From detached observer to immersive participant: An augmented reality-based experiential learning approach to promote academic performance and learning behaviors in science education

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Gaoyu Chen , Haijun Wang , Anni Liang , Mohamed Oubibi , Yueliang Zhou
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引用次数: 0

Abstract

Science education plays a pivotal role in enhancing national competitiveness; however, students often struggle to engage in scientific inquiry due to the lack of authentic experiences and outdated instructional approaches. This study proposes the EDMV-AR (Experience-Decomposition-Modeling-Verification Augmented Reality-based) learning approach, grounded in Kolb's experiential learning theory. A total of 62 fifth-grade students from a public primary school in southern China participated in the study. The experimental group was taught using the EDMV-AR approach, while the control group received traditional instruction. Pre- and post-tests, along with questionnaires, were employed to assess students' academic performance and experiential engagement. Classroom video recordings were analyzed to examine differences in learning behaviors under the two instructional approaches, and semi-structured interviews were conducted to explore students' perceptions of the AR-based scientific inquiry activities. The results indicated that the EDMV-AR approach significantly improved students' academic achievement, engagement, perceived competence, and interest. Although the approach had a positive effect on students' perceived challenge, the improvement was not statistically significant. Analysis of classroom behavior transition maps and interview data revealed that the EDMV-AR approach fostered greater learner autonomy and encouraged active learning behaviors within the AR-supported environment. This study theoretically conceptualizes an AR-based experiential learning design framework and provides empirical evidence of the EDMV-AR approach's potential effectiveness, offering valuable insights for the future design of science inquiry activities.
从超然观察者到沉浸式参与者:基于增强现实的体验式学习方法促进科学教育中的学习成绩和学习行为
科学教育对提高国家竞争力具有举足轻重的作用;然而,由于缺乏真实的经验和过时的教学方法,学生往往难以参与科学探究。本研究以Kolb的体验式学习理论为基础,提出了基于体验-分解-建模-验证增强现实的EDMV-AR学习方法。共有62名来自中国南方一所公立小学的五年级学生参与了这项研究。实验组采用EDMV-AR教学方法,对照组采用传统教学方法。通过前后测试以及问卷调查来评估学生的学习成绩和体验参与度。通过对课堂录像的分析,研究了两种教学方法下学生学习行为的差异;通过半结构化访谈,研究了学生对基于ar的科学探究活动的看法。结果表明,EDMV-AR方法显著提高了学生的学业成绩、参与度、感知能力和兴趣。虽然该方法对学生的感知挑战有积极影响,但改善并不具有统计学意义。对课堂行为转变图和访谈数据的分析显示,EDMV-AR方法在ar支持的环境中培养了更大的学习者自主性,并鼓励了积极的学习行为。本研究从理论上概念化了基于ar的体验式学习设计框架,并提供了EDMV-AR方法潜在有效性的经验证据,为未来科学探究活动的设计提供了有价值的见解。
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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CiteScore
7.80
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