ARventure:寓教于乐满足科学移动应用

Nurul Nabilah Izzati Binti Ridzuan, Nurfauza Binti Jali, S. K. Jali, Mohamad Imran Bandan, Adrus Bin Mohamad Tazuddin, Lim Phei Chin
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引用次数: 0

摘要

尽管STEM相关行业持续增长,但攻读科学、技术、工程和数学(STEM)相关学科的学生数量正在下降。在教育中实施增强现实(AR)不仅可以提高学生的概念理解和知识,还可以提高解决问题、合作和沟通等关键能力。本研究旨在展示嵌入AR的移动应用程序如何使用教育剪贴簿作为其AR标记平台,以改善马来西亚中学生学习科学的学习体验。对他们的回答进行分析,以确定采用移动应用程序和剪贴簿的想法是否可行。总体而言,系统可用性量表(SUS)的结果令人鼓舞(平均值=69.83,标准差=13.36,n=30),表明将AR作为学习媒介的一部分可以改善科学科目的学习体验的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ARventure: Edutainment Meets Science Mobile Application
Despite continuous growth in STEM-associated industries, the number of students pursuing Science, Technology, Engineering, and Mathematics (STEM) related subjects is declining. The implementation of Augmented Reality (AR) in education has the potential to improve not just the students’ conceptual comprehension and knowledge but also critical abilities like problem-solving, cooperation, and communication. This study intends to demonstrate how a mobile application embedded with AR that uses an educational scrapbook as its AR marker platform can improve the learning experience of secondary Malaysian secondary school students studying Science. 30 students across Malaysia were recruited. Their responses were analysed to determine whether the notion of employing a mobile application and scrapbook was feasible. Overall, the System Usability Scale (SUS) results were encouraging (mean=69.83, SD=13.36, n=30), suggesting the possibility of integrating AR as part of the learning medium that could improve the learning experience in Science subjects.
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