scholarly journals Towards a Mobile Application for an Engineering Geology Course - A Contribution to Improved Student Learning

Author(s):  
João Paulo Barros ◽  
Pedro Caixinha ◽  
Sofia Soares
1975 ◽  
Vol 50 (4) ◽  
pp. 398-400
Author(s):  
A Fosson ◽  
D Fischer ◽  
L Patterson

2000 ◽  
Vol 75 (5) ◽  
pp. 533-534 ◽  
Author(s):  
SARENA D. SEIFER ◽  
KARA CONNORS

2018 ◽  
Vol 1 (1) ◽  
pp. 69 ◽  
Author(s):  
Julita Haber ◽  
Robert Tesoriero

<p><em>With the</em><em> </em><em>growing shift from lecture-style teaching methods to interactive and experiential group exercises, instructors need to know more about their students, such as</em><em> </em><em>their desired impressions, to adequately engage and support students’ social</em><em> </em><em>interactions. This study addresses this need by</em><em> </em><em>providing an overall understanding of the types of images that are important for students to project when interacting with others in a classroom. After a concise review of impression management literature and grounding our reasoning in cybernetic theory </em><em>(Bozeman &amp; Kacmar, 1997) </em><em>this study offers an insight of the positive impressions students desire to project in front of their peers and professors and the negative impressions students aim to avoid. With</em><em> </em><em>a two-part</em><em> </em><em>survey based on 269 responses, we measured students’ ranking of specific images</em><em> </em><em>and the effort level they exerted towards achieving or avoiding them. We offer suggestions of how these findings can be integrated into teaching for improved student learning and experiences. </em><em></em></p>


2019 ◽  
Vol 2019 ◽  
pp. 1-14 ◽  
Author(s):  
Tasneem Khan ◽  
Kevin Johnston ◽  
Jacques Ophoff

The research on augmented reality applications in education is still in an early stage, and there is a lack of research on the effects and implications of augmented reality in the field of education. The purpose of this research was to measure and understand the impact of an augmented reality mobile application on the learning motivation of undergraduate health science students at the University of Cape Town. We extend previous research that looked specifically at the impact of augmented reality technology on student learning motivation. The intrinsic motivation theory was used to explain motivation in the context of learning. The attention, relevance, confidence, and satisfaction (ARCS) model guided the understanding of the impact of augmented reality on student motivation, and the Instructional Materials Motivation Survey was used to design the research instrument. The research examined the differences in student learning motivation before and after using the augmented reality mobile application. A total of 78 participants used the augmented reality mobile application and completed the preusage and postusage questionnaires. The results showed that using an augmented reality mobile application increased the learning motivation of students. The attention, satisfaction, and confidence factors of motivation were increased, and these results were found to be significant. Although the relevance factor showed a decrease it proved to be insignificant.


Eye ◽  
2001 ◽  
Vol 15 (5) ◽  
pp. 635-639 ◽  
Author(s):  
Peter Devitt ◽  
Justine R Smith ◽  
Edward Palmer

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