Abstract:The objectives of the study were 1) Synthesize the conceptual framework of blended instruction on the cloud via an interactive augmented reality technology model to enhance digital literacy, 2) Design the blended instruction on the cloud via an interactive augmented reality technology model, 3) Develop the blended instruction on the cloud via an interactive augmented reality technology model, and 4) Study the suitability assessment of the blended instruction on the cloud via an interactive augmented reality te… Show more
“…The results above are in line with the research of Chatwattana et al (2022), who stated that the combination of the New Normal learning styles and the learning through digital technology, which enable modern learners to learn by doing and respond directly to learning experiences and challenges, can bring about a learning organization in the future. The results are also consistent with the research of Soutthaboualy, Chatwattana & Piriyasurawong (2021), who said that the creation of quality and efficient education systems is considered the main mechanism for the development of human potential and competencies. This is because the effective education systems shall support and encourage learners to seek knowledge on their own, take actions, focus on upskilling and creating positive attitudes towards lifelong learning, exchange knowledge and interact with one another via online social networks, and have unlimited access to information based on innovations and digital technology.…”
The challenge-based learning with social media model, or CBLS model, to promote technology literacy skills for learners is based on the concepts of challenge-based learning process integrated with the ideas to use social media as a tool for the management of learning activities. The objectives of this research are (1) to synthesize the CBLS model to promote technology literacy skills for learners, (2) to design the CBLS model to promote technology literacy skills for learners, and (3) to study the results of the design of the CBLS model to promote technology literacy skills for learners. The participants in this research are seven experts from different institutions in higher education, including the four males and three females, all of whom are experts in educational technology, which are specialized in design instruction system. These participants were all given confidentiality and anonymity. The results of this research show that (1) the overall suitability of the design of the CBLS model is at the high level (mean = 4.49, SD = 0.32), and (2) the suitability of the elements of the CBLS model is at the highest level (mean = 4.93, SD = 0.19).
“…The results above are in line with the research of Chatwattana et al (2022), who stated that the combination of the New Normal learning styles and the learning through digital technology, which enable modern learners to learn by doing and respond directly to learning experiences and challenges, can bring about a learning organization in the future. The results are also consistent with the research of Soutthaboualy, Chatwattana & Piriyasurawong (2021), who said that the creation of quality and efficient education systems is considered the main mechanism for the development of human potential and competencies. This is because the effective education systems shall support and encourage learners to seek knowledge on their own, take actions, focus on upskilling and creating positive attitudes towards lifelong learning, exchange knowledge and interact with one another via online social networks, and have unlimited access to information based on innovations and digital technology.…”
The challenge-based learning with social media model, or CBLS model, to promote technology literacy skills for learners is based on the concepts of challenge-based learning process integrated with the ideas to use social media as a tool for the management of learning activities. The objectives of this research are (1) to synthesize the CBLS model to promote technology literacy skills for learners, (2) to design the CBLS model to promote technology literacy skills for learners, and (3) to study the results of the design of the CBLS model to promote technology literacy skills for learners. The participants in this research are seven experts from different institutions in higher education, including the four males and three females, all of whom are experts in educational technology, which are specialized in design instruction system. These participants were all given confidentiality and anonymity. The results of this research show that (1) the overall suitability of the design of the CBLS model is at the high level (mean = 4.49, SD = 0.32), and (2) the suitability of the elements of the CBLS model is at the highest level (mean = 4.93, SD = 0.19).
“…These digital-based information sources must be used properly and help students to learn to be prepared optimally (Waliyuddin & Sulisworo, 2021). It means that digital-based information must be created by maximizing the potential of technological progress, which is packaged attractively (Shoutthaboualy, Chatwattana & Piriyasurawong, 2021;Nurhasanah, Widodo & Riandi, 2019;Hsu, Wenting & Hughes, 2018).…”
Section: Figure 3 Digital Literacy Pretest-posttest Datamentioning
confidence: 99%
“…One of the suitable learning media for 21 st century learning to improve critical thinking skills and facilitate students' digital literacy is augmented reality. This augmented reality technology can add specific information into the virtual world and display that information in the real world with the help of equipment such as webcams, computers, Android smartphones, or special glasses (Shoutthaboualy, Chatwattana & Piriyasurawong, 2021). Augmented reality can improve students' understanding by displaying 3D objects, text, images, video, and audio, involving students to interact actively with virtual objects and providing fun and exciting learning.…”
Section: Introductionmentioning
confidence: 99%
“…Several studies have stated the effectiveness of augmented reality in improving critical thinking skills, such as the research of Faridi et al (2020), Fendi, Suyatna & Abdurrahman (2021), Dilmen & Atalay (2021), and Syawaluddin, Gunahardi & Rintayati (2019. Furthermore, there were also several studies stating the effectiveness of augmented reality in improving students' digital literacy, including the research of Shoutthaboualy, Chatwattana & Piriyasurawong (2021), Nurhasanah, Widodo & Riandi (2019), and Hsu, Wenting & Hughes (2018. Therefore, researchers researched the development of augmented reality-based learning media that met valid criteria in terms of content, constructs, and practical criteria and could be used to improve elementary school students' critical thinking skills and digital literacy.…”
<p>Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran berbasis augmented reality untuk meningkatkan keterampilan berpikir kritis dan literasi digital siswa sekolah dasar. Metode penelitian ini adalah Research and Development (R&D) dengan model ADDIE. Adapun hasil penelitian menunjukkan: (1) tahap analysis dilaksanakan dengan analisis media, analisis kurikulum dan analisis materi sebagai pedoman perancangan media yang efisien dan efektif; (2) tahap design dilaksanakan dengan merancang kerangka media augmented reality serta pembuatan instrumen penelitian; (3) tahap development dilaksanakan dengan mengembangkan rancangan media pembelajaran dan instrumen penelitian, penilaian dari para ahli dengan hasil sangat layak serta merevisi media berdasarkan kritik dan saran; (4) tahap implementation dilaksanakan melalui uji coba pengembangan media AR serta analisis pretest-posttest keterampilan berpikir kritis dan literasi digital menggunakan uji normalitas, N-gain score dan uji independent t-test; (5) tahap evaluasi dilaksanakan dengan revisi akhir dan analisis angket respon siswa yang menunjukkan bahwa tingkat kepraktisan produk dikategorikan sangat praktis. Simpulan penelitian ini adalah media AR efektif untuk meningkatkan keterampilan berpikir kritis dan literasi digital siswa sekolah dasar.</p>
“…In response to these challenges, the development and implementation of Augmented Reality (AR)-based learning applications are seen as a promising solution. Such applications, as described by Shoutthaboualy, Chatwattana & Piriyasurawong (2021) 2021) note, to tailor their instructional strategies to each student's unique learning style, thus personalizing the educational experience in a way traditional methods cannot.…”
The aim of this study was to leverage augmented reality (AR) technology in enhancing English language learning, focusing on the development and evaluation of AR-based learning media for educational use, particularly at SD IT Imam Syafe鈥檌. The study encompassed a comprehensive approach, starting with an analysis of existing educational tools to identify the need for AR in language learning, followed by the design and development of an AR framework tailored for English education. This process included expert evaluations and revisions to ensure the quality and effectiveness of the AR tools. The implementation phase involved testing the AR media in an educational setting and analyzing its impact on students' critical thinking and digital literacy through various quantitative methods. Finally, the study evaluated the practicality and user-friendliness of the AR learning media based on student feedback, aiming to provide insights and resources for educators and institutions interested in integrating advanced technology into their teaching practices, with potential applications extending to school-based and Islamic boarding school-based university environments.
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