students to comprehend chemical bonding concepts better, molecular forms must be depicted in the materials. Consequently, a learning module that can show 3D things made from molecular structures is necessary. This study aims to create and evaluate an augmented reality-based learning module on chemical bonds while examining the similarities and differences between students' interests and learning motivation before and after utilizing the augmented reality-based learning modules. The product is designed utilizing a 4-D model, and this study uses a research and development model. A quasi-experimental method and one group pretest and posttest design were used to evaluate the module involving 53 students chosen randomly. A sample of Hotelling's T2 test was used to analyze the student responses to the questionnaire about interest and motivation for learning. Descriptive quantitative analysis was used to analyze the data from the product quality assessment. The results showed that the developed augmented reality-supported chemical bonding learning module was very suited for chemistry learning and that there were variations between pre- and post-usage in student interest and motivation to study simultaneously or separatel

    A systematic literature review of integrating augmented reality technology in science learning

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    Abstrak: Penelitian ini bertujuan untuk mengungkap tren penelitian selama sepuluh tahun terakhir pada penggunaan teknologi augmented reality (AR) dalam pembelajaran IPA. Review pada studi ini mengikuti pedoman PRISMA. Ditemukan 154 artikel pada tahap identifikasi, kemudian dilakukan screening berdasarkan kriteria inklusi dan eksklusi sehingga menjadi 50 artikel untuk direview. Hasil review menunjukkan bahwa pembelajaran/prestasi akademik, motivasi, dan sikap merupakan variabel yang paling banyak diteliti dalam artikel, Di mana prestasi akademik sangat dipengaruhi oleh motivasi dan sikap, sehingga sering dipertimbangkan dalam penelitian. Aplikasi mobile dan buku bergambar AR merupakan jenis AR yang sering diimplementasikan karena mudah digunakan dan dapat dikembangkan dengan cepat dan praktis. Kecenderungan metodologi adalah desain kuantitatif. Alat pengumpulan data yang sering digunakan adalah tes kognitif. Metode pengambilan sampel yang paling sering digunakan adalah convenience sampling, dan populasi sampel yang sering diidentifikasi adalah siswa sekolah menengah. Rekomendasi penelitian yang sering diberikan oleh peneliti adalah melakukan identifikasi pengaruh penggunaan AR terhadap kemampuan afektif siswa dan mengidentifikasi persepsi guru. Hasil penelitian ini akan menjadi sebuah referensi bagi para peneliti yang tertarik untuk mengimplementasikan AR dalam pembelajaran.Abstract: TThis study aimed to explore research trends over the past decade regarding the use of augmented reality (AR) technology in science learning. The study followed the PRISMA guidelines. A total of 154 articles were found at the identification stage and then screened based on inclusion and exclusion criteria so that 50 articles were to be reviewed. The review results show that learning achievement, motivation, and attitudes are the variables most researched in the article. Learning achievement is strongly influenced by motivation and attitude, so it is often considered in research. Mobile applications and AR picture books are often implemented because they are easy to use, fast, and have practical development. The methodological trend is a quantitative design. Data collection tools that are often used are cognitive tests. The frequently used sampling method is convenience sampling, and the sample population often identified is high school students. Researchers often give research recommendations to identify the effect of using AR on students' affective abilities and teacher perceptions. The results of this study will be a reference for researchers interested in implementing AR in education

    Augmented Reality to Engage Visitors of Science Museums through Interactive Experiences

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    In the last years, interactive exhibitions based on digital technologies have become widely common, thanks to their flexibility and effectiveness in engaging visitors and creating memorable experiences. One of the topics in which digital technologies can be particularly effective is the communication of abstract concepts that are difficult for the human mind to imagine. An emblematic example is the astronomy discipline, which requires us to imagine and understand phenomena far away from our everyday life. In this paper, the authors present a research project, MARSS, in which digital technologies are used effectively to enhance the Users' Experience of the Museo Astronomico di Brera located in Milan. Specifically, the MARSS project aims at designing and developing a new digital journey inside the museum to allow different categories of visitors to enjoy the exhibition in an engaging and interactive way. The paper presents the design and development phases of the experience and its evaluation with users. The results of the evaluation indicate that the digital interactive experience is appreciated by users and is successful in translating the content of high scientific value into more engaging and easily understandable elements

    An Augmented Reality Environment for Astronomy Learning in Elementary Grades: An Exploratory Study

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    International audienceThis paper describes an ongoing research comparing two 3D astronomical tangible models: an Augmented Reality model versus a physical model. According to IBSE principles, learners should investigate and manipulate in order to become conscious of the origin of astronomical phenomena, construct scientific knowledge and change their misconceptions. In primary French schools, physical models are usually used. However, children do not take advantage of these models and form new synthetic models instead of scientific ones. We aim at providing an adapted pedagogical environment support. An Augmented Reality environment was designed for inquiry-based learning. This tangible AR model shows augmented views of the celestial bodies and supports the pupils' investigations using spatial visual guides and views from a terrestrial observer. The AR model not only exposes the phenomena as in several Virtual Environments, but also allows pupils to virtually move the celestial bodies and test "as for real" their hypotheses. Our results show that the AR environment is particularly suitable for astronomy learning compared to the physical one. Only AR users have developed scientific conceptions of the explored astronomical phenomena and learnings have been significantly improved. Furthermore, we present some arguments in order to support the assumption that the AR model assists the process of scaffolding and motivation dynamic by enhancing task controllability and by promoting collaborative learning
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