Ecoliteracy Learning Design with Augmented Reality-Based SETS Approach for Flood Disaster Education DOI Open Access

Siva Safitri,

Juhadi Juhadi,

Ananto Aji

и другие.

IJORER International Journal of Recent Educational Research, Год журнала: 2024, Номер 5(3), С. 779 - 795

Опубликована: Июнь 14, 2024

Objective: : Environmental damage is strongly related to the threat of flood disasters. To reduce impact risk, environmental care behavior and disaster education are needed in formal education. The purpose this study apply Ecoliteracy learning design with an Augmented Reality-based SETS approach increase students' knowledge about efforts risk. Method: This uses a mixed method concurrent embedded design; trial was carried out one Class XI specialization geography at State high school 1 Sayung. research syntax (Science Environment Technology Society) Reality Application media. Results: results showed that AR media has assessment score percentage 90.46% very good criteria, process can make students more interested material, but realm science still needs support from teachers. Pre-Test Post-Test paired sample tests obtained value Sig.<0.05. means effective increasing knowledge, caring for environment Novelty: use augmented reality education, especially Generation Z. Research using maple yet be conducted, so it first step developing design.

Язык: Английский

Augmented Reality for Therapeutic Education in Patients with Diabetes: Short- and Mid-Term Learning Benefits DOI Creative Commons
Marı́a Elisa Calle, Francisco Abad, M.‐Carmen Juan

и другие.

Sensors, Год журнала: 2025, Номер 25(4), С. 1017 - 1017

Опубликована: Фев. 8, 2025

This work aims to evaluate the effectiveness of knowledge transfer through an Augmented Reality (AR) application, assessing short- and mid-term retention in children adults with Type 1 diabetes. One objective is determine if AR application helps patients learn about carbohydrate content different foods (N = 27 Ecuadorian patients). Another usability satisfaction perceived by patients. An additional compare data from our study Ecuador a similar conducted Spanish 42). The results show that effective for short-term (p < 0.001) has suggestively significant effect on 0.05). had equalizing outcomes between groups (Ecuador Spain) despite initial differences. significantly increased patients' was both adults. Patient high, learning were not influenced age or gender. retention, benefiting regardless experience very positive. Therefore, valuable tool therapeutic education diabetes since it offers support easily accessible mobile devices, enabling autonomous learning, contributes creation innovative, patient-centered healthcare solutions.

Язык: Английский

Процитировано

1

Affective Computing in Augmented Reality, Virtual Reality, and Immersive Learning Environments DOI Open Access
Γεώργιος Λαμπρόπουλος, Pablo Fernández‐Arias, Álvaro Antón‐Sancho

и другие.

Electronics, Год журнала: 2024, Номер 13(15), С. 2917 - 2917

Опубликована: Июль 24, 2024

As students’ affective states can differ between learning that occurs in traditional classrooms when compared with takes place extended reality and immersive environments, it is important to examine the role of computing. Therefore, this study aims provide an overview regarding use computing context augmented reality, virtual environments metaverse. Hence, examines presents state art through a review bibliometric analysis 188 documents existing literature from Scopus Web Science (WoS) 2005 2023. The follows Preferred Reporting Items for Systematic reviews Meta-Analyses (PRISMA) statement identify select relevant topic documents. In addition literature, emerging topics themes are identified future research directions presented. significant within arose. Their ability offer engaging interactive experiences while also being able recognize, monitor, respond consider their emotions, personalities, characteristics, knowledge, preferences adaptive personalized was evident. Additionally, potential enrich educational activities, increase outcomes, support special education emerged. When capitalize on computing, meaningful occur self-regulated be promoted.

Язык: Английский

Процитировано

7

Thermodynamics-Augmented Reality as a Visual Learning Media to Improve Student Creativity DOI Creative Commons

Juis Hildayanti,

Janati Janati,

Galih Ilqi Qurtubi

и другие.

AMPLITUDO Journal of Science & Technology Innovation, Год журнала: 2025, Номер 4(1), С. 10 - 13

Опубликована: Фев. 28, 2025

In the digital era, integrating technology in education provides a great opportunity to improve quality of learning. Using smart devices and educational applications creates an interactive learning experience, expands access global resources, facilitates collaboration-based this context, smartphone-based mobile (M-learning), especially Android, has become popular medium among teenagers. This offers potential increasing effectiveness teaching process, materials that require complex visualization, such as thermodynamics physics. The abstract concept is often difficult for students understand without adequate leading misconceptions. To overcome problem, Augmented Reality (AR) can be used combine real world with content time, allowing clearer more concrete visualizations. development AR-based media on materials, Thermodynamics-Augmented Reality, expected reduce misconceptions, increase creativity, facilitate students' deeper understanding concepts.

Язык: Английский

Процитировано

0

The Use of Augmented Reality and Artificial Intelligence Exercises to Improve Engagement in STEM Classes DOI

Mariana E. Elizondo-García,

Vianney Lara-Prieto, Rebeca García‐García

и другие.

Lecture notes in networks and systems, Год журнала: 2025, Номер unknown, С. 273 - 280

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Ecoliteracy Learning Design with Augmented Reality-Based SETS Approach for Flood Disaster Education DOI Open Access

Siva Safitri,

Juhadi Juhadi,

Ananto Aji

и другие.

IJORER International Journal of Recent Educational Research, Год журнала: 2024, Номер 5(3), С. 779 - 795

Опубликована: Июнь 14, 2024

Objective: : Environmental damage is strongly related to the threat of flood disasters. To reduce impact risk, environmental care behavior and disaster education are needed in formal education. The purpose this study apply Ecoliteracy learning design with an Augmented Reality-based SETS approach increase students' knowledge about efforts risk. Method: This uses a mixed method concurrent embedded design; trial was carried out one Class XI specialization geography at State high school 1 Sayung. research syntax (Science Environment Technology Society) Reality Application media. Results: results showed that AR media has assessment score percentage 90.46% very good criteria, process can make students more interested material, but realm science still needs support from teachers. Pre-Test Post-Test paired sample tests obtained value Sig.<0.05. means effective increasing knowledge, caring for environment Novelty: use augmented reality education, especially Generation Z. Research using maple yet be conducted, so it first step developing design.

Язык: Английский

Процитировано

0