67 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

    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

    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 Review of Augmented Reality Game-Based Applications in Primary Education

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    Augmented Reality game-based learning (ARGBL) is quickly gaining momentum in the education sector worldwide as it has the potential to enable new forms of learning and transform the learning experience. However, it remains unclear how ARGBL applications can impact students’ motivation and performance in primary education. This study addresses that topic by providing a systematic review, which analyses and critically appraises the current state of knowledge and practice in the use of ARGBL applications in primary education. In total, seventeen (17) studies that used either qualitative, quantitative, or mixed-methods to collect their data were analysed and were published between 2012 and 2017. The study results indicated that ARGBL applications are mainly used to document the design and development process, as well as to share preliminary findings and student feedback. Based on a comprehensive taxonomy of application areas for AR in primary education, ARGBL can potentially influence the students’ attendance, knowledge transfer, skill acquisition, hands-on digital experience, and positive attitudes in laboratory experimental exercises for different courses. This review aims to offer new insights to researchers and provide educators with effective advice and suggestions on how to improve learning outcomes, as well as increase students’ motivation and learning performance by incorporating this instructional model into their teaching

    Development of Augmented Reality on Sub-Material Mushroom Sexual Reproduction to Improve Analytical Thinking Ability

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    This study aims to determine the characteristics of learning media based on Augmented Reality in the mushroom sexual reproduction sub-material, determine the feasibility of learning media based on Augmented Reality, and determine the effectiveness of learning media based on Augmented Reality to improve students analytical thinking skills. The data analysis used was the Manova test. The results of the study are the characteristics of media have 3D objects with moving animation, are interactive, for Android users, have AR manuals, are independent, and real-time. Learning media based on Augmented Reality on the mushroom sexual reproduction sub-material is declared feasible to use in the process of learning activities. The results of the Manova test get a Sig. 0.000 which means there is a significant difference in the analytical thinking skills who use and do not use AR media

    Effects of Augmented Reality on Student Achievement and Self-Efficacy in Vocational Education and Training

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    This study aimed to test the impact of augmented reality (AR) use on student achievement and self-efficacy in vocational education and training. For this purpose, a marker-based AR application, called HardwareAR, was developed. HardwareAR provides information about characteristics of hardware components, ports and assembly. The research design was quasi experimental with pre-test post-test that included a control group. The study was conducted with 46 undergraduate students in the Computer Hardware Course. Computer hardware course achievement test, motherboard assembly self-efficacy questionnaire and unstructured observation form were used in the study for data collection purposes. The control group learned the theoretical and applied information about motherboard assembly by using their textbooks (print material) while students in the experimental group used HardwareAR application for the same purpose. It was found that the use of AR had a positive impact on student achievement in motherboard assembly whereas it had no impact on students’ self-efficacy related to theoretical knowledge and assembly skills. On the other hand use of AR helped learners to complete the assembly process in a shorter time with less support. It is concluded that compared to control group students, experimental group students were more successful in computer hardware courses. This result shows that AR application can be effective in increasing achievement. It was concluded that AR application had no effect on students’ motherboard assembly theoretical knowledge self-efficacy and motherboard assembly skills self-efficacy. This result may have been affected from the fact that students had high levels of theoretical knowledge and assembly skills before the implementation. Observations showed that AR application enabled students to assemble motherboard in a shorter time with less support. It is thought that simultaneous interaction between virtual objects and real world provided by the AR application is effective in reducing assembly time. The students who were able to see the process steps and instructions directly with the help of HardwareAR application could complete the assembly by getting less help. Considering these results, it can be argued that, thanks to simultaneous interaction it provides, AR offers an important alternative for topics that need learner application and practice

    Üç Boyutlu Sanal Ortamlar ve Artırılmış Gerçeklik Uygulamalarının Öğrenme Başarısı Üzerindeki Etkisi: Bir Meta-Analiz Çalışması

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    The objective of the study is to analyze the effect of three dimensional (3D) virtual environment and augmented reality applications on learning achievement. In line with this purpose, experimental studies were considered and the effects of experimental and control groups on learning achievement analyzed. In the experimental group, the applications which were established through the 3D virtual environment and augmented reality technologies while control group consisted of face to face environment. In order to realize this aim, the meta-analysis method used in educational sciences was preferred. Key words for 3D virtual environments meta-analysis scanning are: ‘“3D virtual world” & achievement’ and ’“3D virtual environment” & achievement’. And the key word determined for the augmented reality meta- analysis scanning is ’“augmented reality” & achievement’. Within the context of the research, the databases such as Science Direct, ERIC, Taylor & Francis, EBSCO, Emerald, JSTOR, SAGE, SpringerLink and Google Scholar were analyzed. The determined keywords were entered into the aforementioned databases and 4.682 articles published between 2010 and 2016 were controlled in terms of their conformity to the objectives of the research. After the initial analysis, 47 articles were determined on 3D virtual environment while 57 articles were on the augmented reality. Among the 47 articles on 3D virtual environments, 20 articles which conform to the inclusion criteria were determined and 24 articles among the 57 articles on augmented reality were employed for meta-analysis. The dependent variable of the research is learning achievement while independent variable is experimental and control groups. Education level was determined as the moderator variable in the research. According to the results of the research, it was found that 3D virtual environments had moderate levels of effect on learning achievement on behalf of the experimental group (d=0.32). similar to those results, augmented reality applications had also moderate level of effect on learning achievement on behalf of experimental group (d=0.46). According to the results of the moderator analysis conducted, it was determined that the selection of the study sample as undergraduate, primary school, high school and secondary school did not change the effect size of the 3D virtual environments on the learning success. Again, according to the results of the moderator analysis, it was determined that the selection of the study sample as a secondary school, primary school and graduate did not change the effect size of the augmented reality applications on the learning success.Araştırmanın amacı, 3 boyutlu (3B) sanal ortam ve artırılmış gerçeklik uygulamalarının öğrenme başarısı üzerindeki etkisini incelemektir. Bu amaç doğrultusunda, deneysel çalışmalar dikkate alınarak, deney ve kontrol gruplarının öğrenme başarısı üzerindeki etkisine bakılmıştır. Deney grubunda, bu teknolojiler kullanılarak oluşturulan uygulamalar yer alırken, kontrol grubunda yüz yüze ortam yer almıştır. Bu amacı gerçekleştirebilmek için eğitim bilimleri alanında kullanılan meta-analiz yöntemi tercih edilmiştir. 3 boyutlu sanal ortamlar meta-analiz taramasına yönelik olarak belirlenen anahtar sözcükler: ’“3D virtual world” & achievement’ ve ’“3D virtual environment” & achievement’ olmuştur. Artırılmış gerçeklik meta-analiz taraması için belirlenen anahtar kelime ise ’“augmented reality” & achievement’ olmuştur. Araştırma kapsamında ilgili araştırmalara ulaşabilmek için Science Direct, ERIC, Taylor & Francis, EBSCO, Emerald, JSTOR, SAGE, SpringerLink ve Google Scholar veri tabanları incelenmiştir. Bu veri tabanlarına belirlenen anahtar kelimeler girilerek, 2010-2016 yılları arasında yayınlanmış olan 4.682 makalenin araştırmanın amacına uygunluğu kontrol edilmiştir. Yapılan ilk incelemeden sonra, 3B sanal ortamlar için 47 makale, artırılmış gerçeklik için ise 57 makale belirlenmiştir. 3B sanal ortamlar için 47 makale içerisinden dâhil etme kriterlerine uyan 20 makale, artırılmış gerçeklik için ise 57 makaleden dâhil etme kriterlerine uyan 24 makale belirlenerek meta-analize tabi tutulmuştur. Araştırmanın bağımlı değişkeni öğrenme başarısı iken bağımsız değişkeni deney ve kontrol gruplarıdır. Araştırmada moderatör değişken olarak öğretim seviyesi belirlenmiştir. Araştırma sonuçlarına göre, 3B sanal ortamların deney grubu lehine öğrenme başarısı üzerinde orta düzeyde bir etki büyüklüğü (d=0.32) olduğu görülmüştür. Bu sonuca benzer olarak, artırılmış gerçeklik uygulamalarının da deney grubu lehine öğrenme başarısı üzerinde orta düzeyde bir etkiye (d=0.46) sahip olduğu belirlenmiştir. Yapılan moderatör analizi sonucuna göre çalışmanın örnekleminin lisans, ilkokul, lise ve ortaokul olarak seçilmesinin, 3 boyutlu sanal ortamların öğrenme başarısı üzerindeki etki büyüklüğünü değiştirmediği belirlenmiştir. Yine yapılan moderatör analizi sonucuna göre çalışmanın örnekleminin ortaokul, ilkokul ve lisans olarak seçilmesinin, artırılmış gerçeklik uygulamalarının öğrenme başarısı üzerindeki etki büyüklüğünü değiştirmediği belirlenmiştir

    The integration of augmented and virtual reality in cell biology courses as a pedagogical innovation in the training of life and earth sciences teachers

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    Teaching and learning using mobile devices such as tablets and smartphones has become a trend. Learners can use mixed reality technologies including augmented reality (AR) and virtual reality (VR) which are promising tools for science education. Augmented reality allows the user to see a combination of the real world and virtual objects, while virtual reality generates a virtual environment in which the user feels like in the real world. Several studies have focused on the contribution of AR/VR in different fields of education and have shown that this technology positively affects learners' motivation, promotes their self-learning, and can improve their academic performance. Our study was designed to investigate the contribution of activities integrating augmented and virtual reality in cell biology courses, on the learning and motivation of Moroccan pre-service teachers of life and earth sciences. We adopted a semi-experimental approach using a pre-test and a post-test with two groups. The pre-service teachers in the experimental group (n= 30) took the courses using AR/VR materials and tools, while the pre-service teachers in the control group (n=30) took the same courses using only traditional tools and materials. The results of the pre-test and post-test showed a statistically significant difference in the post-test in favour of the pre-service teachers of the experimental group who, in addition to the improvement in their test scores, expressed high motivation during the different training courses
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