首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 296 毫秒
1.
ABSTRACT

The purpose of this study is to investigate the effect of MagAR, an instructional material for teaching magnetism using augmented reality and sensing technology, on students’ academic achievement and learning process, and to identify students’ views about augmented reality. An embedded mixed-method approach was employed in this study. The study’s results suggest that AR learning environments are effective in teaching physics, and facilitate learning by adding visual and textual components to the learning process. In learning activities integrated with AR, the students were observed to participate more, appeared more comfortable, were able to answer questions related to the subject more easily, had increased self-confidence and exhibited higher academic achievement levels in physics. The results suggest that AR should not be considered as an independent learning environment for the teaching of physics, but would be more effective as supplementary to the laboratory environment.  相似文献   

2.
Recently, the inverted instruction methodologies are gaining attentions in higher educations by claiming that flipping the classroom engages more effectively students with the learning process. Besides, students’ perceptions and emotions involved in their learning process must be assessed in order to gauge the usability of this relatively new instruction methodology, since it is vital in the educational formation. For this reason, this study intends to evaluate the students’ perceptions and emotions when a flipped classroom setting is used as instruction methodology. This research was conducted in a general science course, sophomore of the Primary Education bachelor degree in the Training Teaching School of the University of Extremadura (Spain). The results show that the students have the overall positive perceptions to a flipped classroom setting. Particularly, over 80 % of them considered that the course was a valuable learning experience. They also found this course more interactive and were willing to have more courses following a flipped model. According to the students’ emotions toward a flipped classroom course, the highest scores were given to the positive emotions, being fun and enthusiasm along with keyword frequency test. Then, the lowest scores were corresponded to negative emotions, being boredom and fear. Therefore, the students attending to a flipped course demonstrated to have more positive and less negative emotions. The results obtained in this study allow drawing a promising tendency about the students’ perceptions and emotions toward the flipped classroom methodology and will contribute to fully frame this relatively new instruction methodology.  相似文献   

3.
The importance of intrapersonal and interpersonal intelligences has long been known but educators have debated whether to and how to incorporate those topics in an already crowded engineering curriculum. In 2010, the authors used the classroom as a laboratory to observe the usefulness of including selected case studies and exercises from the fields of neurology, artificial intelligence, cognitive sciences and social psychology in a new problem-solving course. To further validate their initial findings, in 2012, the authors conducted an online survey of engineering students and engineers. The main conclusion is that engineering students will benefit from learning more about the impact of emotions, culture, diversity and cognitive biases when solving problems. Specifically, the work shows that an augmented problem-solving curriculum needs to include lessons on labelling emotions and cognitive biases, ‘evidence-based’ data on the importance of culture and diversity and additional practice on estimating conditional probability.  相似文献   

4.
There is a lack of theory-driven empirical research that evaluates outcomes of location-based augmented reality (AR) applications with the purpose of improving instructional design and use guidelines. The primary aim of this study was to compare the effectiveness of two historical reasoning guide protocols, one based on prior research by Harley and colleagues (2016a; the other an extension) while learners used a mobile AR app to learn about history. Learners reported significantly higher levels of enjoyment and curiosity from learning about history than using the app itself, though mean levels were high for both—in contrast to negative emotions. Results suggest that the new and extended historical reasoning guide protocol succeeded in fostering higher levels of knowledge than the former. Findings also revealed that learners reported significantly higher levels of task value after the guided tour compared to their pre-guided-tour responses. Implications and future directions are discussed.  相似文献   

5.
混合现实(MR)作为虚拟现实(VR)和增强现实(AR)的高级发展阶段,以沉浸式、跨时空、强交互等特点在教育教学中得到广泛应用.但对国内外文献分析发现,学界对混合现实技术的教学应用效果仍有分歧,对学生学习绩效的影响研究存在较大差异.为探究混合现实技术对学生学习绩效的影响,研究采用元分析方法,对2010-2020年间国内外...  相似文献   

6.
高普及度、便携易用的智能手持设备是能够体现增强现实价值的重要平台,增强现实创新了移动应用模式,为移动学习提供了新的学习支持。文章在概述增强现实软硬件系统的基础上,基于Hype Cycle模型与地平线报告分析,阐述了移动学习与增强现实的发展现状与前景。分析了基于增强现实的移动学习的已有研究与应用案例,探讨了Specht的增强现实学习模式,并构建了增强现实学习系统的设计与开发模型。  相似文献   

7.
This paper explores the hypothesis that embedding a laboratory activity into a virtual environment can provide a richer experimental context and hence improve the understanding of the relationship between a theoretical model and the real world, particularly in terms of the model's strengths and weaknesses. While an identified learning objective of laboratories is to support the understanding of the relationship between models and reality, the paper illustrates that this understanding is hindered by inherently limited experiments and that there is scope for improvement. Despite the contextualisation of learning activities having been shown to support learning objectives in many fields, there is traditionally little contextual information presented during laboratory experimentation. The paper argues that the enhancing laboratory activity with contextual information affords an opportunity to improve students’ understanding of the relationship between the theoretical model and the experiment (which is effectively a proxy for the complex real world), thereby improving their understanding of the relationship between the model and reality. The authors propose that these improvements can be achieved by setting remote laboratories within context-rich virtual worlds.  相似文献   

8.
导游原理与实务是一门应用性很强的课程,而实训是提高学生实践能力、增强服务技能和服务意识的主要方法。在实训过程中,要充分利用3D导游模拟系统,结合导游实训教学模式,根据导游人员的实际工作,设定路线,以情境学习、角色扮演为核心,以创新教学方法为手段,以培训学生的导游服务能力为目标,最大化地发挥该系统的功效,进一步丰富导游实训的内容,提升学生的职业能力职业素养。  相似文献   

9.
The subject of this article is the use of augmented reality technology in library and information science education. The aim is to determine the scope and potential uses of augmented reality in the education of information professionals. In order to determine the scope and forms of potential use of AR technology in LIS education a two-step analysis was conducted. The first stage was the in-depth analysis of LIS training programs offered by academic centers in Poland, including 8 programs (4 bachelor degree and 4 master degree). In this way, more than 350 learning outcomes were analyzed and grouped according to the frequency of occurrence. During the second stage of the study a list of the most important learning outcomes was compared with a list of skill areas that AR technology helps to develop, in order to formulate conclusions according to the potential use of AR in LIS education. Summarizing the results of the study, it can be concluded that AR technology is a useful teaching tool which enables students to achieve improved learning outcomes in the practical skills needed by librarians, as well as the personal and social competencies relevant to labor market needs.  相似文献   

10.
Research concerning students’ emotions as well as their way of coping with their emotions in different situations has been scarce. The purpose of this study is to explore the relationship between self-regulated learning, academic emotions, psychological flexibility, study success and study pace during university-level studies. A total of 274 arts students participated in this study. Academic emotions were first explored with factor analyses, parallel analysis and confirmatory factor analyses. The relationship between self-regulated learning, psychological flexibility, academic emotions and study success and study pace was analysed using Pearson’s correlations and path analysis using Amos. The results revealed that there is a strong connection between self-regulated learning and academic emotions and that students’ self-regulations appear to affect students’ emotions with regard to their academic study. Furthermore, psychological flexibility appeared to be an important mediator between academic emotions and study pace. The study suggests that students’ emotions and their way of coping with these emotions should be taken into account when considering learning and teaching.  相似文献   

11.
Abstract

This study compared efficiency of desktop virtual reality with a conventional classroom learning practice for the teaching and learning of electrical/electronics technology. This was measured through academic achievement, learning interest, and engagement. A quasi-experimental design was employed for this study. Four universities were used for the study. The students were within the ages of 17 to 24?years. Students were assigned to either an experimental or comparison group based on intact classes. A total of 149 students participated in this experiment; however, only 142 samples could be analyzed. Seven samples were not analyzed due to incomplete instruments answered and absenteeism. Seventy-four students were in the virtual reality group while 68 students were in the non virtual reality group. The sample was 78.52% and 21.48% in males and females, respectively. Analysis of covariance was used to test three formulated hypotheses on effects of desktop virtual reality on the learning effectiveness of the students. There was a significant difference in academic achievement, learning interest, and learning engagement between the two groups. It was established that desktop virtual reality positively affected students’ academic achievement, learning interest, and engagement of students in electronics technology. It was suggested that virtual reality should be adopted to augment laboratory practices for the teaching and learning of electrical/electronics technology in Nigerian universities.  相似文献   

12.
ABSTRACT

This article provides the first review of the existing literature consolidating research into the use of virtual, augmented and mixed reality technologies within K–12 educational environments. The review explores the peer-reviewed scholarly studies conducted between 2006 and May 2017, which involved the use of virtual reality (VR), augmented reality (AR) or mixed reality (MR) technologies in the instruction of students in elementary, middle or high school. The literature revealed common themes including collaboration, communication, critical thinking, attitude, engagement, learning, motivation, performance or achievement, and technology (used or proposed). This literature review will contribute to the field by providing clarity on definitions for VR, AR and MR technologies in consideration of educational use, present an overview of the existing research on VR, AR and MR specific to K–12 educational environments and identify future research needs and directions.  相似文献   

13.
Contemporary research into science education has generally been conducted from the perspective of ‘conceptual change’ in learning. This study sought to extend previous work by recognizing that human rationality can be influenced by the emotions generated by the learning environment and specific actions related to learning. Methods used in educational psychology were adopted to investigate the emotional experience of science students as affected by gender, teaching methods, feedback, and learning tasks. A multidisciplinary research approach combining brain activation measurement with multivariate psychological data theory was employed in the development of a questionnaire intended to reveal the academic emotions of university students in three situations: attending science class, learning scientific subjects, and problem solving. The reliability and validity of the scale was evaluated using exploratory and confirmatory factor analyses. Results revealed differences between the genders in positive-activating and positive-deactivating academic emotions in all three situations; however, these differences manifested primarily during preparation for Science tests. In addition, the emotions experienced by male students were more intense than those of female students. Finally, the negative-deactivating emotions associated with participation in Science tests were more intense than those experienced by simply studying science. This study provides a valuable tool with which to evaluate the emotional response of students to a range of educational situations.  相似文献   

14.
外语教学活动的多模态化对现代信息技术的应用提出了更高的要求。文章分析了外语教学在多模态化进程中遇到的制约因素,提出应用增强现实构建虚实融合的多模态外语教学情境,探讨了增强现实在外语基本概念学习及外语情境交际能力训练中的应用,进一步分析了增强现实多模态外语教学环境中的虚拟视觉及听觉模态符号。研究表明,增强现实在外语教学的多模态化中能够发挥重要作用,是提升外语教学效果的有力手段。  相似文献   

15.
Lab practices are an essential part of teaching in Engineering. However, traditional laboratory lessons developed in classroom labs (CL) must be adapted to teaching and learning strategies that go far beyond the common concept of e-learning, in the sense that completely virtualized distance education disconnects teachers and students from the real world, which can generate specific problems in laboratory classes. Current proposals of virtual labs (VL) and remote labs (RL) do not either cover new needs properly or contribute remarkable improvement to traditional labs??except that they favor distance training. Therefore, online teaching and learning in lab practices demand a further step beyond current VL and RL. This paper poses a new reality and new teaching/learning concepts in the field of lab practices in engineering. The developed augmented reality-based lab system (augmented remote lab, ARL) enables teachers and students to work remotely (Internet/intranet) in current CL, including virtual elements which interact with real ones. An educational experience was conducted to assess the developed ARL with the participation of a group of 10 teachers and another group of 20 students. Both groups have completed lab practices of the contents in the subjects Digital Systems and Robotics and Industrial Automation, which belong to the second year of the new degree in Electronic Engineering (adapted to the European Space for Higher Education). The labs were carried out by means of three different possibilities: CL, VL and ARL. After completion, both groups were asked to fill in some questionnaires aimed at measuring the improvement contributed by ARL relative to CL and VL. Except in some specific questions, the opinion of teachers and students was rather similar and positive regarding the use and possibilities of ARL. Although the results are still preliminary and need further study, seems to conclude that ARL remarkably improves the possibilities of current VL and RL. Furthermore, ARL can be concluded to allow further possibilities when used online than traditional laboratory lessons completed in CL.  相似文献   

16.
为探讨大学生学业情绪与学习投入之间的关系,以及学业自我效能感在其中的中介作用,采用学习投入量表(UWES-S)、大学生学业情绪量表和学业自我效能感量表对1030名在校大学生进行问卷调查。结果发现:(1)大学生学习投入普遍处于中等水平;(2)学习投入与积极活动定向学业情绪、积极结果定向学业情绪、消极结果定向学业情绪以及学业自我效能感均呈显著正相关,与消极活动定向学业情绪呈显著负相关。(3)学业自我效能感在积极活动定向学业情绪、积极结果定向学业情绪、消极活动定向学业情绪与学习投入之间起部分中介作用,在消极结果定向学业情绪与学习投入之间不存在中介作用。  相似文献   

17.
The purpose of this study was to examine the use of an emerging technology called augmented reality to teach science vocabulary words to college students with intellectual disability and autism spectrum disorders. One student with autism and three students with an intellectual disability participated in a multiple probe across behaviors (i.e., acquisition of science vocabulary words) design. Data were collected on each student's ability to define and label three sets of science vocabulary words (i.e., bones, organs, and plant cells). The results indicate that all students acquired definition and labeling knowledge for the new science vocabulary terms. Results are discussed in the context of applying universal design principles with emerging technologies to create authentic opportunities for students with intellectual disabilities and autism spectrum disorders to learn science vocabulary. (Keywords: augmented reality, autism, intellectual disability, science vocabulary, universal design for learning)  相似文献   

18.
Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in the roles of scientists conducting investigations. This design experiment examined if augmented reality simulation games can be used to help students understand science as a social practice, whereby inquiry is a process of balancing and managing resources, combining multiple data sources, and forming and revising hypotheses in situ. We provide 4 case studies of secondary environmental science students participating in the program. Positioning students in virtual investigations made apparent their beliefs about science and confronted simplistic beliefs about the nature of science. Playing the game in “real” space also triggered students' preexisting knowledge, suggesting that a powerful potential of augmented reality simulation games can be in their ability to connect academic content and practices with students' physical, lived worlds. The game structure provided students a narrative to think with, although students differed in their ability to create a coherent narrative of events. We argue that Environmental Detectives is 1 model for helping students understand the socially situated nature of scientific practice.  相似文献   

19.
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary education. The review of the relative literature was carried out in the period 2000 to early 2014 in ScienceDirect and ERIC. The outcomes of this review illustrated a set of studies that provide evidence of positive outcomes regarding student learning. These studies, which focused mainly on the natural sciences and took place within informal learning environments, used both qualitative and quantitative data collection methods. The earliest study that was conducted about this topic used personal digital assistants, while the more recent one used smart (mobile) phones and tablets. The services of augmented reality focused on markers/quick response codes, virtual items, global positioning system services as well as on platforms for game creation. The findings of the literature review are discussed in relation to research approaches that are needed for augmented reality games to be played either in formal or informal learning environments.  相似文献   

20.
Within the framework of cognitive learning theories, instructional design manipulations have primarily been investigated under tightly controlled laboratory conditions. We carried out two experiments, where the first experiment was conducted in a restricted system-paced setting and is therefore in line with the majority of empirical studies in the learning sciences. However, the second experiment was done in an ecologically more valid classroom setting, with students working at their own pace with the instructional material embedded in a professional hypermedia learning environment. Both dealt with the same topic in the domain of biological education, namely the structure and functioning of the enzyme ATP-Synthase. In both experiments, the educational value of three- versus two-dimensional animations as well as of visual cues was investigated in a 2 × 2 factorial design. Students’ understanding was facilitated by the presence of a 3D-representation format under tightly controlled conditions only. Regarding the ecologically more valid classroom setting, the 2D format tended to foster understanding more efficiently than the 3D format. The implementation of visual cues enhanced the amount students remembered in both experiments. Our results indicate that the results of tightly controlled laboratory conditions may not be easily generalized to naturalistic classroom settings.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号