9,712 research outputs found

    Development of student worksheets based on Augmented Reality Sub Material Phases of the Moon to Increase Student Learning Motivation

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    This study aims to design and create teaching materials in the form of Student Activity Sheets based on Augmented Reality technology in the Moon Phases sub-material, in order to increase student motivation. The research design used is a Research and Development (R&D) type with a 4-D model consisting of four stages, namely, Define, Design, Develop and Desseminate. The subjects in this study consisted of 30 students of class VII MTs Negeri 1 Jember. The results of this study at the product feasibility level showed a kappa moment in terms of content feasibility, presentation feasibility, and language feasibility showing an average value of 0.81 with a very high eligibility category, which means that student worksheets can be used in school learning. Furthermore, the average result of the practicality level of Augmented Reality-based student worksheets products from the aspects of convenience, efficiency, and benefits is 0.83 for teachers and 0.83 for students with very high practicality categories. Thus the developed Augmented Reality-based Student Activity Sheets can help learning more efficiently and make students more interested and motivated to learn

    Designing and Building immersive education spaces using Project Wonderland: from pedagogy through to practice

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    This paper presents work on the JISC funded SIMiLLE project to build a culturally sensitive virtual world to support language learning. This builds on the MiRTLE project (funded by Sun Microsystems), which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project is to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio-cultural setting and content for language learning interaction. The paper starts by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements will be supported through the use of a virtual world based on Project Wonderland. We then present our plans for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how we can support good practice with the ever-growing use of 3D virtual environments in formalised education

    An Overview of Enhancing Distance Learning Through Augmented and Virtual Reality Technologies

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    Although distance learning presents a number of interesting educational advantages as compared to in-person instruction, it is not without its downsides. We first assess the educational challenges presented by distance learning as a whole, and identify 4 main challenges that distance learning currently presents as compared to in-person instruction: the lack of social interaction, reduced student engagement and focus, reduced comprehension and information retention, and the lack of flexible and customizable instructor resources. After assessing each of these challenges in-depth, we examine how AR/VR technologies might serve to address each challenge along with their current shortcomings, and finally outline the further research that is required to fully understand the potential of AR/VR technologies as they apply to distance learning.Comment: 12 pages, 7 figures, submitted to TVC

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    A Student-Dominant View of the Readiness to use Metaverse in Education: The TRI-F Framework

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    This paper reports on students' readiness for using Metaverse for education in a university in a developing country facing infrastructure and poverty challenges. Covid-19 forced many universities to adopt a hybrid approach to teaching and supervision. While online meeting technologies have become commonplace, there is a lack of the connectedness of face-to-face meetings, for which Metaverse is promoted as a solution. We pose the question as to the level of readiness of students to use Metaverse technologies. Thematic analysis of students' self-reflections on their experience of supervision in a 2D virtual world revealed the usefulness of the technology readiness index model, from which an extension to the model was proposed to include facilitators for the application of the technology that may mediate the motivators and inhibitors when assessing readiness to use Metaverse in education settings

    Supporting community engagement through teaching, student projects and research

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    The Education Acts statutory obligations for ITPs are not supported by the Crown funding model. Part of the statutory role of an ITP is “... promotes community learning and by research, particularly applied and technological research ...” [The education act 1989]. In relation to this a 2017 TEC report highlighted impaired business models and an excessive administrative burden as restrictive and impeding success. Further restrictions are seen when considering ITPs attract < 3 % of the available TEC funding for research, and ~ 20 % available TEC funding for teaching, despite having overall student efts of ~ 26 % nationally. An attempt to improve performance and engage through collaboration (community, industry, tertiary) at our institution is proving successful. The cross-disciplinary approach provides students high level experience and the technical stretch needed to be successful engineers, technologists and technicians. This study presents one of the methods we use to collaborate externally through teaching, student projects and research

    It's Not a Matter of Time: Highlights From the 2011 Competency-Based Learning Summit

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    Outlines discussions about the potential and challenges of competency-based learning in transforming the current time-based system, including issues of accountability, equity, personalization, and aligning policy and practice. Includes case summaries

    The constitution of mathematical knowledge with augmented reality

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    Digital Technologies are increasingly present in our activities. Many things we do we are not even able to imagine how they would be done, if we did not have the technological resources at hand. However, perhaps in the opposite direction of this, in the school context, or in teaching and learning, the discussion about the potential and the viability of these resources is still subject of a non-consensual discussion. When this context is Higher Education, specifically in undergraduate courses, the situation is even worse, as stated by research that we bring in this text. In disciplines such as Differential and Integral Calculus, Digital Technologies (DT) can contribute to a treatment in which aspects related to research and visualization are explored. Apps such as GeoGebra Augmented Reality, enhance the exploration of function graphs, for example, and, through movement, allow the analysis of invariants, favoring conceptual understanding. As we saw in the context of an activity[1]proposed for students of a Mathematics Degree course, the app allows for interaction between students and enables them to conduct explorations that allow them to assign meaning to the contents of the Calculus discipline. This, therefore, is the theme that we deal with in this article, using a phenomenological stance to expose the meaning of what constitutes knowledge for us with DT. [1] The activity to which we refer is one of the actions linked to a project entitled The constitution of mathematical knowledge with Augmented Reality, approved and supported by São Paulo Research Foundation (FAPESP), under the number 2019/16799-4, whose objective is to investigate how students understands Differential and Integral Calculus contents when doing research with an Augmented Reality app. The students we are working with are from the undergraduate degree in Mathematics at São Paulo State University (Unesp), School of Engineering, Guaratinguetá, aged 18 to 25 years old

    Exploring the Impact of Varying Levels of Augmented Reality to Teach Probability and Sampling with a Mobile Device

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    abstract: Statistics is taught at every level of education, yet teachers often have to assume their students have no knowledge of statistics and start from scratch each time they set out to teach statistics. The motivation for this experimental study comes from interest in exploring educational applications of augmented reality (AR) delivered via mobile technology that could potentially provide rich, contextualized learning for understanding concepts related to statistics education. This study examined the effects of AR experiences for learning basic statistical concepts. Using a 3 x 2 research design, this study compared learning gains of 252 undergraduate and graduate students from a pre- and posttest given before and after interacting with one of three types of augmented reality experiences, a high AR experience (interacting with three dimensional images coupled with movement through a physical space), a low AR experience (interacting with three dimensional images without movement), or no AR experience (two dimensional images without movement). Two levels of collaboration (pairs and no pairs) were also included. Additionally, student perceptions toward collaboration opportunities and engagement were compared across the six treatment conditions. Other demographic information collected included the students' previous statistics experience, as well as their comfort level in using mobile devices. The moderating variables included prior knowledge (high, average, and low) as measured by the student's pretest score. Taking into account prior knowledge, students with low prior knowledge assigned to either high or low AR experience had statistically significant higher learning gains than those assigned to a no AR experience. On the other hand, the results showed no statistical significance between students assigned to work individually versus in pairs. Students assigned to both high and low AR experience perceived a statistically significant higher level of engagement than their no AR counterparts. Students with low prior knowledge benefited the most from the high AR condition in learning gains. Overall, the AR application did well for providing a hands-on experience working with statistical data. Further research on AR and its relationship to spatial cognition, situated learning, high order skill development, performance support, and other classroom applications for learning is still needed.Dissertation/ThesisPh.D. Educational Technology 201

    Development of Interactive Learning Media Kersosmi Bunisa Social Science Class IV Elementary School

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    Abstrak: Tujuan penelitian dan pengembangan ini yaitu menghasilkan media pembelajaran interaktif Kersosmi Bunisa (Keragaman Sosial, Ekonomi, Budaya, Etnis, dan Agama) aplikasi android yang valid menurut ahli materi, ahli media, dan guru, serta praktis menurut peserta didik. Model penelitian dan pengembangannya menggunakan R&D oleh Borg dan Gall dengan tahapan potensi dan masalah, pengumpulan data, desain produk, validasi produk, revisi produk, uji coba produk, revisi produk, uji coba pemakaian, revisi produk, dan  produksi massal. Hasil dari ahli materi sebesar 91,7 persen, ahli media sebesar 87,5 persen, dan guru sebesar 92,8 persen. Semuanya dengan kriteria sangat valid dan dapat digunakan tanpa revisi. Hasil angket respons peserta didik tentang kepraktisan pada uji coba produk skala kecil sebesar 100 persen dan uji coba pemakaian skala besar sebesar 94,2 persen dengan kriteria sangat praktis dan dapat digunakan tanpa revisi.Media pembelajaran interaktif Kersosmi Bunisa direkomendasikan untuk meningkatkan minat belajar siswa, menunjang efektivitas, efisiensi, dan peningkatan mutu pembelajaran IPS kelas IV.Abstract: The goal of this research and development was to create Android applications for Kersosmi Bunisa (Social, Economic, Cultural, Ethnic, and Religious Diversity) that are valid in the eyes of material experts, media experts, and teachers, as well as practical in the eyes of students. Potential and difficulties, data collecting, product design, product validation, product revision, product testing, product revision, user trial, product revision, and mass manufacturing are all steps in the Borg and Gall research and development paradigm. Material specialists scored 91.7 percent, media experts scored 87.5 percent, and educators scored 92.8 percent. These belong to very valid criterion and can be employed without revision. The findings of the student response questionnaire on practicality in small-scale product testing were 100 percent, and large-scale usage trials were 94.2 percent, which means very practical and may be used without revision. Kersosmi Bunisa interactive learning media is recommended for class IV social studies learning to boost student interest in learning, support effectiveness, efficiency, and improve quality
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