Augmented reality assisted learning achievement, motivation, and creativity for children of low‐grade in primary school

Author(s):  
Ahmed Mohamed Fahmy Yousef
Author(s):  
Uthman Uthman

The objectives of this research were to discover: (1) the difference in learning<br />achievement of Islam Religion Education of students taught by cooperative<br />instructional strategy STAD type and student taught by expository instructional<br />strategy, (2) the a difference of learning style Islam Religion education with visual,<br />auditory and kinesthetic, learning style, and (3) the interaction between instructional<br />strategy and learning style in affecting learning achievement of learning style Islam<br />religion education. The population was Grade V students of Primary School Inti<br />Number SD Negeri 054938 Alur Dua Sei Lepan Pangkalan Brandan Langkat regency<br />consisting of three classes. The sample chosen for instructional class using STAD was<br />class Vc with 40 students, while those taught by expository was class Vb with 40<br />students. The results of the findings were: (1) the average of Islam Religion Education<br />of students taught by STAD instructional strategy ( X = 29,95) was higher than the<br />average of students taught by expositoyi instructional strategy ( X = 28,62) with Fcount<br />= 12,46 &gt; Ftable = 3, 972), the avarage learning achievement of Islam religion education<br />with kinesthetic learning style ( X = 29,77) and visual learning style ( X = 25.35) with<br />Fcount = 5,92 &gt; Ftable = 3,972, and (3) there was an interaction between instructional<br />strategy and learning style toward students learning achievement Islam Religion<br />education with Fcount = 23.84 &gt; Ftable = 3,972.


Author(s):  
Rui Leitão ◽  
J.M.F. Rodrigues ◽  
Adérito Fernandes Marcos

In teaching, the use of virtual and augmented reality has been on the rise, exploring different means of interaction and student engagement. Based on constructivist pedagogic principles, augmented reality pretends to provide the learner/user with effective access to information through real-time immersive experiences. Game-based learning is one of the approaches that have received growing interest. This paper presents the development of a game in a teaching and learning context, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. The authors will show that by using the game students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.


2011 ◽  
Vol 23 (XIV) ◽  
pp. 58-65
Author(s):  
Windhiyanti Windhiyanti

The purpose of this study was to obtain empirical data on learning achievement in Social Sciences on the position in the family. The study was conducted in Grade 2 of State Primary School 01, Morning School, in Cilandak Timur. The study applied active, creative, effective, and joyfull learning (PAKEM) approach. The subjects were Grade 2 students in the second semesterof 2008/2009 school year. As an action research, the spiral model or S cycle introduced by Kemmis and Mc Taggard was used. The steps included planning, acting, observing, reflecting, and evaluating, as the bases for the following cycle. The result of the study showed there is a significant learning achievement improvement of the students at the end of the second cycle. The study indicates PAKEM approach can be applied as one of the solution of improving the students’ learning achievement in Social Sciences particularly in Grade 2 of Primary School.


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