scholarly journals Mobile-learning: aprendizagem matemática por meio de realidade aumentada

Author(s):  
Bruno Resende ◽  
Thaísa Jacintho Müller

Resumo: O presente trabalho explora a aprendizagem matemática por meio do m-learning e tem como principal objetivo apresentar a criação de um aplicativo de Realidade Aumentada utilizado como um recurso tecnológico no estudo de mapas de contorno e geometria espacial que tem a capacidade de interpretar marcadores Vumark. Essa tecnologia mostrou-se capaz de possibilitar novas situações de potencialização de aprendizagem por meio de aparelhos portáteis e acessíveis a qualquer momento e ambiente. Neste trabalho, concluiu-se que o aplicativo, direcionado para atividades de geometria espacial, pode ser utilizado como uma possibilidade de apoio aos estudantes de ensino médio, em vista que os resultados da investigação evidenciaram um desenvolvimento satisfatório dos participantes durante as atividades propostas.Palavras-chave: Realidade Aumentada. Matemática. Mapas de contorno. Geometria Espacial. Vumark. MOBILE-LEARNING: MATHEMATICAL LEARNING BY AUGMENTED REALITYAbstract: The present work explores mathematical learning through m-learning and has as main objective to present the creation of an Augmented Reality (AR) application used as a technological resource in the study of contour maps and spatial geometry that has the capacity to interpret Vumark markers. This technology has proved capable of enabling new situations of learning potential through portable devices and accessible at any time and environment. However, further studies and applications of the application in the field of education are necessary in order to obtain better results on the resource as an allied to mathematical knowledge. In this work, it was concluded that the application, directed to activities of spatial geometry, can be used as a possibility of support to high school students, since the results of the investigation has showed a satisfactory development of the participants during the proposed activities.Keywords: Augmented Reality. Math. Contour Maps. Spatial Geometry. Vumark.  

2021 ◽  
Vol 2 (2) ◽  
pp. 63-72
Author(s):  
Bambang Hariadi ◽  
M. J. Dewiyani Sunarto ◽  
Tri Sagirani ◽  
Tan Amelia ◽  
Julianto Lemantara ◽  
...  

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa SMA berbasis Higher Order Thinking Skill (HOTS) melalui pembudayaan belajar dengan pendekatan blended learning dengan menerapkan model Blended Web Mobile Learning (BWML) dan aplikasi MoLearn. Penelitian ini merupakan penelitian pengembangan yang mengacu pada Generic Design Research Model (GDRM) dari Plomp dan Nieveen. Untuk pengembangan aplikasi MoLearn metode System Development Life Cycle (SDLC) model waterfall digunakan dalam penelitian ini. Penelitian ini meibatkan 205 siswa sebagai subjek penelitiaan. Data penelitian dikumpulkan menggunakan instrument lembar validasi model, angket resposn siswa, dan tes HOTs siswa. Penelitian dianalisis secara deskriptif menggunakan persamaan reliabilitas dan n-gain. Hasil penelitian menunjukkan bahwa (1) model BWML dengan aplikasi MoLearn dinyatakan valid dan reliable berdasarkan tinjauan content dan isi, selain itu, berdasarkan hasil respon 205 siswa terhadap pembelajaran model BWML dengan aplikasi MoLearn, 83% siswa dinyatakan antusias mengikuti pembelajaran; dan (2) peningkatan HOTs siswa dinyatakan meningkat (rerata n-gain= 0,46) dengan kategori sedang. Hasil penelitian ini menyimpulkan bahwa model Blended Web Mobile Learning (BWML) dengan aplikasi MoLearn valid, praktis, dan efektif untuk meningkatkan keterampilan berpikir tingkat tinggi siswa SMA. The Development of the Blended Web Mobile Learning Model with the MoLearn Application to Improve High School Students’ Higher Order Thinking Skills Abstract This study aims to improve the learning outcomes of high school students based on Higher Order Thinking Skills (HOTS) through the culture of learning with a blended learning approach by applying the Blended Web Mobile Learning (BWML) model and the MoLearn application. This research is a development research that refers to the Generic Design Research Model (GDRM) from Plomp and Nieveen. For the development of the MoLearn application, the Waterfall Model System Development Life Cycle (SDLC) method was used in this study. This study involved 205 students as research subjects. The research data were collected using a model validation sheet instrument, student response questionnaires, and student HOTs tests. The research was analyzed descriptively using the reliability equation and n-gain. The results showed that (1) the BWML model with the MoLearn application was declared valid and reliable based on the content and content review, in addition, based on the results of the responses of 205 students to the BWML model learning with the MoLearn application, 83% of the students were stated to be enthusiastic about participating in the learning; and (2) the increase in students' HOTs was stated to be increasing (mean n-gain = 0.46) in the medium category. The results of this study conclude that the Blended Web Mobile Learning (BWML) model with the MoLearn application is valid, practical, and effective for improving high school students’ higher order thinking skills.


Author(s):  
Yahya Rasheed Alameer

  The purpose of the research is to determine the effect of the difference in the mode of presentation of the enhanced reality models in the development of the cognitive achievement of secondary students in Jazan region in computer science, the researcher used quasi-experimental approach in comparing the 2D image models of Augmented reality to the first experimental group, and teaching the pattern of 3D image models of Augmented reality of the second experimental group, to ascertain the hypotheses of the research and to reveal the relationship between the independent variable and the dependent variable, the sample consisted of (60) students: (30) students in the first experimental group, which was studied using the two-dimensional Augmented Reality models, And (30) students in the second experimental group, which was studied using the pattern of Augmented Reality three-dimensional, the results showed that there were statistically significant differences at (α≤05.0) between the mean scores of the students of the first experimental groups studied using the two-dimensional Augmented Reality models, the second experiment, which was studied using the Augmented three-dimensional image models, in the post-application to test cognitive achievement, for the second experimental group studied using the three-dimensional Augmented Reality models, In the light of the results, recommendations and suggestions were made to develop the cognitive achievement of secondary students in computer and various subjects.    


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.


Proceedings ◽  
2019 ◽  
Vol 31 (1) ◽  
pp. 6
Author(s):  
Gustavo Zurita ◽  
Nelson Baloian ◽  
Sergio Peñafiel ◽  
Oscar Jerez

The pedagogical usability is an important characteristic of applications that support learning as it relates to the added value students perceive while using it for learning. A good pedagogical usability means that an application has more chances to be accepted and used by the students thus raising the possibilities that students actually will learn with it. However important, this concept tends to be neglected by many authors. In this work we show how this concept can be applied to evaluate an application by presenting a real example of an application that has been re-designed to improve its usability, thus showing how pedagogical usability can be operationalized to be applied in general. The application shown in this work is called RedCoMulApp (Reading Collaborative Multiple-option Application) and its goal is to raise the reading comprehension ability of 12th grade high school students. In order to capture the pedagogical usability, we used 12 metrics to design a questionnaire with 26 questions to be answered with a 5-point Likert-scale, plus two open-ended questions to capture aspects that were positively valued, and those that should be improved. The results for the pedagogical usability allow us to validate that the design of the application was perceived by the students as pedagogically useful to learning about reading comprehension.


Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1752
Author(s):  
Hao-Chiang Koong Lin ◽  
Yu-Hsuan Lin ◽  
Tao-Hua Wang ◽  
Lun-Ke Su ◽  
Yueh-Min Huang

In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners’ engagement and willingness to learn. This study designed a board game integrated with augmented reality (AR) for health education; incorporated the card-game, slides, and learning-sheets (CSLS) gamification teaching model into the learning process; and discussed the effectiveness of board games with augmented reality in improving learning outcomes and emotions. The research participants were 52 senior high school students, who were assigned to the experimental (AR health education board game) or control (health education board game) group in the teaching experiment. The research findings reveal the following. The two groups were significantly different in terms of (1) learning outcomes, (2) negative emotions, (3) flow state in the game.


Webology ◽  
2021 ◽  
Vol 18 (2) ◽  
pp. 972-981
Author(s):  
Mohammed Hasan Aldulaimi ◽  
Thair A Kadhim ◽  
Israa S Kamil ◽  
Musaddak M. Abdul Zahra

Nowadays the use of mobile devices has increased dramatically as they have been integrated into different learning facilities. In this paper, the opinions of high school students and their teachers will be evaluated in order to get a better understanding of how mobile devices are used in the learning environment. A qualitative and quantitative method was used in this study. Multiple cases for the purpose of understanding the level of students' use of these devices in schools. Through the results of this study, it can be determined whether spending on textbooks and supplies is necessary compared to replacing it with technology. This model can be divided into five categories. (MLIS) mobile phone by developing a mobile learning model in Iraqi secondary schools (MLIS). This model can be divided into five categories, including mobile learning, drivers, process, community, and influencing factors. Each of the categories is related to each other, as well as related to planning and goals. However, both students and teachers believe that using mobile devices in an educational setting can help increase overall achievement, improve student motivation, and create a positive learning environment in schools. This study also helps enrich the existing literature on mobile technology in schools, where knowledge is lacking in the Iraqi educational system.


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