Mobile augmented reality factors for learning motivation in science experiment
Previous research on Mobile AR (MAR) in science learning fall short in explaining the factors that positively affect learning motivation and did not explain how may one learning motivation be increased. Based on literature review, there is lack of studies on MAR factors in science experiment towards...
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my.uum.etd.85902021-08-29T03:55:42Z https://etd.uum.edu.my/8590/ Mobile augmented reality factors for learning motivation in science experiment Valarmathie, Gopalan Q Science (General) Previous research on Mobile AR (MAR) in science learning fall short in explaining the factors that positively affect learning motivation and did not explain how may one learning motivation be increased. Based on literature review, there is lack of studies on MAR factors in science experiment towards learning motivation and how they should be integrated in mobile AR applications. Hence, this research determines the MAR factors for learning motivation in science experiment. Design science research methodology was adapted. This study determines the MAR factors for learning motivation in science experiment through systematic literature review (SLR) and thematic analysis, namely enjoyment, realism and usability. A conceptual model of Mobile AR in science experiment on learning motivation (MARSELM) has been constructed based on these factors. Then, as a proof of concept, the Mobile AR Physics Experiment (MARPEX) application was developed based on the conceptual model of MARSELM. The study involved 148 upper secondary science stream students as participants to evaluate the MARPEX application. It was conducted through the use of the MARSELM Questionnaire. Pre-test and post-test using six multiple choice questions related to respective physics experiments were also conducted. After six months, a knowledge retention study was conducted among 81 upper secondary science stream students who had participated in the previous session. It is found that the MARPEX application was able to enhance the learning motivation and sustain the knowledge in terms of perception and performance. Even though the knowledge retention obtains a slightly lower mean score than the previous session, the learning motivation among students has increased over time. Thus, this study has developed and validated the MARSELM conceptual model. The MARSELM conceptual model may assist academicians, developers and researchers to design and develop mobile applications for various subjects in order to enhance learning motivation. This will assist the Malaysian government to fulfil the Education Blueprint 2013-2025 towards achieving Quality Education, which is the fourth sustainable development goal of the United Nations. 2020 Thesis NonPeerReviewed text en https://etd.uum.edu.my/8590/1/depositpermission_s901803.pdf text en https://etd.uum.edu.my/8590/2/s901803_01.pdf text en https://etd.uum.edu.my/8590/3/s901803_02.pdf text en https://etd.uum.edu.my/8590/4/s901803_references.docx Valarmathie, Gopalan (2020) Mobile augmented reality factors for learning motivation in science experiment. Doctoral thesis, Universiti Utara Malaysia. |
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Previous research on Mobile AR (MAR) in science learning fall short in explaining the factors that positively affect learning motivation and did not explain how may one learning motivation be increased. Based on literature review, there is lack of studies on MAR factors in science experiment towards learning motivation and how they should be integrated in mobile AR applications. Hence, this research determines the MAR factors for learning motivation in science experiment. Design science research methodology was adapted. This study determines the MAR factors for learning motivation in science experiment through systematic literature review (SLR) and thematic analysis, namely enjoyment, realism and usability. A conceptual model of Mobile AR in science experiment on learning motivation (MARSELM) has been constructed based on these factors. Then, as a proof of concept, the Mobile AR Physics
Experiment (MARPEX) application was developed based on the conceptual model of MARSELM. The study involved 148 upper secondary science stream students as participants to evaluate the MARPEX application. It was conducted through the use of the MARSELM Questionnaire. Pre-test and post-test using six multiple choice questions related to respective physics experiments were also conducted. After six months, a knowledge retention study was conducted among 81 upper secondary science stream students who had participated in the previous session. It is found that the MARPEX application was able to enhance the learning motivation and sustain the knowledge in terms of perception and performance. Even though the knowledge retention obtains a slightly lower mean score than the previous session, the learning motivation among students has increased over time. Thus, this study has developed and validated the MARSELM conceptual model. The MARSELM conceptual model may assist academicians, developers and researchers to design and develop mobile
applications for various subjects in order to enhance learning motivation. This will assist the Malaysian government to fulfil the Education Blueprint 2013-2025 towards achieving Quality Education, which is the fourth sustainable development goal of the United Nations. |
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Mobile augmented reality factors for learning motivation in science experiment |
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Mobile augmented reality factors for learning motivation in science experiment |
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Mobile augmented reality factors for learning motivation in science experiment |
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Mobile augmented reality factors for learning motivation in science experiment |
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Mobile augmented reality factors for learning motivation in science experiment |
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mobile augmented reality factors for learning motivation in science experiment |
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2020 |
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https://etd.uum.edu.my/8590/1/depositpermission_s901803.pdf https://etd.uum.edu.my/8590/2/s901803_01.pdf https://etd.uum.edu.my/8590/3/s901803_02.pdf https://etd.uum.edu.my/8590/4/s901803_references.docx https://etd.uum.edu.my/8590/ |
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