7,125 research outputs found

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    The potential of mobile augmented reality as a didactic and pedagogical source in learning geometry 3D

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    The COVID-19 pandemic in Indonesia requires teachers and students to perform learning activities online. Meanwhile, teachers use a variety of technology products in the classroom without paying attention to the didactic, pedagogical, and content aspects. This is due to time constraints and short learning adjustments that should be flexible to this pandemic. Therefore, this research provides an alternative by exploring the potential of augmented reality as a didactic and pedagogical source in learning geometry. An exploratory case study design was used to reveal this potential, while three mathematics teachers and twenty-six students from three schools in Indramayu Regency, Indonesia, participated in the research. Data from observations and documentation were checked, extracted, entered verbatim, and coded. The results of the interview data were analyzed using the content analysis method, while those from the geometry understanding test and student response questionnaires used descriptive analysis. Consequently, the research results showed that augmented reality was useful as an alternative didactic and pedagogical source of learning geometry during the COVID-19 pandemic. This conclusion was based on the reason, first characteristically augmented reality technology can be integrated with textbooks or certain learning methods. Second, the results of the geometry understanding test showed that there were more students who answered the questions correctly than the students who answered incorrectly. Third, the results of questionnaires and interviews showed that students had a positive attitude during the geometry learning process. Therefore, the researcher believes that the use of augmented reality is worthy of being an alternative didactic and pedagogical source and has the potential to be applied to other subjects both during the COVID-19 pandemic and after the COVID-19 pandemicPeer Reviewe

    Does Teaching Geometry with Augmented Reality Affect the Technology Acceptance of Elementary School Mathematics Teacher Candidates?

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    The purpose of this research is to determine the impact of augmented reality technology and geometry teaching on elementary school mathematics teacher candidates’ technology acceptance and to examine participants' views on augmented reality. The sample of the research was composed of 40 elementary school mathematics teacher candidates who were freshman students in the faculty of education of a university which located in the central Anatolian region of Turkey during the fall semester of 2016-2017 academic year. Participants in the study were given a training seminar on teaching geometry via augmented reality (AR). They were provided with the opportunity to develop teaching materials for AR. At the end of this process, their opinions on the use of these materials were taken. Both qualitative and quantitative research methods were used in the research. The quantitative data of this study were collected by the Technology Acceptance and Use Scale for Information and Communication Technologies and the qualitative data were collected through semi-structured interviews. The themes and codes related to the usefulness of geometry teaching supported by augmented reality teaching emerged by means of qualitative content analysis. The t-Test, one of the parametric tests, was used to analyze the quantitative data. The data obtained from the semi-structured interview forms were classified under 9 categories and 35 themes. As a result of data analyses, it was found that the teacher candidates' attitudes towards the effectiveness geometry instruction supported by the augmented reality technology were positive but as regards’ teacher candidates’ intentions to use augmented reality technology, it was observed that some of them had reservations because of technological limitations, such as recognition of signs and freezing of the augmented reality environments. Keywords: augmented reality (AR), geometry teaching, mathematics teacher candidate, technology acceptance and us

    A critical outlook at augmented reality and its adoption in education

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    Despite a significant volume of empirical research suggesting that augmented reality has a positive impact on student learning outcomes, it has not been widely adopted within education. This review critically analyses the literature to determine why this is the case. Our review methodology was based on the PRISMA strategy. A total of 169 papers were identified for use in this study and this group of papers was evaluated using content analysis. Specifically we analysed the research goals, motivation and the extent of the application of co–design in the research papers. We found that the research in this area is primarily student–centred, and a minority of papers apply co–design as a technique. This is significant because it is well understood that student–centred outcomes have the least effect on technology adoption within education. Based on these findings we make a series of recommendations including a shift away from research focused solely on learning outcomes and towards research which also considers how augmented reality integrates into the teaching environment

    LEARNING MATHEMATICAL MODELLING WITH AUGMENTED REALITY MOBILE MATH TRAILS PROGRAM: HOW CAN IT WORK?

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    The aim of this study is to investigate how an augmented reality mobile math trails program can provide opportunities for students to engage in meaningful mathematical modelling activities. An explorative research design was conducted involving two mathematics teachers and 30 eight grades in Semarang, Indonesia. An Augmented Reality Mobile Math Trails App was created, and several math trail tasks were designed, then students run the activity. Data were gathered by means of participatory observation, interviews, questionnaires, tests, and worksheets. Data analysis began with the organisation, annotation, description of the data and statistic tests. The findings indicate that an educational program was successfully designed, which offered students a meaningful mathematical experience. A mobile app was also developed to support this program. The mobile app with augmented reality features is helpful for students as a tool that bridges the gap between real-world situations and mathematical concepts in problem-solving following the mathematical modelling cycle. The program thus contributes to a higher ability in mathematical modelling. The study identified a link between instrumented techniques in programs and mathematical modelling, as built during the instrumentation process. Further studies are essential for project development and implementation in other cities with different situations and aspects of study

    The Effect of an Augmented Reality App on a Learner’s Desire to Use Electronic Resources During the COVID-19 Epidemic

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    An innovative tool in the field of e-learning, augmented reality applications help students learn more quickly inside of online classrooms. Due to the rapid spread of COVID-19, conventional methods of instruction had to be put on hold at the outset of the pandemic. In light of the recent COVID-19 epidemic in Asia, this research explores college students perspective on online education using augmented reality software. Based on the idea of planned behavior, this research developed a conceptual model to investigate the attitudes and intentions of college students about the use of an augmented reality app for course-related e-learning. Information from 135 Asian college students was analyzed using structural equation modeling. Students attitudes and a sense of agency over their own actions had the greatest impact on their propensity to embrace augmented reality applications for e-learning, whereas subjective norms had a very little role, as seen by the studys findings. These findings validate students interest in and acceptance of cutting-edge education methods like augmented reality applications

    Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education

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    Recent societal changes have meant that education has had to adapt to digital natives of the 21st century. These changes have required a transformation in the current educational paradigm, where active methodologies and ICT have become vehicles for achieving this goal, designing complete teaching sequences with STEM approaches that help students to learn. Under a gamified approach, this document addresses a didactic proposal in geometry focused on STEM disciplines. This proposal combines tools such as AR, VR, manipulative materials, and social networks, with techniques such as m-learning, cooperative-learning, and flipped-learning, which make methodological transformation possible. The research was carried out during two academic years under an action research framework. It departed from a traditional methodology and, in two cycles, methodology was improved with the benefits that gamification brings to STEM proposals in Secondary Education. The data gathered in the experiment were analysed following a mixed method. Learning produced, strategies employed, successes and errors, and results of a questionnaire are presented. Evidence shows an improvement in academic performance from 50% fails to 100% pass, most of the students ended up motivated, participation was of the whole group, more than 80% showed positive emotions, and thanks to the cooperative-learning, group cohesion was improved.This study was partially funded by the ERDF (European Regional Development Fund) research project from the FEDER-Andalusian Regional Government grant UAL2020-SEJ-B2086 and by University of Málaga (Spain). Partial funding for open access charge: Universidad de Málaga

    Implementation and Evaluation of Using Virtual Laboratory Media to Learning Geometry in Universitas Terbuka and Universitas PGRI Semarang

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    The current condition of the virtual laboratory is developing so rapidly, one indicator is the number of Mathematics students both State and Private Universities in Central Java who are looking for references related to practical geometry courses via online between lectures, this raises concern as a lecturer in adding value to lectures, which are adapted to the 21st century learning era today by creating virtual laboratories based on Virtual Reality, research methods using the ADDIE R & D model (Analysis, Design, Develop, Implementation and Evaluation) after the product is finished, the next step is implementing and marketing the product in state university & private university in the region of Central Java and its surroundings, this is because the science faculty virtual lab product has not been developed much in Indonesia, another thing that makes the appeal of this virtual lab product is that it is able to display virtual and augmented reality which can increase motivation and learning outcomes. Student, based on the validation of media experts and material experts on the virtual geometry lab product, it scores 89,57 and 70,84 meaning that the virtual geometry lab product is very suitable for use, then more than 90% of lecturers and students at the Open University are very happy to use it

    The effect of 3D-stereogram mobile AR on engineering drawing course outcomes among first-year vocational high schoolers with different spatial abilities: a Bloom�s taxonomy perspective

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    ABSTRACT Engineering drawing is valuable in capturing geometric features, conveying engineering ideas, and creating a blueprint of the intended product. Engineering students usually perform orthographic projections, imagining a 3D situation and sketching its 2D representation. That requires imagination and mental visualization, determined by the learner�s spatial ability. This study proposes the infusion of an AR stereogram mobile application into an engineering drawing course to establish how it influences learning outcomes among students with different spatial abilities. The quantitative experimental study involved two mechanical engineering classes in northern Taiwan, N = 69 first-year vocational high schoolers. Statistical analysis revealed that the experimental group with high spatial ability recorded better results and excellent drawing skills. Bloom�s taxonomy categorization reported that spatial ability influenced �understanding� and �applying� levels, with the strongest effect on �understanding.� Although no significant interaction existed, learning outcomes were highly affected by spatial ability in �understanding� and �applying� levels and AR in the overall performance. The findings and discussions show AR holds great potential to enhance students� spatial ability for real-time visualization and enables better concept comprehension by improving their understanding of engineering topics. Future studies should consider these implications in creating effective and immersive learning environments for different courses in engineering education

    The Effect of Gender on Spatial Ability and Spatial Reasoning Among Students in Grades 2-8

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    The purpose of this study was to examine gender differences across three types of spatial ability; namely, spatial perception, spatial visualization, and mental rotation in conjunction with working memory. The study utilized a causal-comparative research design involving group comparisons. In this design researchers collect data about variables that they have conceptualized to be in a causal relationship to each other, but there is no intervention as in experimental research. Participants in this study included approximately 200 students in second through eighth grades at one public school and one public charter school, all located in the same school district/county. Spatial ability was measured by four categories of spatial relations tests based upon spatial cognition research proposing that spatial cognition is comprised of “three separable dimensions:” the Mental Folding Test for Children (spatial visualization), an adaptation of the Differential Aptitude Test: Space Relations (DAT: SR), Mental Rotation for Children, an adaptation of the Mental Rotations Test (MRT), Manikin Test (spatial orientation and transformation), and Mr. Peanut Test (visuo-spatial working memory). The resultant scores were used as measures of mathematical achievement and cognitive ability. Data were analyzed using MANOVA and ANOVA statistical analysis. Results suggested that mostly non-significant differences exist for spatial visualization abilities between males and females. The sole example of a significant difference between male and females was noted on the Mr. Peanut test in the fourth and fifth grades, accompanied with a partial Eta Squared (ղ2) of .10
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