{"title":"从创造性思维层面看增强现实对学生学习成绩的影响","authors":"I. Buditjahjanto, Juki Irfansyah","doi":"10.3926/jotse.1813","DOIUrl":null,"url":null,"abstract":"The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a learning process in the classroom. The research objective is to investigate the effect of augmented Reality on students' academic achievement viewed from the creative thinking level. MANOVA was used to analyze differences in cognitive and psychomotor learning outcomes between the experimental class using AR and the control class using PowerPoint. The results showed that learning media and creative thinking levels affect cognitive and psychomotor learning outcomes. Cognitive learning outcomes of students using AR are higher than student learning outcomes using PowerPoint. Meanwhile, the psychomotor learning outcomes of students using AR are higher than those using PowerPoint. The learning media significantly affects cognitive learning outcomes with a p-value = 0.007, while the creative thinking level significantly affects psychomotor learning outcomes with a p-value = 0.016.","PeriodicalId":37919,"journal":{"name":"Journal of Technology and Science Education","volume":"5 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Augmented reality on students' academic achievement viewed from the creative thinking level\",\"authors\":\"I. Buditjahjanto, Juki Irfansyah\",\"doi\":\"10.3926/jotse.1813\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a learning process in the classroom. The research objective is to investigate the effect of augmented Reality on students' academic achievement viewed from the creative thinking level. MANOVA was used to analyze differences in cognitive and psychomotor learning outcomes between the experimental class using AR and the control class using PowerPoint. The results showed that learning media and creative thinking levels affect cognitive and psychomotor learning outcomes. Cognitive learning outcomes of students using AR are higher than student learning outcomes using PowerPoint. Meanwhile, the psychomotor learning outcomes of students using AR are higher than those using PowerPoint. The learning media significantly affects cognitive learning outcomes with a p-value = 0.007, while the creative thinking level significantly affects psychomotor learning outcomes with a p-value = 0.016.\",\"PeriodicalId\":37919,\"journal\":{\"name\":\"Journal of Technology and Science Education\",\"volume\":\"5 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Technology and Science Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3926/jotse.1813\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Technology and Science Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3926/jotse.1813","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
Augmented reality on students' academic achievement viewed from the creative thinking level
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a learning process in the classroom. The research objective is to investigate the effect of augmented Reality on students' academic achievement viewed from the creative thinking level. MANOVA was used to analyze differences in cognitive and psychomotor learning outcomes between the experimental class using AR and the control class using PowerPoint. The results showed that learning media and creative thinking levels affect cognitive and psychomotor learning outcomes. Cognitive learning outcomes of students using AR are higher than student learning outcomes using PowerPoint. Meanwhile, the psychomotor learning outcomes of students using AR are higher than those using PowerPoint. The learning media significantly affects cognitive learning outcomes with a p-value = 0.007, while the creative thinking level significantly affects psychomotor learning outcomes with a p-value = 0.016.
期刊介绍:
JOTSE is an international Journal aiming at publishing interdisciplinary research within the university education framework and it is especially focused on the fields of Technology and Science. JOTSE serves as an international forum of reference for Engineering education. Teaching innovation oriented, the journal will be issued twice per year (every 6 months) and will include original works, research and projects dealing with the new learning methodologies and new learning supporting tools related to the wide range of disciplines the Engineering studies and profession involve. In addition, JOTSE will also issue special numbers on more technological themes from the different areas of general interest in the industrial world, which may be used as practical cases in classroom tuition and practice. Thereby, getting the working world reality closer to the learning at University. Among other areas of interest, our Journal will be focused on: 1. Education 2.General Science (Physics, Chemistry, Maths,…) 3.Telecommunications 4.Electricity and Electronics 5.Industrial Computing (Digital, Analogic, Robotics, Ergonomics) 6.Aerospatial (aircraft design and building, engines, materials) 7. Automotive (automotive materials, automobile emissions).