Influence of Cognitive Style and Cooperative Learning on Application of Augmented Reality to Natural Science Learning

2015 ◽  
Vol 11 (4) ◽  
pp. 41-66 ◽  
Author(s):  
Hao-Chiang Koong Lin ◽  
Sheng-Hsiung Su ◽  
Sheng-Tien Wang ◽  
Shang-Chin Tsai

With the constant progress of information technology, as long as computer software is connected with video equipment, augmented reality can be implemented. In teaching, augmented reality can provide specific images of learning objects and interact with them to enhance students' learning interest and effectiveness. The main purpose of this study is to integrate unmarked augmented reality technology with natural science courses to develop a system that is suitable for learning. This system uses image objects and 3D animation to stimulate sensory learning and strengthen users' learning effectiveness and memory. Moreover, this study also intends to investigate the system usability perception, learning motivation, and self-perceived learning effectiveness of users with different cognitive styles as they operate this system to engage in cooperative learning. Furthermore, this study used triangulation method to assess usability. In the end, this study analyzed and investigated the qualitative and quantitative data of the research questions.

2018 ◽  
Vol 1013 ◽  
pp. 012154
Author(s):  
F Hendajani ◽  
A Hakim ◽  
M D Lusita ◽  
G E Saputra ◽  
A P Ramadhana

2021 ◽  
Vol 13 (21) ◽  
pp. 12296
Author(s):  
Yuh-Shihng Chang

This research adopts Keller’s ARCS motivation theory as a method to create a teaching experiment by integrating augmented reality (AR) into teaching in order to enhance learning interest and learning effectiveness in a digital media design course. The purpose of this research is to examine the application of AR in quarantine during the COVID-19 pandemic, whereby students can enhance their learning interest, learning satisfaction, and learning performance. Augmented reality acts as a tool for this research, wherein it is applied with the course of a 3D model-based interface and built-in learning contexts for the “digital media design” of the learning topics. The learning performance of the test group students was examined through the aspects of attention, relevance, confidence, and satisfaction, according to the ARCS motivation theory. According to the results of quantitative validation, experimental teaching with AR is more effective than traditional teaching methods. The learning feedback of the test group students obtained a positive result by using the AR. This research concludes with three results: firstly, integrating AR into teaching can improve students’ concentration with respect to digital media design practice; secondly, video teaching with an AR interface can help increase students’ confidence in digital media design learning; lastly, applying AR during the learning process can enhance the digital media visual effects that effectively enhance students’ self-learning abilities.


2021 ◽  
Vol 8 (1) ◽  
pp. 7
Author(s):  
Yogiek Indra Kurniawan ◽  
Agung Fajar Surya Kusuma

<p class="Abstrak">Penggunaan media manual berbasis buku dan papan tulis memberikan beberapa permasalahan pada proses pembelajaran di sekolah. Berdasarkan <em>survey</em> yang telah dilakukan, Di Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar yang menggunakan media manual untuk pembelajaran salat memiliki masalah mengenai tingkat minat dan tingkat pemahaman siswa yang kurang tinggi. Penelitian ini memiliki tujuan untuk mengembangkan media pembelajaran mengenai materi salat yang dapat membantu pihak sekolah agar mempunyai metode yang baru dan menarik dalam kegiatan pembelajaran di dalam kelas, terutama untuk materi Salat. Teknologi utama yang digunakan dalam aplikasi ini adalah <em>Augmented Reality</em> (<em>AR)</em>. Dalam kasus ini, <em>Augmented Reality</em> (<em>AR</em>) digunakan untuk memvisualisasikan materi Salat dalam bentuk 3D yang diproyeksikan pada tablet atau <em>smartphone</em>. Objek 3D juga diberi animasi agar terkesan realistis dan interaktif. Aplikasi ini membantu memvisualisasikan gerakan salat dalam bentuk 3D animasi. Aplikasi terdiri dari 2 menu, yaitu menu “<em>Play AR</em><em>”</em> dan “<em>Quiz</em><em>”</em>. Hasil uji <em>blackbox </em>menunjukkan hasil <em>valid</em> yang berarti aplikasi sudah sesuai dengan yang diharapkan. Aplikasi dapat berjalan baik pada <em>smartphone</em> dengan sistem operasi minimal <em>Kitkat</em>. Rata-rata hasil uji validasi ahli sebesar 86% yang berada pada kategori “Sangat Baik”. Hasil dari <em>User Acceptance Test</em> menunjukkan nilai rata-rata sebesar 89.88% dengan kategori “Sangat Baik”. Penggunaan aplikasi AR pembelajaran salat dapat meningkatkan minat belajar siswa serta tingkat pemahaman siswa terhadap materi Salat yang ditunjukkan dengan peningkatan nilai sebelum dan sesudah menggunakan aplikasi.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The use of manuals media, such as books and whiteboard, provides several problems in the learning process in schools. Based on the survey that has been done At the Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar, which uses manuals media for salat learning, there are problems with the level of interest and the level of student understanding that is not quite high. This research aims to develop a learning media about salat that is to help schools to have new and interesting methods in learning activities in the classroom, especially for Salat subject. The main technology used in this application is Augmented Reality (AR). In this case, Augmented Reality (AR) are used for visualizing the Salat material in 3D object that will be projected on smartphone. 3D object are animated to make it more realistic and interactive. Eventually, this application illustrate the motion of salat in 3D animation object. The application consists of 2 menus, namely “Play AR” and “Quiz” menus. Blackbox test results show valid results, which means the application is as expected. The application can run well on smartphones with a minimum Kitkat operating system. The average expert validation test results are 86% in the “Very Good” category. The results of the User Acceptance Test show an average value of 89.88% with the “Very Good” category. The use of the Salat Learning AR application can improve student learning interest and the level of student understanding of the Salat subject which is indicated by an increase in the value before and after using the application.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p><p class="Abstrak" align="center"> </p><p> </p>


2019 ◽  
Vol 8 (2) ◽  
pp. 223
Author(s):  
Deden Ibnu Aqil

The purpose of this study is to determine the formation of scientific attitudes of students after using jigsaw type cooperative learning and STAD (student team achievement division) in basic natural science courses. The method used in this research is to form a group of students consisting of 4-5 people to discuss a theme related to the theme of lectures. After students receive the theme from the lecturer, each group discusses it. The results showed that 91.3% curious attitude, 90.18% respect for facts, critical thinking 93.62%, 90.83% openness, 88.4% perseverance, honesty, 97.02%, responsibility 90 , 31%. From the results of the assessment showed the scientific attitude of students included in the excellent category. The conclusion of this study is that learning Basic Natural Sciences by using jigsaw cooperative learning and STAD (student team achievement division) can form scientific attitudes very well..


2021 ◽  
Vol 8 (1) ◽  
pp. 7
Author(s):  
Yogiek Indra Kurniawan ◽  
Agung Fajar Surya Kusuma

<p class="Abstrak">Penggunaan media manual berbasis buku dan papan tulis memberikan beberapa permasalahan pada proses pembelajaran di sekolah. Berdasarkan <em>survey</em> yang telah dilakukan, Di Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar yang menggunakan media manual untuk pembelajaran salat memiliki masalah mengenai tingkat minat dan tingkat pemahaman siswa yang kurang tinggi. Penelitian ini memiliki tujuan untuk mengembangkan media pembelajaran mengenai materi salat yang dapat membantu pihak sekolah agar mempunyai metode yang baru dan menarik dalam kegiatan pembelajaran di dalam kelas, terutama untuk materi Salat. Teknologi utama yang digunakan dalam aplikasi ini adalah <em>Augmented Reality</em> (<em>AR)</em>. Dalam kasus ini, <em>Augmented Reality</em> (<em>AR</em>) digunakan untuk memvisualisasikan materi Salat dalam bentuk 3D yang diproyeksikan pada tablet atau <em>smartphone</em>. Objek 3D juga diberi animasi agar terkesan realistis dan interaktif. Aplikasi ini membantu memvisualisasikan gerakan salat dalam bentuk 3D animasi. Aplikasi terdiri dari 2 menu, yaitu menu “<em>Play AR</em><em>”</em> dan “<em>Quiz</em><em>”</em>. Hasil uji <em>blackbox </em>menunjukkan hasil <em>valid</em> yang berarti aplikasi sudah sesuai dengan yang diharapkan. Aplikasi dapat berjalan baik pada <em>smartphone</em> dengan sistem operasi minimal <em>Kitkat</em>. Rata-rata hasil uji validasi ahli sebesar 86% yang berada pada kategori “Sangat Baik”. Hasil dari <em>User Acceptance Test</em> menunjukkan nilai rata-rata sebesar 89.88% dengan kategori “Sangat Baik”. Penggunaan aplikasi AR pembelajaran salat dapat meningkatkan minat belajar siswa serta tingkat pemahaman siswa terhadap materi Salat yang ditunjukkan dengan peningkatan nilai sebelum dan sesudah menggunakan aplikasi.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The use of manuals media, such as books and whiteboard, provides several problems in the learning process in schools. Based on the survey that has been done At the Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar, which uses manuals media for salat learning, there are problems with the level of interest and the level of student understanding that is not quite high. This research aims to develop a learning media about salat that is to help schools to have new and interesting methods in learning activities in the classroom, especially for Salat subject. The main technology used in this application is Augmented Reality (AR). In this case, Augmented Reality (AR) are used for visualizing the Salat material in 3D object that will be projected on smartphone. 3D object are animated to make it more realistic and interactive. Eventually, this application illustrate the motion of salat in 3D animation object. The application consists of 2 menus, namely “Play AR” and “Quiz” menus. Blackbox test results show valid results, which means the application is as expected. The application can run well on smartphones with a minimum Kitkat operating system. The average expert validation test results are 86% in the “Very Good” category. The results of the User Acceptance Test show an average value of 89.88% with the “Very Good” category. The use of the Salat Learning AR application can improve student learning interest and the level of student understanding of the Salat subject which is indicated by an increase in the value before and after using the application.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p><p class="Abstrak" align="center"> </p><p> </p>


2021 ◽  
Vol LXIV (5) ◽  
pp. 503-519
Author(s):  
Evgenia Goranova ◽  
◽  
Valentina Voinohovska ◽  

The article presents an approach applied in the online training of pre-service teachers to acquire digital competence. The content of the concept of ‘digital competence’ in its sustainable and variable component is clarified. The understanding of ‘augmented reality’ to e-learning objects is presented. Two forms of ‘augmented reality’ have been proposed to visualize video information to a clarified concept. The first one is presented via a QR code for quick access and applicable for mobile learning. The other is provided by icons and is applicable to e-learning with a computer. It is believed that ‘augmented reality’ can differentiate students’ online learning according to the field-dependent and field-independent cognitive style and their preferences on the use of different digital learning devices.


2015 ◽  
Vol 2 (1) ◽  
pp. 94-104
Author(s):  
Nira Elpira ◽  
Anik Ghufron

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media Powerpoint terhadap minat dan hasil belajar IPA siswa kelas IV SD Muhammadiyah Sagan. Jenis penelitian  ini quasi eksperiment dengan desain One-Group pretest-posttest  design. Populasi penelitian ini adalah semua siswa kelas IV SD Muhammadiyah Sagan pada semester pertama Tahun Ajaran 2013/2014. Variabel penelitian meliputi variabel bebas (penggunaan media Powerpoint) dan variabel terikat (minat dan hasil belajar). Sample penelitian adalah siswa kelas IVA SD Muhammadiyah Sagan Tahun Ajaran 2013-2014. Penelitian ini dilaksanakan pada semester I Tahun Ajaran 2013-2014. Pengumpulan data menggunakan tes dan non tes. Instrumen pengumpulan data adalah tes hasil belajar berbentuk pilihan ganda dan angket minat belajar. Data penelitian ini diambil dari data hasil tes dan non tes, dengan  membandingkan rata-rata sebelum dan sesudah pembelajaran. Hasil penelitian ini menunjukkan bahwa penggunaan media Powerpoint IPA terbukti berpengaruh terhadap minat dan hasil belajar.Kata kunci: media Powerpoint, minat belajar, hasil belajar_____________________________________________________________________ THE EFFECT OF POWERPOINT MEDIA USE ON STUDENTS’ LEARNING INTEREST AND OUTCOMES OF NATURAL SCIENCE LESSON OF THE FOURTH GRADE IN ELEMENTARY SCHOOL Abstract This research aimed to investigate the effect of media Powerpoint use on the interest and outcome of learning natural science of the fourth grade students at elementry school. This research was  quasi-experimental using one-group pretest-posttest design. The populations comprised the fourth grade students of elementry school in the first semester of the academic year of 2013/2014. The research variables consisted of independent variable (the use of Powerpoint media) and dependent variables (students’ learning outcomes and interest). The research sample was IV A students of Muhammadiyah Sagan elementary school, in the academic year of 2013-2014.  The data were collected through testing and non-testing. The data collecting instruments were a multiple choice test of learning outcomes and a questionnaire of learning interest. The reseach data were taken from the results of testing and non-testing, by comparing the mean of pre and post learning. The research result shows that the use of Powerpoint media has effect on students’ outcomes and interest.Keywords: Powerpoint media, learning interest, learning outcomes.


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


Author(s):  
A. W. W. Yew ◽  
S. K. Ong ◽  
A. Y. C. Nee

It is the goal of ubiquitous computing (UbiComp) to hide computers from the users. Instead, everyday objects embedded with computer processing capability become smart objects that act as interfaces to computer software. A challenge with this new paradigm of computing is to create natural and obvious ways for people to interact with objects and receive output from the computer software that these objects serve as interfaces to. In this chapter, a solution is proposed whereby virtual user interfaces are added to smart objects. These virtual interfaces are viewed in augmented reality through personal viewing devices which also allow people to interact directly with them. The implementation of UbiComp environments and personal viewing devices is described in order to illustrate the use of current technology in creating user-friendly UbiComp environments.


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