开发基于问题的移动增强现实应用,提高本科生创造性解决问题的能力

Piyanoot Wongklang, Jirasak Wipatsopakron
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引用次数: 0

摘要

本研究旨在开发基于问题的移动增强现实(AR)应用,以提高本科生创造性解决问题的能力。研究采用简单随机抽样的方法,对 30 名修读计算机和视听设备维护课程的本科生进行了实验。研究使用的工具包括结构化访谈问题、需求评估问卷、移动应用质量评估、学习计划评估、创造性解决问题能力测量和满意度调查。研究使用平均值、标准差、因果 t 检验和效应大小统计对所获得的数据进行了分析。结果表明,所开发的移动应用程序达到了最高的质量水平,平均值为 4.62(标准差 = 0.64)。移动应用程序的效率达到了 75.48(满分 75.16),达到了既定的 75 分阈值。在学习过程结束后,使用手机应用软件对创造性解决问题能力的提高有显著的统计学意义,在 0.05 的水平上,得分高于学习前的得分。效应大小为 6.61,表明影响很大。此外,学生对移动应用程序的满意度也是最高的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development of Problem-Based Mobile Augmented Reality Application to Enhance Creative Problem-Solving Skills for Undergraduate Students
This study aims to develop a problem-based mobile augmented reality (AR) application to enhance creative problem-solving skills among undergraduate students. The research involves an experiment conducted on a sample group of 30 undergraduate students enrolled in the maintenance of computers and audio-visual equipment course, selected through a simple random sampling method. The instruments used in the study included structured interview questions, needs assessment questionnaires, quality evaluation of mobile applications, evaluation of the learning plan, measurement of creative problem-solving ability, and satisfaction surveys. The data obtained were analyzed using mean, standard deviation, dependent t-test, and effect size statistics. The findings demonstrated that the developed mobile application achieved the highest quality level, with an average value of 4.62 (SD = 0.64). The mobile application efficiency reached 75.48 out of 75.16, meeting the established threshold of 75 out of 75. Using the mobile application led to statistically significant improvements in creative problem-solving skills after the learning process, with scores higher than those before learning at the 0.05 level. The effect size was 6.61, indicating a large impact. Additionally, student satisfaction with the mobile application was reported as the highest.
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