scholarly journals Analysis of physics learning media needs based on mobile augmented reality (AR) on global warming for high school students

2021 ◽  
Vol 2126 (1) ◽  
pp. 012009
Author(s):  
M. Nor ◽  
Lilia Halim

Abstract The rapid progress of the times requires an educational approach to be innovative and adaptive to changes in technology and information. Mobile Augmented Reality (MAR) is a system that incorporates technology in education. This method facilitates learning to be interesting, effective, and easily accessible to everyone. This survey research was an initial step in developing Augmented Reality based Modules for high school students on global warming. The importance of this research is that educational media using Augmented Reality is relatively new in the field of educational media. Analysis of learning problems and analysis of students are the two indicators used in the analysis of this need. Based on this research survey, it was found that augmented reality based educational media is viewed as important and necessary as learning materials in schools especially for students of high ability. The next phase is the development of MAR-based learning media that meets these requirements.

2016 ◽  
Vol 3 (4) ◽  
Author(s):  
Surma, S ◽  
Sampathkumar ◽  
Surma, S

The purpose of the present paper is to know the effectiveness of life-skills counseling intervention in enhancing self-sufficiency of high school students. Life-skills counseling is an educational approach, which is used to inculcate the essential life-skills in an individual to meet the challenges of everyday life.  It is also known to be very effective and appropriate for present day scenario.  It is easily adaptable for larger groups.  High School students are in the stage of adolescence.  High school students face a wide variety of problems out of which the major ones are lack of self-sufficiency, inability to manage emotions, decision-making skills etc.  The present study involves 300 high school students (150 Boys and 150 Girls) who are selected from various schools in Mysore city corporation limit. High School Personality Questionnaire (HSPQ) was administered to find out the personality problems of high school students.  Experimental design has been applied and Life-skills counseling intervention has been given for the experimental group.  Life-skills counseling was found to be very effective in enhancing the self-sufficiency of high school students.


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


2020 ◽  
Vol 3 (2) ◽  
pp. 105
Author(s):  
Hazel B. Baterna ◽  
Teodolyn Deanne G. Mina ◽  
Danilo Villar Rogayan

Digital literacy promotes students’ competitiveness and better opportunity in today’s digital world and in the fourth industrial revolution (FIRe). This descriptive-survey research determined the digital literacy of science, technology, engineering & mathematics (STEM) senior high school students. A total of 130 respondents from two state-owned public high schools in Zambales, Philippines answered the digital literacy survey questionnaire. Results revealed that a typical STEM respondent came from school B, aged between 15-17, female and currently Grade 11. The STEM students are digitally literate to some extent in terms of access and evaluation of information; utilization and management of information; media analysis; creation of media products; effective application of technology; and interaction through technology. There is a significant difference in the extent of digital literacy of students when grouped according to sex and grade level. Moderate significant relationship exists across all domains digital literacy. The study recommends the implementation of the proposed digital literacy working group to enhance students’ digital proficiency and to equip them with the challenges of the FIRe. Teachers may likewise utilize digital devices and information effectively and responsibly towards developing digitally literate citizens.


2018 ◽  
Vol 2 (2) ◽  
pp. 176
Author(s):  
VARIAN DINE MEJIRO ◽  
PETER RHIAN GUNAWAN ◽  
ELIZABETH WIANTO

History is a compulsory subject in the formal school curriculum in Indonesia. Through history lessons, students can understand and know the existence of events that eventually can foster cultural values and become the foundation of the progress of a nation. Moreover, Indonesia is a country that has a long history, one of the topics are about kingdoms that once grow and develop in the territory of Indonesia. Unfortunately, history lessons are unfavored by most junior high school students, because of their monotonous methods. Therefore, the purpose of this design is to create an interactive media for learning history in Junior High School, which until now still using teacher center learning method. Technological advances and changes in children's habits in understanding something by playing became the foundation of the concept of making history game. Interactive media created is a board game combined with Augmented Reality technology to add immersion in the game. Augmented Reality can provide experience in playing so that students can feel a real impression in the game. In addition to the game board as the primary media, used as well as media campaigns supporting the form of x-banner, advertising on social media such as Facebook and Instagram. Through the board games, students are expected to better understand the learning of the Hindu Buddhist Kingdom in Indonesia and not feel bored while studying.


Author(s):  
Azrina, K Et.al

Augmented Reality is a demanding feature that widely embeds in our mobile devices. With the current mobile networks this feature will be increasingly accessible in many areas such as education. The current situation in learning history is boring and unattractive to high school students. In addition, the current history books as well as additional revision books are very textual and contain less pictures.The aim of this paper is to describe the mapping of the different learning styles that the students have employed onto the AR mobile application in learning history. The mapping should facilitate all learning styles so that learning history becomes more interactive and engaging.


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