6 research outputs found

    Exploring the Role of Viewing Technologies in the Chemistry Classroom

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    Spatial ability is an important tool in chemistry and this ability can be improved. Various technologies have been used to improve spatial ability. However, it is not clear if viewing technologies should take the place of the model kit; the traditional method of learning about molecular structures. Our research aims to address this gap. In our study, we aimed to take advantage of student affinity to technology to drive spatial ability improvements (in the context of chemistry) by having students experience molecules in virtual space using modern viewing technologies (WBVE, AR, and VR). Students were first engaged with the technologies then were assessed to see if their ability to solve problems relating to 3D-molecular structure improved. The mean spatial ability of students improved over the course of the semester (permutation test, p < 0.05) and students using model kits scored higher than those using the technologies (t-test, p < 0.05). The collection and assessment of anonymous, aggregated, student responses for this study was conducted with the approval of the University of Calgary ethics board (REB13-0724).  &nbsp

    Augmented Reality in the Teaching and Learning Process of Chemistry: A Systematic Literature Review

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    Chemistry Education has been progressively complemented by pedagogical strategies involving the use of Augmented Reality (AR) technology. In this context, a systematic literature review was carried out in order to present the particularities of this scenario, such as those related to the technological scope, target audience profile, research methods, data collection instruments, number of students involved, and duration of the instruction. Forty-nine articles were analyzed, recovered from five databases, between the years 2011 to 2020. Among the main results found is the increase number of publications in the last three years, with the target audience of the studies being generally Secondary and Tertiary Education students (97.96%). Regarding technological aspects, the mobile platform and the marker-based system were predominant. In terms of methodology, the quantitative approach prevailed, together with the use of questionnaires as instruments for data collection. As for the number of participants, the experiments reported usually involved between 31 and 100 students, who had up to 60 minutes of instruction time. The article ends by revealing gaps in current research, presenting suggestions and directions for future work

    Realidade aumentada no processo de ensino e aprendizagem de Química : uma revisão sistemática da literatura

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    Chemistry Education has been progressively complemented by pedagogical strategies involving the use of Augmented Reality (AR) technology. In this context, a systematic literature review was carried out in order to present the particularities of this scenario, such as those related to the technological scope, target audience profile, research methods, data collection instruments, number of students involved, and duration of the instruction. Forty-nine articles were analyzed, recovered from five databases, between the years 2011 to 2020. Among the main results found is the increase number of publications in the last three years, with the target audience of the studies being generally Secondary and Tertiary Education students (97.96%). Regarding technological aspects, the mobile platform and the marker-based system were predominant. In terms of methodology, the quantitative approach prevailed, together with the use of questionnaires as instruments for data collection. As for the number of participants, the experiments reported usually involved between 31 and 100 students, who had up to 60 minutes of instruction time. The article ends by revealing gaps in current research, presenting suggestions and directions for future work.O Ensino de Química tem sido progressivamente complementado por estratégias pedagógicas envolvendo o uso de tecnologia de Realidade Aumentada (RA). Nesse contexto, foi realizada uma revisão sistemática da literatura com o objetivo de apresentar as particularidades desse cenário, como aquelas relacionadas ao escopo tecnológico, perfil do público-alvo, métodos de pesquisa, instrumentos de coleta de dados, número de alunos envolvidos e duração da instrução. Foram analisados 49 artigos, recuperados de cinco bases de dados, entre os anos de 2011 a 2020. Entre os principais resultados encontrados está o aumento do número de publicações nos últimos três anos, sendo o público-alvo dos estudos em geral alunos do Ensino Médio e o Ensino Superior (97,96%). Em relação aos aspectos tecnológicos, a plataforma móvel e o sistema baseado em marcadores são predominantes. Em termos de metodologia, prevaleceu a abordagem quantitativa, juntamente com a utilização de questionários como instrumento de coleta de dados. Quanto ao número de participantes, os experimentos relatados envolveram geralmente entre 31 e 100 alunos, que tinham até 60 minutos de aula. O artigo termina revelando lacunas nas pesquisas atuais e necessidades na área, apresentando sugestões e direcionamentos para trabalhos futuros

    Investigation and development of a tangible technology framework for highly complex and abstract concepts

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    The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits. Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science. In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (μ = 25.8%) and student satisfaction (μ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations
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