TRIGGERING THE STUDENTS' POSITIVE ATTITUDE FOR THE STUDIES OF ENGINEERING GRAPHICS COURSES THROUGH THE AUGMENTED REALITY CONTENT

Author(s):  
Zoja Veide ◽  
Veronika Strozheva

Contemporary researches show that triggering interest can enhance students’ thinking skills, creativity, joy of learning and improved performance. The digital technologies can be beneficial for students’ learning engagement and motivation. The digital context helps students to keep positivity in education process that allows to activate attention, memory, and makes learning skills better. Augmented Reality is one of technologies that lets you interact with the real world and virtual objects at the same time. Augmented Reality application enables faster comprehension of complex spatial problems and relationships, which makes it useful during the learning process of engineering graphic courses. In this paper the application of AR technologies in RTU engineering courses is described. The results of this approach will be useful for vocational school teachers, college and university teachers in the successful integration of AR technologies in the teaching process.

2020 ◽  
Vol 3 (2) ◽  
pp. 55-62
Author(s):  
Fitri Husni Mardiyah ◽  
Ari Widodo ◽  
Diana Rochintaniawati

Augmented reality application-based learning is one form of education reforms that is used to improve various skills that are needed. One of them is creative thinking skills to face the challenges of the 21st century or the challenges of the industrial revolution 4.0 today. Therefore, the researcher conducts a study entitled the use of augmented reality application to improve the understanding of plant life cycle and creative thinking skills. This study aims to analyze the effects of the use of augmented reality application based on the improved understanding of students about the plant life cycle and creative thinking skills. This study uses the method of quasi-experimental design. The used study design is non-eqivalent control group pretest-postest design. The samples in this study are grade X students of SMA 2 Lembang consisting of 30 students determined by purposive sampling technique. The results of this study show that there are significant differences in the understanding of the concept and creative thinking skills of the students, although the creative thinking skills in both classes are still in the poor category., it is due to the application media of augmented reality application is only used as a medium of learning without including the making process of it so students are not accustomed when they are faced with questions in the form of problem. The test of two averages on the value of concept understanding shows the figure of (2-tailed t = 0 and 0,001) α (0.05) which means that augmented reality application-based learning has an influence on students 'mastery of concept concepts, but does not affect the ability of participants' creative thinking skills students.


1984 ◽  
Vol 11 (3) ◽  
pp. 131-132

Nineteen eighty-four marked the fifth year of Division Two's Teaching Awards Program. This program provides an annual award in each of four categories: (a) high school teachers; (b) graduate students with a teaching appointment; (c) two-year college teachers; and (d) four-year college and university teachers. This year awards were given in categories (a), (b), and (d) and honorable mentions in categories (a) and (d). Honorable mentions received a plaque, and winners received a plaque and a check for $100. The following award winners were announced at the August convention of the American Psychological Association in Toronto.


Author(s):  
O. S. Korneva

Within the implementation of the national strategy for improving financial competency and financial education in Russia, aimed at the broad masses of the population, any experience in promoting financial competency among young people, accumulated in the system of training bachelors of Economics, will be useful. The purpose of the article is to present the methodological and practical aspects of teaching the basics of financial calculations of future economists and the formation of computer modeling skills in the field of financial and economic activity. The reason for writing the article was the problem of interdisciplinary integration in the system of financial and economic education. The analysis of educational literature and curricula of the system of secondary and higher professional education, as well as the study and generalization of pedagogical experience showed weak integration of mathematical and economic disciplines with information technologies. The article also presents the problems associated with the calculations in the financial and economic activities with the use of computer modeling. The elements of the presented methods of teaching the basics of financial computing in conjunction with the modeling of financial problems on the computer can be useful for both school teachers and university teachers of mathematics and computer science.


2021 ◽  
Vol 11 (5) ◽  
pp. 2338
Author(s):  
Rosanna Maria Viglialoro ◽  
Sara Condino ◽  
Giuseppe Turini ◽  
Marina Carbone ◽  
Vincenzo Ferrari ◽  
...  

Simulation-based medical training is considered an effective tool to acquire/refine technical skills, mitigating the ethical issues of Halsted’s model. This review aims at evaluating the literature on medical simulation techniques based on augmented reality (AR), mixed reality (MR), and hybrid approaches. The research identified 23 articles that meet the inclusion criteria: 43% combine two approaches (MR and hybrid), 22% combine all three, 26% employ only the hybrid approach, and 9% apply only the MR approach. Among the studies reviewed, 22% use commercial simulators, whereas 78% describe custom-made simulators. Each simulator is classified according to its target clinical application: training of surgical tasks (e.g., specific tasks for training in neurosurgery, abdominal surgery, orthopedic surgery, dental surgery, otorhinolaryngological surgery, or also generic tasks such as palpation) and education in medicine (e.g., anatomy learning). Additionally, the review assesses the complexity, reusability, and realism of the physical replicas, as well as the portability of the simulators. Finally, we describe whether and how the simulators have been validated. The review highlights that most of the studies do not have a significant sample size and that they include only a feasibility assessment and preliminary validation; thus, further research is needed to validate existing simulators and to verify whether improvements in performance on a simulated scenario translate into improved performance on real patients.


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