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Otman Jaber; Sara Bagossi; Michael N. Fried; Osama Swidan – ZDM: Mathematics Education, 2024
This paper describes how students conceptualize real-life phenomena in which two or more quantities are covarying in an augmented reality environment. With this technology, real-world phenomena and virtual representations may be connected simultaneously. We aim to investigate how students connect elements of the two worlds when conceptualizing…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Anveshna Srivastava; Vihang Vaidya; Sahana Murthy; Chandan Dasgupta – British Journal of Educational Technology, 2024
Spatial perspective-taking (SPT) ability positively influences performance in STEM fields. While limited research studies have been done with school students, they have yielded inconclusive findings and, hence, here we report findings from our study with an augmented reality (AR) enhanced learning environment (ARELE), GeoSolvAR, on middle-school…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
António Faria – Journal of New Approaches in Educational Research, 2024
This study investigated the impact of two teaching strategies, conventional and drawing principle, associated with the use of Augmented Reality (AR), on the school performance of pupils in the 7th-year of primary school and the 10th-year of secondary school on volcanism learning. Compared to previous research, the novelty of this study lies in the…
Descriptors: Science Education, Grade 7, Grade 10, Physical Environment
Michaela Arztmann; Jessica Lizeth Domínguez Alfaro; Lisette Hornstra; Johan Jeuring; Liesbeth Kester – British Journal of Educational Technology, 2024
Digital games are widely used in education to motivate students for science. Additionally, augmented reality (AR) is increasingly used in education. However, recent research indicates that these technologies might not be equally beneficial for students with different background characteristics. Moreover, students with different backgrounds may…
Descriptors: Secondary School Students, Socioeconomic Status, Self Efficacy, Computer Simulation
Klingenberg, Sara; Fischer, Rachel; Zettler, Ingo; Makransky, Guido – Journal of Computer Assisted Learning, 2023
Introduction: This study investigates the effectiveness of the segmentation principle from the cognitive theory of multimedia learning as well as the effectiveness of the generative learning strategy of summarization in immersive virtual reality (IVR) within a sample of preadolescents. Although previous research has supported the effectiveness of…
Descriptors: Computer Simulation, Computer Uses in Education, Secondary School Students, STEM Education
Julianna Washington; Candace Walkington – Grantee Submission, 2024
This article explores the use of Extended Reality (XR) technologies, such as Augmented Reality (AR) and motion capture, in mathematics instruction, specifically focusing on geometry learning. Our research highlights the challenges students face in learning geometry due to its abstract nature and the potential of XR technologies to create…
Descriptors: Mathematics Instruction, Geometry, Physical Environment, Simulated Environment
Farzaneh Khodabandeh; Azimeh Mombini – Education and Information Technologies, 2024
Incorporating augmented reality (AR) technology into education has the incredible capacity to elevate the quality of learning encounters significantly. In flipped and blended classrooms, where technology complements traditional instruction, investigating the effect of AR on vocabulary learning, self-efficacy, and personality traits becomes crucial…
Descriptors: High School Students, Vocabulary Development, Physical Environment, Simulated Environment
Pujiastuti, Heni; Haryadi, Rudi – Journal of Education and e-Learning Research, 2023
Mathematical literacy is important for students to formulate, use and interpret mathematics in various contexts. The aim of this research is to determine the effectiveness of Guided Inquiry Learning-Augmented Reality (GILAR) on mathematical literacy ability. This research method used a quasi-experimental pretest and posttest design with a…
Descriptors: Mathematics Skills, Inquiry, Teaching Methods, Physical Environment
Merve Aydin; Ünal Çakiroglu – Journal of Computer Assisted Learning, 2025
Background: Students experience higher-order thinking skills by finding ways to solve the problem, debugging errors while applying the solution, and testing the solution in programming. However, the inability to create schemas that will characterise programming structures is one of the difficulties during this process. Objectives: This study aimed…
Descriptors: Programming, Computer Science Education, Thinking Skills, Problem Solving
Iqbal A. Rizki; Nadi Suprapto; Hanandita V. Saphira; Yusril Alfarizy; Riski Ramadani; Aulia Dwi Saputri; Dewi Suryani – Journal of Pedagogical Research, 2024
Low levels of critical thinking skills and learning motivation, particularly in physics learning, pose significant challenges that must be promptly addressed to ensure students' future success. To tackle this issue, the present study endeavors to develop a Cooperative Model, Digital Game, and Augmented Reality (CAP)-based learning, which is both…
Descriptors: Foreign Countries, High School Students, Physics, Game Based Learning
Elisa Serrano-Ausejo; Eva Mårell-Olsson – Education and Information Technologies, 2024
Organic chemistry, also known as stereochemistry, is a subject considered to be notably complex for students to understand. Knowledge construction in stereochemistry might demand the ability to imagine or visualise the distribution of atoms. For students with insufficient spatial ability, this could be confusing. This study aimed to explore…
Descriptors: Organic Chemistry, Computer Simulation, Physical Environment, Simulated Environment
Annamalai, Nagaletchimee; Uthayakumaran, Arulselvi; Zyoud, Samer H. – Education and Information Technologies, 2023
AR and VR are new introductions in many developing countries, including Malaysia. The present study conducted a qualitative case study with 23 high school teachers and investigated their perceptions of AR and VR in English language teaching and learning activities. A semi-structured interview was employed to collect the data. The data was analysed…
Descriptors: Foreign Countries, High School Teachers, English (Second Language), Second Language Instruction
Regania Pasca Rassy; Nur Azlina Mohamed Mokmin – International Society for Technology, Education, and Science, 2023
In this century, Augmented Reality (AR) is a "reality" technology that has begun to be integrated into the school curriculum and subjects. As one of the learning strategies, the goal is to help increase student learning motivation, the effectiveness of learning activities, and much more. Unfortunately, only a few studies incorporate AR…
Descriptors: Learning Disabilities, Students with Disabilities, Physical Education, Technology Uses in Education
Baltaci, Sehnaz; Çetin, Sümeyye – Journal of Learning and Teaching in Digital Age, 2022
This study investigated the effect of using the technical visual arts lessons' material on visualization skills and attitudes. For this purpose, an augmented reality application called BTRS was designed. The application was created using Unity3D, 3Ds Max, and Vuforia programs. The study was conducted for eight weeks, with a total of 33 students…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Galiya K. Beisenbayeva; Akan M. Mubarakov; Zoya T. Seylova; Larissa U. Zhadrayeva; Botagoz N. Artymbayeva – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This paper aims to evaluate the influence of an augmented reality mobile application on improving secondary students' visualization and comprehension of geometric concepts. Background: The study involved developing an AR app named Geometria to enhance geometry education. Methodology: In a specialized boarding school in Kokshetau,…
Descriptors: Foreign Countries, Boarding Schools, Grade 10, High School Students
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