{"title":"基于增强现实技术的数学学习游戏对学生批判性思维能力的影响","authors":"Yudhi Hanggara, Abdul Qohar, Sukoriyanto","doi":"10.3991/ijim.v18i07.48067","DOIUrl":null,"url":null,"abstract":"The significance of critical thinking skills among students lies in their ability to actively assess, evaluate, and respond thoughtfully to information. This study investigates the impact of a game-based learning (GBL) model that utilizes augmented reality (AR) in mathematics learning games on the CT skills of eighth-grade junior high school students. The study specifically focuses on polyhedrons in mathematics. A quasi-experimental design was utilized to accomplish the study objectives. This study involved 77 students, divided into an experimental group of 40 students and a control group of 37 students. The research instrument used was a valid and reliable test of the students’ CT skills. The results showed that the GBL model with AR-based games significantly improved students’ CT skills. The students who received this approach showed more significant improvements in CT compared to traditional teaching methods. These results highlight the potential benefits of integrating AR technology into education to enhance students’ CT skills. This encourages educators and curriculum developers to view AR as an effective alternative for supporting students’ CT. The outcomes of this research indicate a significant advantage in using AR as a tool to promote CT among students. It could create more engaging and interactive learning environments.","PeriodicalId":507995,"journal":{"name":"International Journal of Interactive Mobile Technologies (iJIM)","volume":"11 12","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Impact of Augmented Reality-Based Mathematics Learning Games on Students’ Critical Thinking Skills\",\"authors\":\"Yudhi Hanggara, Abdul Qohar, Sukoriyanto\",\"doi\":\"10.3991/ijim.v18i07.48067\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The significance of critical thinking skills among students lies in their ability to actively assess, evaluate, and respond thoughtfully to information. This study investigates the impact of a game-based learning (GBL) model that utilizes augmented reality (AR) in mathematics learning games on the CT skills of eighth-grade junior high school students. The study specifically focuses on polyhedrons in mathematics. A quasi-experimental design was utilized to accomplish the study objectives. This study involved 77 students, divided into an experimental group of 40 students and a control group of 37 students. The research instrument used was a valid and reliable test of the students’ CT skills. The results showed that the GBL model with AR-based games significantly improved students’ CT skills. The students who received this approach showed more significant improvements in CT compared to traditional teaching methods. These results highlight the potential benefits of integrating AR technology into education to enhance students’ CT skills. This encourages educators and curriculum developers to view AR as an effective alternative for supporting students’ CT. The outcomes of this research indicate a significant advantage in using AR as a tool to promote CT among students. It could create more engaging and interactive learning environments.\",\"PeriodicalId\":507995,\"journal\":{\"name\":\"International Journal of Interactive Mobile Technologies (iJIM)\",\"volume\":\"11 12\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-04-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Interactive Mobile Technologies (iJIM)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3991/ijim.v18i07.48067\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Interactive Mobile Technologies (iJIM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3991/ijim.v18i07.48067","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
学生批判性思维能力的重要性在于他们能够积极地评估、评价信息,并对信息做出深思熟虑的反应。本研究调查了在数学学习游戏中使用增强现实技术(AR)的游戏式学习(GBL)模式对初中八年级学生批判性思维能力的影响。本研究特别关注数学中的多面体。本研究采用准实验设计来实现研究目标。本研究涉及 77 名学生,分为由 40 名学生组成的实验组和由 37 名学生组成的对照组。使用的研究工具是对学生 CT 技能进行的有效而可靠的测试。结果表明,基于 AR 游戏的 GBL 模式明显提高了学生的 CT 技能。与传统教学方法相比,接受这种方法的学生在 CT 方面有更明显的提高。这些结果凸显了将 AR 技术融入教学以提高学生 CT 技能的潜在益处。这鼓励教育工作者和课程开发人员将 AR 视为支持学生 CT 的有效替代方法。本研究的结果表明,将 AR 用作促进学生 CT 的工具具有显著优势。它可以创造更具吸引力和互动性的学习环境。
The Impact of Augmented Reality-Based Mathematics Learning Games on Students’ Critical Thinking Skills
The significance of critical thinking skills among students lies in their ability to actively assess, evaluate, and respond thoughtfully to information. This study investigates the impact of a game-based learning (GBL) model that utilizes augmented reality (AR) in mathematics learning games on the CT skills of eighth-grade junior high school students. The study specifically focuses on polyhedrons in mathematics. A quasi-experimental design was utilized to accomplish the study objectives. This study involved 77 students, divided into an experimental group of 40 students and a control group of 37 students. The research instrument used was a valid and reliable test of the students’ CT skills. The results showed that the GBL model with AR-based games significantly improved students’ CT skills. The students who received this approach showed more significant improvements in CT compared to traditional teaching methods. These results highlight the potential benefits of integrating AR technology into education to enhance students’ CT skills. This encourages educators and curriculum developers to view AR as an effective alternative for supporting students’ CT. The outcomes of this research indicate a significant advantage in using AR as a tool to promote CT among students. It could create more engaging and interactive learning environments.