scholarly journals Effects of augmented reality technology in a mobile touring system on university students’ learning performance and interest

Author(s):  
Kai-Yi Chin ◽  
Ya-Chuan Kao ◽  
Ching-Sheng Wang

In this study, we proposed an augmented reality- (AR-) based mobile touring system for an authentic learning activity, which enables students to observe and learn key information regarding cultural heritage sites. To evaluate the effectiveness of the proposed system, we conducted an experiment in a cultural heritage course at a Taiwanese university. A total of 72 students were divided into two groups and randomly assigned to an experimental group who learned with the AR-based mobile touring system and a control group who learned with a conventional mobile touring system. The experimental results show that the AR-based mobile touring system significantly improved the students’ memorising dimension of learning achievement, as compared with a conventional mobile touring system. Moreover, the positive impact of the proposed system on students’ actualised interest and task-based interest factors provide a particularly encouraging result for outdoor experiences. These experimental results also suggest the potential of AR technology to increase students’ learning interest and improve their learning achievements in outdoor settings. Therefore, we suggest that, when applying an AR-based mobile touring system in authentic learning activities, AR virtual objects should be designed appropriately, in order that the content recall performance and learning interest are enhanced. Implications for practice or policy: Teachers may need to consider using an AR-based mobile touring system for outdoor learning activities. First-year student learning achievements and interest can be improved by an AR-based mobile touring system. First-year student learning performance and interest can be improved by AR technology. The usefulness of AR technology can be proved through a comparison of experimental designs.

Jurnal Ecogen ◽  
2019 ◽  
Vol 2 (3) ◽  
pp. 294
Author(s):  
Chintya Eka Putri ◽  
Z Mawardi Effendi

Interest in learning and the use of textbooks are two aspects that are very influential and have a relationship with student learning outcomes. This can be seen in the learning activities in the XI IPS class of SMAN 1 Luhak Nan Duo on economic subjects, the low student learning outcomes are influenced by students' lack of interest in learning and the lack of use of textbooks by students themselves. The research conducted at the XI IPS class at SMAN 1 Luhak Nan Duo aims to determine the relationship between learning interest and the use of textbooks with learning outcomes. This type of research is quantitative research with correlational methods. The instrument used in this study was a research questionnaire. The population is 130 students with samples randomly selected for 100 students. From the results of the analysis it can be concluded that: (1) Interest in learning and the use of textbooks have a positive and significant relationship together with learning outcomes seen from the Sig. F change 0,000 <0,05. (2) There is a positive and significant relationship between interest in learning and learning outcomes seen from the value of Sig. 0,000 <0,05. (3) There is a positive and significant relationship between the use of textbooks and learning outcomes of economic subjects seen from the Sig. 0,000 <0,05.Keyword : Interest in learning, utilization of textbooks, learning outcomes


PeTeKa ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 138
Author(s):  
Darwis Darwis ◽  
Rizky Ariaji

The problem in this research is the low interest of physics student learning influence to the success of a process of physics learning. To overcome this problem, this research applied learning cycle model (Learning Cycle "5E"). This study aims to improve students' learning creativity, student learning activities, teachers' ability to manage learning and students' interest in physical learning through learning cycle model (Learning Cycle "5E") on Cubes and Balok subjects in class VIII-2 SMP Negeri 4 Angkola Timur. Data analysis shows that for the cycle I there is increase cycle II. The result of observation of student activity on cycle I obtained by cycle II increase. Observation on the ability of teachers to manage to learn in cycle I am in the category of "good," and for cycle II there is an increase that is in the category of "very good". The above conclusions suggest that the implementation of the learning cycle model (Learning Cycle "5E") can be used in an effort to increase the students' learning interest in physics and to the teacher, it is expected to implement the learning cycle model (Learning Cycle "5E") on other subjects on physics lessons or appropriate subjects. Keywords: Student Learning Interest, Learning Cycle Model "5e". 


Author(s):  
Nataly Prokofyeva ◽  
Marina Uhanova

The article describes the methodology of learning programming for students of various engineering disciplines. The course "Algorithmization and Programming of Solutions" is taught to all first-year students of the Faculty of Computer Science and Information Technology in Riga Technical University and provides the basic knowledge of the principles of computational process algorithmization and software creation technology using Java programming language. There are 8 laboratory assignments in the course, where students have to develop a software programme and 2 group work assignments, where the student has to develop some algorithms to solve a given problem, write a programme, evaluate the speed of developed algorithms and prepare a presentation on the results of their research. The article describes the main principles of efficient student group work organisation that lets to increase their interest and motivate them to participate in the course in a responsible way. This paper is focused on research on how group work influences student learning performance.


2020 ◽  
pp. 073563312096382 ◽  
Author(s):  
Li Ye ◽  
Ruoyan Wang ◽  
Jing Zhao

In recent years, more serious games are used in different learning areas to improve the process of knowledge acquisition and learning outcomes. This study discusses a game mode based on a jigsaw puzzle with scaffolding-aid for cultural heritage learning. A case study using an historical pattern from China examines the effectiveness of improving learning performance and motivation. By using this game in an experimental setting in comparison with traditional video learning, this paper observes and evaluates the learning outcomes of 42 freshmen with no prior knowledge of bronze mirrors` patterns and subjects. Their learning outcomes, experience and motivation change were collected via a series of tests and motivation scale. The result of the experiment demonstrates that compared with traditional video learning, the game process based on a digital puzzle can help learners better identify and retain pattern structure and improve learning motivation. This study provides experience in designing serious games for cultural heritage learning activities.


2019 ◽  
Vol 1 (2) ◽  
pp. 174-186
Author(s):  
Satria Wiguna

The purposes of this study are 1) To determine the learning interest of X MAN 1 Langkat students in the subject of Islamic Cultural History, 2) To determine the use of the talking stick method in teaching and learning activities in the subject of Islamic Cultural History for Class X MAN 1 students. Langkat, 3) To find out the increase in learning outcomes of Islamic Cultural History by using the talking stick method in the subject of Islamic Cultural History for class X students of MAN 1 Langkat. Students' interest in learning at MAN 1 Langkat class X in the SKI subject is very good and has increased after conducting research for two cycles. The use of the talking stick method in this study is online or online learning during the implementation of the second cycle, but it can increase student interest in learning well. In the learning process in cycle II the teacher changes the use of the method because the school implements online learning, but it still produces satisfying student interest in learning because the researcher or teacher always motivates and facilitates student learning activities. The use of the talking stick method can increase student interest in learning at MAN 1 Langkat class X in SKI subjects, which can be seen from the increase in each cycle. The use of the talking stick method with the percentage of students who completed learning in cycle 1 was 58% and cycle II was 84% ​​or an increase of 26%. There was an increase in student learning outcomes in cycle 1 by 68% and cycle II 81% which experienced an increase of 13%. . And the average increase in the percentage of teacher activity in the application of the talking stick method in cycle 1 was 78% and in cycle II was 81% or an increase of 3%.


2021 ◽  
Vol 3 (1) ◽  
pp. 4-5
Author(s):  
Lionel Lam ◽  
Thomas Cochrane ◽  
Vijay Rajagopal ◽  
Katie Davey ◽  
Sam John

The Bioengineering Systems major offered at the University of Melbourne aims to enable students to rigorously integrate mathematics and modelling concepts with the fundamental sciences of biology, physics, and chemistry in order to solve biomedical engineering problems. This requires mastery of core concepts in engineering design, programming, mechanics, and electrical circuits. Historically, these concepts have been sequestered into separate subjects, with minimal cross-curricular references. This has resulted in the compartmentalisation of these concepts, with students often failing to appreciate that these seemingly disparate ideas can be synergistically combined to engineer larger, more capable systems. Building the capability of students to integrate these trans-disciplinary concepts is a unique aspect of the major that seeks to prepare students to solve real-world problems in the digital age (Burnett, 2011).   We previously implemented trans-disciplinary design in the second-year subject Biomechanical Physics and Computation by integrating the teaching of mechanics and programming (typically covered in separate subjects in standard engineering degrees). This integration was explored largely through assessment redesign that focuses upon authentic learning (Bozalek et al., 2014). In these assessments, students have to model real-world mechanical systems using programming, for example, the construction of an animated physics-based model for a bicep curl. Here, an understanding of either the mechanics or programming component is insufficient to properly complete these assessments – students necessarily have to master both in order to perform well. Student feedback surveys have indicated that student learning has benefited from this redesign, as they have helped put programming concepts in a real-world context by demonstrating their utility in solving complex physics problems. Quantitatively, trans-disciplinary design has contributed to improvements in the following survey scores from 2017 (pre-redesign) to 2019: “I found the assessment tasks useful in guiding my study”: 3.85 to 4.43, “I learnt new ideas, approaches, and/or skills”: 3.88 to 4.32, “I learnt to apply knowledge to practice”: 3.63 to 4.13 (averages, maximum: 5).   To further model trans-disciplinary design, we have established a collaborative curriculum design team (Laurillard, 2012) to develop a coordinated set of learning activities and assessments centred around the design, construction, and control of a bionic limb. Using design-based research (McKenney & Reeves, 2019), our team will model a design-based research approach within the curriculum over a two-year project timeline. By integrating these learning activities across four core subjects in the Bioengineering Systems major, students will be involved in an authentic learning project that integrates the concepts taught in the context of a larger system. The project involves hands-on design and fabrication of a bionic limb facilitated by a learner-centric ecology of resources (Luckin, 2008), including an ePortfolio consisting of Jupyter Notebook, GitLab, MS Teams and Adobe Spark. The intended learning outcomes are to enhance students’ capacity to integrate trans-disciplinary knowledge by providing continuity in assessments and learning objectives across our curriculum. The presentation will outline the methodology behind the collaborative trans-disciplinary curriculum design project and will also explore how the team is navigating the impact of COVID-19 on a traditionally lab-based project in a hybrid mode.


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