The effect of augmented reality application (ARSINAPS) on learning motivation and outcomes in biology

Biosfer Pub Date : 2024-05-07 DOI:10.21009/biosferjpb.37752
Daniar Setyo Rini, Eka Putri Azrai, Anidya Annisa Khansa, Mathias Bagas Kurnianto
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引用次数: 0

Abstract

This study aims to determine the effectiveness of using the ARSINAPS mobile augmented reality application on learning motivation and outcomes in high school and biology education students. The method used in this study was quasi-experimental with a post-test control group design. The research sample consisted of two experimental classes and two control classes from three schools in the Jakarta, Bekasi, and Tangerang areas, totalling 140 students, and from the college level, consisting of one experimental class and one control class, totalling 68 students. The data obtained were in the form of learning outcomes in the respiratory system and learning motivation scores in biology learning. The average high school-level motivation score in the control class was 85.99, and the overall average for learning outcomes was 77.33 and 63.05. Based on the results of the data calculations, the application effectively improves students’ learning outcomes at the high school and undergraduate levels
增强现实应用(ARSINAPS)对生物学学习动机和结果的影响
本研究旨在确定使用 ARSINAPS 移动增强现实应用对高中生和生物教育专业学生的学习动机和学习成果的影响。本研究采用的方法是后测对照组设计的准实验法。研究样本包括雅加达、勿加西和坦格朗地区三所学校的两个实验班和两个对照班,共 140 名学生;以及大学的一个实验班和一个对照班,共 68 名学生。获得的数据形式为呼吸系统的学习成果和生物学习的学习动机得分。对照班的高中水平学习动机平均分为 85.99 分,学习成果总平均分为 77.33 分和 63.05 分。根据数据计算结果,该应用程序有效提高了学生在高中和本科阶段的学习成绩
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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