As a developing country, Malaysia needs to produce adequate human resource in science and technology related fields. This is important especially towards making Malaysia a developed nation by 2020. Unfortunately, there is a downward trend in the number of students pursuing the science stream at the secondary education level. Lack of motivation has been identified as one of the cause of this phenomenon. This paper introduces an enhanced science textbook using Augmented Reality (e-STAR) application that facilitates students in science learning. The e-STAR is intended to motivate the students to be more interested in science. This paper also discusses on the evaluation of the e-STAR among a sample of form two secondary school students. Quantitative data was collected using questionnaires for evaluating the following dimensions: motivation, ease of use, engaging, enjoyment and fun. The results indicate that the users agreed on all the dimensions. The findings proved that the e-STAR application can be one of the potential solutions to the above mentioned phenomenon.
Over the past few years, new and improved learning techniques and technologies have been introduced. Among them, interactive media holds a lot of potential in learning. This technology highly promotes self-directed and active learning approaches and has capabilities to foster the learning process. Furthermore, the emergence of persuasive technology increased the capability of the media features to be used in learning field within variety of ways. Persuasive technology is the attempts of several researchers and its founder to proof the power of persuasion through the computer technology in changing peoples' behavior and attitude. Even though previous studies have highlighted the various features of interactive media contribute to learning, our preliminary study indicated that most of elderly prefers conventional learning approach over computer approach. It is evident that elderly choose the use of computer applications as their last resort in learning. In order to highlight an interactive media system with persuasion elements, this study attempt to propose a conceptual model of interactive persuasive learning system for elderly that can be used in encouraging them to learn using computer-based learning tools. Thus this paper reviews the introduction of persuasive technology and interactive media. Then, we propose the conceptual model of interactive persuasive learning system for elderly that can be used in encouraging them to learn using computer-based learning tools. The proposed model will be helpful in designing and developing interactive media systems that can encourage and engage a learning process among elderly.
Analyzing data from top Japanese industries, Nonaka and Takeuchi concluded that knowledge creation involves the processes of interaction and transaction of tacit and explicit knowledge between experts and novices that employ the processes of Socialization, Externalization, Combination, and Internalization (SECI). The SECI model is appealing but has not been shown to be applicable to the field of education. Thus, this study investigated whether the SECI model could explain the knowledge creation processes in education for demographic factors in online Learning Management System (LMS) supported postgraduate courses. The sample comprised 160 postgraduate students enrolled in LMS-supported courses in higher learning institution. Data was analyzed using statistical analysis such as independence samples t-test and one-way analysis of variance (ANOVA). It was found that the Socialization process has significant difference in the scores for all the demographic factors. These findings suggest that for Socialization process, careful review of LMS-supported teaching method among the postgraduate students should be undertaken to harness the knowledge creation processes from lecturers as experts to students as novices.
Conceptual model of mobile augmented reality (AR) for cultural heritage site based on enjoyable informal learning aspect is proposed to help technical or content developers to develop mobile AR application specifically for cultural heritage site that include enjoyable learning aspect. The conceptual model provides appropriate content, navigation and user interface design, interactivity, features, hardware, and process for providing informal learning in enjoyable way at cultural heritage site using mobile AR. The conceptual model consists of three structures, six components, and twenty nine elements. The usage of conceptual model is flexible which can be implemented according to developer’s needs and preferences.
Nowadays, designers are more concern with the issue of engagement and informal learning at museum and gallery sites. This has made studies to focus more on the use of Mobile Augmented Reality (MAR) at museum and gallery sites. However, most of the MAR applications for museum visitors are largely tailored to normal hearing visitors while the hearing-impaired (HI) visitors are not supported. The hearing impaired (HI) community account for over 5% of the world's populace which is about 360 million people. Thus, this paper explores the design elements of mobile augmented reality for engaging hearing impaired visitors at the museum site. The findings of this paper argues that there are eleven major elements of engagement of MAR needed for the design of an efficient museum MAR app for hearing impaired visitors. These eleven elements include Aesthetics, Curiosity, Usability, Interaction, Motivation, Satisfaction, Self-Efficacy, Perceived Control, Enjoyment, Focused Attention and Interest. This study pointed out that for an efficient and engaged MAR app for the HI community especially HI visitors to museum sites, these eleven elements are critical. This finding will help MAR designers and developers on how to design an efficient and engaged MAR app for the HI community at large and museum HI visitors specifically.
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