Use of augmented reality learning media to improve higher-order thinking skills in kinematics material

R. Haryadi, H. Pujiastuti
{"title":"Use of augmented reality learning media to improve higher-order thinking skills in kinematics material","authors":"R. Haryadi, H. Pujiastuti","doi":"10.21043/thabiea.v6i1.20780","DOIUrl":null,"url":null,"abstract":"This study aims to analyze the effect of using augmented reality (AR) on higher-order thinking skills of high school students in kinematics material. In addition, students' opinions about this application were examined. The research method used is a mixed method with The Embedded Design model. The population in this study were all 11th-grade students, totaling 200 students divided into five classes. Furthermore, the sample was selected by purposive sampling of 80 students from grade 11 of SMAN 4 Kota Serang. This study will be divided into two, namely, the experimental class and the control class. The experimental class used AR applications during kinematics learning activities, while the traditional method was used for the control class, namely, not using AR applications during kinematics learning activities. The results show that students have higher-order thinking skills than the control group. This result is proven by the N-Gain value, namely in the experimental class; the AR application learning process has an N-Gain value of 0.69. In the control class, the learning process without using the AR application has an N-Gain value of 0.48. The students who participated in AR learning stated that they were motivated and felt happy learning kinematics. The implications of this study indicate that using AR applications is considered effective as a medium for learning kinematics material.","PeriodicalId":308683,"journal":{"name":"THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21043/thabiea.v6i1.20780","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

This study aims to analyze the effect of using augmented reality (AR) on higher-order thinking skills of high school students in kinematics material. In addition, students' opinions about this application were examined. The research method used is a mixed method with The Embedded Design model. The population in this study were all 11th-grade students, totaling 200 students divided into five classes. Furthermore, the sample was selected by purposive sampling of 80 students from grade 11 of SMAN 4 Kota Serang. This study will be divided into two, namely, the experimental class and the control class. The experimental class used AR applications during kinematics learning activities, while the traditional method was used for the control class, namely, not using AR applications during kinematics learning activities. The results show that students have higher-order thinking skills than the control group. This result is proven by the N-Gain value, namely in the experimental class; the AR application learning process has an N-Gain value of 0.69. In the control class, the learning process without using the AR application has an N-Gain value of 0.48. The students who participated in AR learning stated that they were motivated and felt happy learning kinematics. The implications of this study indicate that using AR applications is considered effective as a medium for learning kinematics material.
使用增强现实学习媒体来提高运动学材料的高阶思维技能
本研究旨在分析增强实境(AR)对高中生运动学教材高阶思维能力的影响。此外,还调查了学生对该申请的看法。本文采用的研究方法是与嵌入式设计模型相结合的混合方法。本研究的人群均为11年级学生,共200名学生,分为5个班。此外,样本是通过目的抽样的80名学生从SMAN 4哥打雪朗11年级。本研究将分为实验班和对照班。实验班在运动学学习活动中使用AR应用,而控制班采用传统方法,即在运动学学习活动中不使用AR应用。结果表明,与对照组相比,学生具有更高层次的思维能力。这一结果由N-Gain值证明,即在实验课上;AR应用学习过程的N-Gain值为0.69。在控制类中,不使用AR应用程序的学习过程的N-Gain值为0.48。参与AR学习的学生表示,他们学习运动学的动力和快乐。本研究的意义表明,使用AR应用程序被认为是学习运动学材料的有效媒介。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信