scholarly journals Impacto de la realidad aumentada en el rendimiento académico de los estudiantes de educación primaria en la enseñanza de las ciencias naturales

Author(s):  
Jesús Domínguez-Gutu ◽  
Emmanuel Gordillo-Espinoza ◽  
Gilberto Abelino Trejo-Trejo ◽  
Fernando Exiquio Constantino-González

Augmented reality is a technology that allows combining realworld life with digital information, through other technologies such as computers, tablets or smartphones. Currently, it is used in diverse areas such as advertising, medicine, arts and education, among others. This research was carried out in the city of Ocosingo, Chiapas, Mexico, in a context where it is difficult to access technology and, above all, connectivity. It focused on using augmented reality in a didactic sequence for the teaching and learning process of the circulatory, respiratory and digestive systems in the Natural Sciences subject, in order to demonstrate whether the use of this technology as a didactic tool allows 4th grade students to improve their academic performance. The study was carried out under a quantitative, quasi-experimental and descriptive approach, using data collection tools such as tests designed with dichotomous responses (pre-test and post-test) and surveys with closed-ended questions under the Likert scale. The results show that using augmented reality in the teaching and learning process, within the classroom, significantly increases the academic performance of students compared to the traditional way of teaching these topics in the aforementioned subject.

Author(s):  
Dewi Yulyanti ◽  
Slamet Wahyudi Yulianto ◽  
Muhammad Anjar Nugraha

This research investigated whether or not there is the influence of English song towards the student’s pronunciation. This research used a quantitative method. Research design is an experimental class and control class, two classes were selected from eleventh-grade students at SMAN 1 Ciasem Subang. The Quasi-Experimental Research was conducted in four meetings. The data were obtained by observing the teaching and learning process, test, questionnaire, and interviewing the students. The research result of the analysis quantitative and qualitative data were as follows. The analysis of quantitative data, mean score of pre-test in the experimental class was 14.44. While the mean score in the control class was 14.58. Furthermore, the mean score of the post-test in the experimental class was 82.98. While the mean score post-test in the control class was 60.56. Based on the result, the experimental class students’ score on post-test were better in which the mean = 82.89 than their scores on pre-test the mean = 60.56 . in addition, the two-tailed value of p was 0.000 which was lower than 0.05 . in conclusion, the calculation of paired t-test showed that there was a significant difference between the pre-test and post-test scores of experimental group. The analysis of qualitative data show that used English song influence through students’ pronunciation by observing the teaching and learning process, test, questionnaire, and interviewing the students. The students were more confident and were not afraid of making mistakes when pronunciation.


2016 ◽  
Vol 1 (2) ◽  
pp. 201
Author(s):  
Siti Aminah

ABSTRAKSI: Proses pendidikan Islam di sekolah umum menghadapi permasalahan pedagogis dan psikologis, karena didalam proses pembelajarannya, metode yang digunakan bersifat monolog, berorientasi pada guru, membosankan, dan tidak produktif. Penelitian ini bertujuan mencari solusi secara pedagodis dan psikologis terhadap permasalahan tersebut, dengan memanfaatkan “fun card” sebagai media pembelajaran. Dengan menerapkan metode penelitian “quasi-experiment”, yang menggunakan rancangan pre-tes dan pos-tes, hasil riset menunjukan bahwa penggunaan “fun card” sebagai media pembelajaran efektif dalam meningkatkan motivasi belajar, keaktifan diri, dan hasil belajar peserta didik dalam pembelajaran PAI (Pendidikan Agama Islam) di SMA (Sekolah Menengah Atas). Secara pedagogis dan psikologis, dengan demikian, “fun card” terbukti mampu menjadikan proses pembelajaran PAI itu atraktif, hidup, dan menginspirasi bagi peserta didik dan juga bagi guru. KATA KUNCI: Fun Card; Motivasi Belajar; Keaktifan Diri; Hasil Belajar; Guru dan Murid. ABSTRACT: “Innovation in Islamic Education Learning: The Effectiveness of Fun Card as Instructional Media in Improving Students’ Learning Motivation, Self-Activeness, and Learning Outcomes”. The process of Islamic education at schools has been facing pedagogical and psychological problems, because in teaching and learning, the methods used were mostly monotonous, teacher-centered, boring, and unproductive. The research was aimed at finding solutions to the problems pedagogically and psychologically by utilizing the Fun Card as learning media. Applying a quasi-experimental method with pre-test and post-test design, the research findings indicate that the application of Fun Card as learning media was effective in improving learning motivation, self-learning activities, and learning achievement of students in the learning process of IE (Islamic Education) at SHS (Senior High School). So, the Fun Card is pedagogically and psychologically proved to be capable of making the learning process of IE attractive, lively, and inspiring to students and also teachers. KEY WORD: Fun Card; Learning Motivation; Self-Active Learning; Learning Achievement; Students and Teachers.About the Author: Siti Aminah, M.A. adalah Mahasiswi S-3 Jurusan Psikologi Pendidikan Islam pada Program Pascasarjana UMY (Universitas Muhammadiyah Yogyakarta); dan Pengawas Sekolah Madya pada Kantor Kementerian Agama Kabupaten Sleman DIY (Daerah Istimewa Yogyakarta), Jalan Dr. Radjimin, Tridadi, Sleman, Yogyakarta, Indonesia. Alamat emel: [email protected] to cite this article? Aminah, Siti. (2016). “Inovasi dalam Pembelajaran Pendidikan Islam: Efektivitas Penggunaan Fun Card sebagai Media Pembelajaran dalam Meningkatkan Motivasi Belajar, Keaktifan Diri, dan Hasil Belajar Peserta Didik” in MIMBAR PENDIDIKAN: Jurnal Indonesia untuk Kajian Pendidikan, Vol.1(2) September, pp.201-212. Bandung, Indonesia: UPI [Indonesia University of Education] Press, ISSN 2527-3868 (print) and 2503-457X (online). Chronicle of the article: Accepted (July 3, 2016); Revised (August 19, 2016); and Published (September 30, 2016).


HUMANIKA ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 113-128
Author(s):  
Desmidar Desmidar ◽  
Mahyudin Ritonga ◽  
Syaflin Halim

Kondisi pembelajaran yang statis dipandang tidak proporsional karena menyebabkan peserta didik merasa terbebani, bosan dan jenuh. Kejenuhan belajar didefinisikan sebagai kelelahan fisik, emosional, dan mental yang dialami oleh siswa yang ditandai dengan penurunan motivasi dan minat peserta didik dalam pembelajaran, motivasi dan minat yang rendah dapat mengakibatkan penurunan prestasi belajar siswa. Kejenuhan belajar terjadi karena proses belajar siswa dilakukan secara terus menerus dan untuk waktu yang lama namun tidak mendapatkan kesuksesan. Tujuan dari penelitian ini adalah untuk menguji efektivitas ice breaking dalam mengurangi kejenuhan peserta didik pada saat pembelajaran. Penelitian ini menggunakan pendekatan kuantitatif dengan desain eksperimen semu. Sampel penelitian tersebut adalah peserta didik kelas VIII.1 MTs Negeri 2 Pasaman, yaitu 41 orang. Hasil penelitian menunjukkan bahwa ada penurunan skor rata-rata kejenuhan siswa sebesar 19,07. Pembelajaran dengan menggunakan ice breaking membuat proses pembelajaran mengalami peningkatan kualitas dan hilangnya kejenuhan peserta didik sebesar 15,31%. Rekomendasi kepada guru agar kreatif menciptakan suasana belajar yang menarik dan menyenangkan, salah satunya dengan menerapkan permainan ice breaking dalam proses pembelajaran agar proses pembelajaran menjadi lebih optimal.The demands of learning and teaching and learning activities that menoton judged disproportionate so as to make students feel burdened, bored and saturated. Learning saturation is defined as physical, emotional, and mental fatigue experienced by students characterized by decreased motivation and interest in student learning, which can result in decreased student learning achievement. The saturation of learning occurs because the learning process of students is done continuously and for a long time but does not get success. The purpose of this study is to test the effectiveness of ice breaking to reduce the saturation of students' learning. The research uses quantitative approach with quasi experimental design non equivalent pretest post test control group. The research sample was grade VIII.1 MTsN 2 Pasaman students, which is 41 people. The results showed that there was a decrease in the average score of student saturation of 19.07. A significant change in learning saturation score of 15.31%.  Recommendations to teachers in order to creatively create an interesting and fun learning atmosphere, one of which is by applying ice breaking games in the learning process so that the learning process becomes more optimal.


Author(s):  
Lina Marlina

Cooperative learning is one of the learning models used by teachers in teaching and learning process, and it has many types when it is implemented in the classroom. In reality ashwat (Arabic phonology study) is one of the boring subjects considered by students in Ma'had Al-Imarot Bandung. The lecturer only instructs the students to pronounce the Arabic hijaiyyah letters and distinguish the letters adjacent to the makhraj (points of articulation of letters) and its nature. In the learning process, a lecturer uses only lecture method, who gives the examples of correct pronunciation then the students repeat those pronunciations after the lecturer. As a consequence, a lecturer should be able to update the learning process by using an interesting learning model by implementing cooperative learning for instance. The aims of this research is to know the reality of learning ashwat as Arabic pronunciation at Ma'had Al-Imarot Bandung, to know the ability of students to mastery of Arabic ashwat before applying cooperative learning in ashwat learning, to know the implementation of cooperative learning in ashwat learning, to know the advantages and disadvantages of cooperative learning in ashwat learning, as well as to know the students' ability to master Arabic ashwat after applying cooperative learning. This research is based on the framework that the implementation of cooperative learning in ashwat learning is effective. So the researcher states the hypothesis “cooperative learning is applied effectively in ashwat learning” The method used in this research is experimental method with quasi experimental design. There are two classes, namely the experimental class and the control class. The data collection techniques in this research are observation, interviews, and tests. the results  find that the ability of students who mastering Arabic ashwat in the experimental class before applying cooperative learning showed good criteria with an average mark of 69.00 from pre-test. Surprisingly, the ability of students who mastering Arabic ashwat in the experimental class after applying cooperative learning showed excellent criteria with an average mark of 91.25 from post-test. After the researcher had tested the hypothesis, it can be concluded that cooperative learning was effectively applied in ashwat learning with the value of N-gain 0.68 which shows cooperative learning had improved students’ ability in Arabic ashwat about 68% with medium criteria.


Comunicar ◽  
2019 ◽  
Vol 27 (61) ◽  
pp. 71-82 ◽  
Author(s):  
José-Manuel Sáez-López ◽  
María Luisa Sevillano-García-García ◽  
María de los Ángeles Pascual-Sevillano

Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. The objective of this study was to analyze the impact that the integration of ubiquitous game approaches with augmented reality has on learning. A quasi-experimental study was carried out with 91 sixth-grade primary school students; the learning scenario was designed and the augmented reality application “WallaMe” was selected for use in five sessions of a didactic unit in Art Education. Through pretest and posttest procedures, academic performance and information search skills were evaluated, and, a Likert scale analyzed the motivation and collaboration variables among the students. The results showed that the experimental group obtained statistically significant improvements in the academic performance of the subject, motivation, in the search for, and analysis of, information, level of fun and collaboration. The conclusion is that the dynamic activities managed in the intervention, which made use of augmented reality and localization, benefit teaching-learning processes, and encourage innovation and improvement through educational technology. La inmersión de la realidad aumentada (RA) propicia la coexistencia de objetos virtuales y entornos reales que permiten la experimentación con fenómenos que no son posibles en el mundo real. La realidad aumentada está generando una nueva oportunidad de crecimiento de la ubicuidad en los entornos educativos. El objetivo de este estudio es analizar el impacto que tiene sobre el aprendizaje la integración educativa de los enfoques de juego ubicuo con realidad aumentada. Se realizó un estudio cuasi experimental con 91 alumnos de sexto curso de Educación Primaria, se diseñó el escenario de aprendizaje y se seleccionó la aplicación de realidad aumentada «WallaMe», que fue utilizada en cinco sesiones de una unidad didáctica del área de Educación Artística. Mediante el procedimiento de pretest y postest se evaluaron el rendimiento académico y las habilidades de búsqueda de información, y una escala Likert analizó las variables motivación y colaboración entre los estudiantes. Los resultados mostraron que el grupo experimental obtiene mejoras estadísticamente significativas en la motivación hacia el aprendizaje, el rendimiento académico de la materia y en la competencia digital. En definitiva, se concluye que las actividades dinámicas manejadas en la intervención, que hacen uso de realidad aumentada y localización, aportan beneficios en los procesos de enseñanza aprendizaje, y propician una innovación y mejora educativa con el uso de la tecnología educativa.


Author(s):  
Antonio-José Moreno-Guerrero ◽  
Santiago Alonso García ◽  
Magdalena Ramos Navas-Parejo ◽  
María Natalia Campos-Soto ◽  
Gerardo Gómez García

Recently, there has been a proliferation of technopedagogical practices, based on the application of active teaching and learning processes through the use of information and communication technologies (ICT). The main objective of this work is to analyse the impact of training action through the use of augmented reality in physical education for the development and acquisition of spatial orientation, as opposed to more traditional training based on the exhibition method. The methodology developed is quantitative, through a quasi-experimental design post-test in 140 high school students in the field of physical education. The results indicate that all of the dimensions show a very high, significant relationship. The greatest difference in average is observed in motivation. In contrast, the smallest difference, although significant, is observed in the grades given by the teachers themselves. It can be concluded that the method of teaching through augmented reality is effective in teaching high school students in the subject of physical education, especially for the acquisition of spatially oriented content.


Geosciences ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. 173
Author(s):  
Tânia Pinto ◽  
António Guerner Dias ◽  
Clara Vasconcelos

We aimed to contribute to a shift in higher education teaching and learning methods by considering problem-based learning (PBL) as an approach capable of positively affecting students from a geology and environment (GE) curricular unit. In a convenience sample from a Portuguese public university, two groups of students were defined: (1) an experimental group (n = 16), to which an intervention program (IP) based on PBL was applied, and (2) a comparison group (n = 17), subjected to the traditional teaching approach. For nine weeks, students subject to the IP faced four problem scenarios about different themes. A triangulation of methods was chosen. The study involved two phases: (1) qualitative (sustained on content analysis of driving questions raised by students, registered in a monitoring sheet) and (2) quantitative (quasi-experimental study, based on data from a prior and post-test knowledge assessment). The qualitative results point to the development of more complex cognitive-level questioning skills after increasing familiarity with PBL. The data obtained in the quantitative study, which included both a “within-subjects” and a “between-subjects” design, show higher benefits in the experimental group, documenting gains in terms of scientific knowledge when using the PBL methodology.


Author(s):  
Dedi Rohendi

Recently, game-based multimedia development has been increasing rapidly. Game-based multimedia is not only used for entertaining but also for teaching and learning process. Meanwhile, for the majority of elementary school students, numeracy learning is still considered as a difficult subject to be learned and has not attracted students’ interest because it still uses vertical methods. The objective of this research is to examine the implementation of game-based multimedia in learning horizontal numeracy. In this game-based multimedia, horizontal numeracy material is presented in the form of a game. Horizontal numeracy material begins with addition, subtraction, multiplication, and division. Game-based multimedia is implemented to 20 students in grade 3 elementary schools in Bandung, Indonesia. Subsequently, the way students learn the materials and their learning outcomes are explored after using this multimedia. The results show that the students can learn horizontal numeracy excitingly; moreover, they can easily understand the concept of horizontal numeracy quickly. It is indicated by by the increasing of average post-test value.


2020 ◽  
Vol 11 (2) ◽  
pp. 189-204
Author(s):  
Nurjannah Nurjannah ◽  
Taufiq Hidayah ◽  
Muhammad Nazar

This research is entitled “Using graphic organizer strategy in teaching writing on narrative paragraph (experimental research). Writing is a very important subject that should be learned by English learners. The students should be able to express their ideas and opinion either in the form of a sentence or paragraph. However, the researcher found that many students at the Second Grade Students of SMP Negeri 1 Tanah Luas could not express their ideas and develop into the paragraph. Hence, the appropriate strategy of teaching and learning is very important to help students master writing skills. This research aims to know the effect of achievement between the students who are taught writing by using graphic organizers from those taught writing in the narrative by using traditional methods. This research was experimental research and used a quasi-experimental design. The samples chosen in this research were the whole students of class VIII2 and VIII4 of SMPN 1 Tanah Luas. Class VIII2 consisted of 25 students was chosen as experimental group and class VIII4 consisted of 24 students was chosen as control group. This research was conducted in three phrases; there were pre-test, treatments and post-test. The data collection technique used in this research was test. The tests were pre-test and post-test. The researcher gave pre-test before giving treatment and post-test after giving treatment. The treatment was conducted in three meetings. The data was analyzed by using t-test formula. The research result and the hypothesis authentication found by using t-test formula in significant level 5% or α = 0.05 were obtained that ttest > ttable. The ttest found in this research was 3.91. Meanwhile, ttable was gotten from the list of distribution value with degree of freedom = 47, because the data not in the table, the researcher used interpolation approach and obtained = 1.67. So >  = 3.91 > 1.67. It meant that Ha was accepted and Ho was rejected. So, graphic organizer strategy significantly affects the students’ ability in mastering writing.   Kata Kunci: graphic organizer strategy, teaching and learning, writing narrative paragraph


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