K. Kularbphettong, Rujijan Vichivanives, Pattarapan Roonrakwit
{"title":"Student Learning Achievement through Augmented Reality in Science Subjects","authors":"K. Kularbphettong, Rujijan Vichivanives, Pattarapan Roonrakwit","doi":"10.1145/3369255.3369282","DOIUrl":null,"url":null,"abstract":"Augmented Reality or AR is a new technology that combines the real world with the virtual world through the smart technology devices. Using Augmented Reality technology to manage learning in classrooms is a new dimension in educational media and students give attention in learning. Teaching and learning of science subjects is challenging to make students understand when there are limited of equipment and student do not practice by his/herself. Now Thailand is facing with an education crisis and needs to reform education by focus on critical thinking skills. Therefore, this research proposes learning model by using AR technique and game based learning to enhance students' ability and data was collected both questionnaire and log data from e-Learning and e-Learning class activities consisted of the ability to perform problem analysis and design, development and testing, and evolution and testing. The participants were 200 teachers and students in the secondary school in Bangkok and surrounding areas who had applied the Augmented Reality (AR) in science subjects. The results showed that the mean score of posttest was significantly higher than the pretest and the average mean score of exercises was at a high level. To evaluate the result of students' attitudes toward learning via the proposed model, the questionnaire and interview form were applied to test students and the finding revealed that this proposed model are effective tools to learn and enhance self-practice and syntactic coding and problem-solving ability and student have positive attitudes to-wards learning model.","PeriodicalId":161426,"journal":{"name":"Proceedings of the 11th International Conference on Education Technology and Computers","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 11th International Conference on Education Technology and Computers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3369255.3369282","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Augmented Reality or AR is a new technology that combines the real world with the virtual world through the smart technology devices. Using Augmented Reality technology to manage learning in classrooms is a new dimension in educational media and students give attention in learning. Teaching and learning of science subjects is challenging to make students understand when there are limited of equipment and student do not practice by his/herself. Now Thailand is facing with an education crisis and needs to reform education by focus on critical thinking skills. Therefore, this research proposes learning model by using AR technique and game based learning to enhance students' ability and data was collected both questionnaire and log data from e-Learning and e-Learning class activities consisted of the ability to perform problem analysis and design, development and testing, and evolution and testing. The participants were 200 teachers and students in the secondary school in Bangkok and surrounding areas who had applied the Augmented Reality (AR) in science subjects. The results showed that the mean score of posttest was significantly higher than the pretest and the average mean score of exercises was at a high level. To evaluate the result of students' attitudes toward learning via the proposed model, the questionnaire and interview form were applied to test students and the finding revealed that this proposed model are effective tools to learn and enhance self-practice and syntactic coding and problem-solving ability and student have positive attitudes to-wards learning model.