2018
DOI: 10.1111/bjet.12718
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Tablet‐based AR technology: Impacts on students’ conceptions and approaches to learning mathematics according to their self‐efficacy

Abstract: Most studies of Augmented Reality (AR) in education have considered students' learning outcomes and motivation. Previous studies have revealed that AR has the potential to help students learn abstract conceptions in mathematics. In this paper, a series of statistics and probability lessons using AR installed on tablets was designed and developed to examine the effect of the AR technology by comparing the conceptions and learning approaches of junior high school students with different levels of self-efficacy. … Show more

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Cited by 110 publications
(82 citation statements)
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“…In separate work, Ibáñez's and Delgado‐Kloos's () meta‐analysis of 28 papers published on STEM between 2010 and 2017 reported a positive influence of AR on students’ conceptual understanding, motivation and engagement. In terms of examples of disciplinary applications, AR has so far been used as an inquiry tool in mathematics probability and statistics (Cai, Liu, Yang, & Liang, ), as well as to simulate radiation in science (Chang, Wu, & Hsu, ), and as part of a multimedia learning environment to support science reading (Lai, Chen, & Lee, ). As for history education, an example of AR is the game Reliving the Revolution , which simulates the Battle of Lexington (Schrier, ).…”
Section: Review Of Literaturementioning
confidence: 99%
“…In separate work, Ibáñez's and Delgado‐Kloos's () meta‐analysis of 28 papers published on STEM between 2010 and 2017 reported a positive influence of AR on students’ conceptual understanding, motivation and engagement. In terms of examples of disciplinary applications, AR has so far been used as an inquiry tool in mathematics probability and statistics (Cai, Liu, Yang, & Liang, ), as well as to simulate radiation in science (Chang, Wu, & Hsu, ), and as part of a multimedia learning environment to support science reading (Lai, Chen, & Lee, ). As for history education, an example of AR is the game Reliving the Revolution , which simulates the Battle of Lexington (Schrier, ).…”
Section: Review Of Literaturementioning
confidence: 99%
“…According to the previous interpretation, the psychological learning traits may influence subjective engrossing experiences in the virtual learning context (Chu, Humer, & Eckhardt, 2019; Huang et al, 2020) and be related to learning perceptions and attitudes (Cai et al, 2019; Dindar & Akbulut, 2015; Hopp et al, 2015). The subjective engrossing experiences such as perceived immersion have also been verified as linking with perceptions of learning benefits and outcomes (Huang et al, 2010, 2016; Makransky & Lilleholt, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…For example, individuals with higher levels of academic and general self‐efficacy showed a stronger tendency to engage in online games (Dindar & Akbulut, 2015) or communication for game playing (Hopp, Barker, & Schmitz Weiss, 2015). For learning mathematics by AR, junior high school students’ self‐efficacy was found to positively associate with their perceptions of learning mathematics (Cai, Liu, Yang, & Liang, 2019). However, the role of individual traits in IVR learning environments was not clear for young students.…”
Section: Introductionmentioning
confidence: 99%
“…), which impacts our perception and understanding of space and time. Indeed, numerous study such as [208] have proven that AR increases the learning ability. Earlier to this, more research must be conducted in various demographic, geographic areas.…”
Section: Need To Consider Human At the Center Of Service Design Prmentioning
confidence: 99%