1. How to Motivate Students Using Augmented Reality in the Mathematics Classroom? An Experimental Study
- Author
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Wanda Nugroho Yanuarto, Elfis Suanto, Ira Hapsari, and Aulia Nisa Khusnia
- Abstract
An Augmented Reality (AR) approach to creating a maths education app is the focus of this research. To turn the 2D floor plan into 3D objects, students will use their mobile devices to scan the cards. Students can have a better understanding of the 3D shape from various angles by interacting with virtual 3D items. Students can gain a deeper understanding of the method of volume computation by utilising the decomposition or combined functions of the Assembler Edu app. This study compares the digital learning results of students who excel in maths with those of students who struggle, and it does so by analysing the students' motivation both before and after using an AR Assembler Edu app. The study analyses the learning impacts and experiences of the AR Assembler Edu App through the use of achievement assessments, questionnaires, and interviews with teachers and students. The results show that students are receptive to the institute's AR maths learning app and that it might pique their interest in studying. Compared to the pre- and post-study results, the learning effects are much more pronounced. Teacher interviews revealed that students' motivation and three-dimensional composition were significantly improved after using this digital learning resource and interactive experience model.
- Published
- 2024