“…< 0.05). It can therefore be concluded that the use of AR-based learning media can enhance students' understanding of mechanical wave content, as supported by previous researches [3,[21][22][23][24][25][26][27][28][29][30][31][32].…”
Section: B Results Of the Experimental Stagesupporting
confidence: 61%
“…The previous researches [1][2] found that AR can strengthen students' understanding of concepts and personality. In line with [3,7,[27][28][29][30][31][32][33][34][35][36][37], AR can improve learning and cognitive skills [24][25][26], personal skills and social skills [1,28,38].…”
The incorporation of mobile technology is necessary for physics teachers to improve students’ learning experience. Therefore, this research aimed to develop and analyze mobile learning based on Augmented Reality for physics education in Senior High School. The research employed a mixed-methods approach, which consisted of two stages. First, the use of the research and development (R&D) employing the Instructional Design Analyze, Design, Development, Implementation and Evaluation (ID ADDIE) Model’s, which comprised a series of steps for analysis, design, development, implementation, and evaluation. The second stage is using empirical analysis with limited classes. The validity of the learning device was assessed using an instrument that included aspects of planning, pedagogy, content, and technique. The results of the validation indicated high scores, with an average of 0.91 for planning, 0.94 for pedagogy, 0.96 for content, and 0.90 for technique, thus confirming the validity and reliability of the mobile learning approach for physics education. The empirical analysis conducted revealed a high level of reliability, with an alpha value of 0.82, which resulted in the determination that the mobile learning approach was valid and reliable for physics education. The second stage of the research was the experimental method. Two classes were randomly selected among six classes of student’s grade XI of SMA Pekanbaru, A class was designed as the experimental group, while another served as the control group which both groups consisted of 34 students which was selected based on homogeneity and normality test results. The results of the experiment indicated that multimedia mobile learning based on Augmented Reality can have a positive impact on students’ achievement in physics.
“…< 0.05). It can therefore be concluded that the use of AR-based learning media can enhance students' understanding of mechanical wave content, as supported by previous researches [3,[21][22][23][24][25][26][27][28][29][30][31][32].…”
Section: B Results Of the Experimental Stagesupporting
confidence: 61%
“…The previous researches [1][2] found that AR can strengthen students' understanding of concepts and personality. In line with [3,7,[27][28][29][30][31][32][33][34][35][36][37], AR can improve learning and cognitive skills [24][25][26], personal skills and social skills [1,28,38].…”
The incorporation of mobile technology is necessary for physics teachers to improve students’ learning experience. Therefore, this research aimed to develop and analyze mobile learning based on Augmented Reality for physics education in Senior High School. The research employed a mixed-methods approach, which consisted of two stages. First, the use of the research and development (R&D) employing the Instructional Design Analyze, Design, Development, Implementation and Evaluation (ID ADDIE) Model’s, which comprised a series of steps for analysis, design, development, implementation, and evaluation. The second stage is using empirical analysis with limited classes. The validity of the learning device was assessed using an instrument that included aspects of planning, pedagogy, content, and technique. The results of the validation indicated high scores, with an average of 0.91 for planning, 0.94 for pedagogy, 0.96 for content, and 0.90 for technique, thus confirming the validity and reliability of the mobile learning approach for physics education. The empirical analysis conducted revealed a high level of reliability, with an alpha value of 0.82, which resulted in the determination that the mobile learning approach was valid and reliable for physics education. The second stage of the research was the experimental method. Two classes were randomly selected among six classes of student’s grade XI of SMA Pekanbaru, A class was designed as the experimental group, while another served as the control group which both groups consisted of 34 students which was selected based on homogeneity and normality test results. The results of the experiment indicated that multimedia mobile learning based on Augmented Reality can have a positive impact on students’ achievement in physics.
“…VR environment in terms of learners' perceptions and their conceptual learning in Physics learning increased (Georgiou et al, 2020;Tsivitanidou et al, 2021). The use of virtual reality technology in the e-learning environment had a positive effect on students (Abdüsselam & Erten, 2022;Rogers et al, 2017;Wiederhold et al, 2018;F. Yang & Wu, 2010).…”
Augmented Reality (AR) & Virtual Reality (VR) are now wide open to all fields. The objectives of this study are to analyze the comparison of trend research on the top 200 cited AR and VR publications in all areas, to identify the comparison of trend mapping visualization on AR and VR publications in Physics learning research, to compare the top 10 most productive author of the AR and VR in Physics learning research, to determine the top-cited author, subject areas and affiliation of the AR and VR in Physics learning research, to analyze the comparison of the distribution of AR and VR publications in Physics learning research.This research analyzes bibliometrics on 'AR' and 'VR' keywords as general fields and specifies it to implement AR and VR in Physics education and compare them. The metadata gathered is from the Scopus database and investigated by VOSViewer. This research shows that the trend of research in AR and VR in all fields is increasing each year. The top keywords used in AR and VR to Physics learning are 'AR' and 'VR', with total link strengths of 479 and 1,882. AR and VR can be integrated into the classroom from toddler to secondary school. Implications of the review of the top 10 cited publications require more improvement and optimization of AR and VR stability.
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