The Use of Augmented Reality Pop-Up Book to Increase Motivation in English Language Learning For National Primary School (original) (raw)
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The Application of Augmented Reality (AR) to Language Learning and its Impact on Student Motivation
International Journal of Linguistics Studies, 2022
The recent emergence of digital authoring tools related to Augmented Reality (AR), such as Zooburst, Roar or Aumentaty, has facilitated the integration of this cutting-edge technology in Education. Consequently, different publications have come out to light about the affordances and limitations of integrating technology AR in the EFL/ESL classroom. Thus, this study seeks to analyze and review the recent trends in AR implementation in the English as a Foreign Language Classroom (EFL) and to present the main projects aimed at teaching English with AR-based projects that have been published in the latest years in WOS and Scopus. Following the methodology, the improvement in the performance of the student in different areas of study has been proved while using AR in EFL teaching.
Augmented Reality Games and Motivation in Language Learning
Association for the Advancement of Computing in Education (AACE), 2018
Today educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as Foreign Language teachers and learners. Augmented reality, which is another growing phenomenon on mobile devices, is a technology that incorporates digital information such as images, video and audio into real-world spaces. As a part of mobile learning, augmented reality technique has potential to facilitate learning through enjoyment over learning tasks, engagement and motivation. Designed in descriptive survey model, this study intended to assess English language learners' subjective experience regarding the implementation of augmented reality-based learning materials in their language classes with a game-based approach in Anadolu University, Turkey. The analysis of the questionnaire items showed that most of the students accepted the activities in augmented learning environment highly motivating and enjoyable, which is a similar finding in augmented reality research.
The effect of augmented reality games on English as foreign language motivation
E-Learning and Digital Media, 2019
Today, educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as foreign language teachers and learners. Augmented reality, which is another growing phenomenon on mobile devices, is a technology that incorporates digital information such as images, video, and audio into real-world spaces. As a part of mobile learning, augmented reality technique has potential to facilitate learning through enjoyment over learning tasks, engagement and motivation. Designed in descriptive survey model, this study intended to assess English as a foreign language learners' subjective experience regarding the implementation of augmented reality-based learning materials in their language classes with a game-based approach in Anadolu University, Turkey. The analysis of the questionnaire items showed that most of the students accepted the activities in augmented learning environment highly motivating and enjoyable , which is common in augmented reality research.
Multimedia and Expo (ICME), 2012 IEEE …, 2012
Augmented Reality (AR) for academic purposes is growing in the same upward direction as the expansion of smart multimedia into education and lifelong learning. This paper reports on an AR curriculum materials research and development project which employs storytelling as a teaching technique in a blended learning environment for Grade Three students in Bangkok learning English. It involved an AR 3D pop-up book as a tool for teachers to deliver the story of a children's book, namely The Seed Shooting Game, to teach various English language aspects to young children. The primary rationale supporting this research was the high demand and appreciation of the potential to integrate Augmented Reality into classrooms effectively to enhance learning. This article aims to detail each phase of the production process: pre-production, production and post production. The population for this study were 484 Grade Three Thai students of whom 99 were purposively selected. An added finding was the depth of learning -comprehension and engagement gained from the English lesson were higher than their pre-test scores. The majority of participants indicated that the Augmented Reality book was a stimulating educational resource that increased the desire to learn.
Frontiers in education, 2024
The integration of Augmented Reality (AR) in language learning has garnered attention in the field of education, yet its effectiveness in enhancing grammar proficiency among secondary school students remains relatively unexplored, especially given that previous research has predominantly focused on vocabulary acquisition at the primary and college levels. This study, based on a mixedmethods approach and convenience sampling, is aimed at assessing students' attitudes toward the integration of technology (H1) in language learning and examining the impact of using AR on grammar learning (H2) and motivation (H3) among secondary education students. Employing a mixed-method approach and convenience sampling, the research involved 130 students aged 14 to 15 from two secondary schools, divided into an experimental group (n = 64) and a control group (n = 66). Both groups received instruction on English comparative and superlative forms and completed a variety of exercises. The control group followed a traditional approach using a printed handbook, while the experimental group engaged with an AR-based lesson containing equivalent grammar activities and vocabulary in a multimedia format. Pre and post-tests were administered to evaluate grammar proficiency, accompanied by pre and post-surveys. Semi-structured discussion was used for the qualitative data. The findings revealed a strong interest in integrating AR technology into grammar learning, underscored by a positive attitude toward its implementation in secondary education. However, no statistically significant differences were detected in grammar learning performance between the two student groups. These findings emphasize the importance of providing proper teacher training in secondary education to effectively utilize AR technology and highlight the need for further research to explore its effectiveness and long-term impact.
Malaysian Online Journal of Educational Technology, 2023
This research aims to reveal the effects of using augmented reality applications on seventh-grade secondary school students' academic achievement and motivation and to identify students' views on augmented reality applications. For this purpose, the augmented reality application called "CellAR" has been developed for the "Cell and Cell Division" unit. The study used pre-test-post-test control group quasi-experimental design research method and general survey model. During the research, the experimental group students used the CellAR augmented reality learning application developed by the researcher in addition to the regular course materials (textbooks, e-books, printed materials, videos, visuals, etc.). In contrast, the students in the control group used only the regular course materials. An academic achievement test, motivation scale, and opinion questionnaire for augmented reality application were used to collect data. T-test for independent samples, single-factor analysis of covariance (ANCOVA), and descriptive statistics were used. According to the results, the academic achievement and motivation of the students in the experimental group using augmented reality application were significantly higher than the students in the control group. According to descriptive results, the students thought that the augmented reality application helped them learn the subjects, facilitated the concretization of abstract concepts, and provided active learning experiences. Similarly, the students found the augmented reality application interesting and stated that it increased their creativity and motivation.
Developing Learning Media Based on Augmented Reality (Ar) to Improve Learning Motivation
JETL (Journal Of Education, Teaching and Learning), 2016
This research aims to reveal the development of Augmented Reality-based learning media to increase motivation to learn computer assembly materials. This research is an research and development type. The population was ninth students of SMP Harapan Ananda Kubu Raya totaling 112 students. The sample was 68 students with proportional random sampling technique. Data Collection using a questionnaire. To test the hypothesis, one-tailed t-test was used. Data analysis was performed descriptively. The results showed that one-tailed t-test data is posttest questionnaire motivation experimental class and control sig 0.000 <α 0.05, so it can be concluded that the motivation to learn the experimental group was higher than the control group.
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini
This study discussed the application of augmented reality as a medium of learning in English subjects in elementary schools. This study used multimodal analysis. The theory used is Multimodal by Kress and Leeuwen. The object of this research was a teacher who teaches English subjects in elementary schools. The location of this research is at one Elementary school in Medan city. In data collection used nonverbal data in the form of images, assisted by recording techniques, with the method of listening. The data collection instrument used a questionnaire, and an interview sheet. The results of this study are teachers are able to use Augmented Reality-based learning media in learning English well. Hence, there is an increase in student learning outcomes in English subjects after using Augmented Reality-based learning media. Based on the data obtained, it can be concluded that there is an increase in student learning outcomes before and after use which is obtained through the results of...
Augmented Reality for Learning English: Achievement, Attitude and Cognitive Load Levels of Students
In this study, achievement, attitude and cognitive load levels of students in learning English by Augmented Reality (AR) is examined. Within this context, it is researched whether cognitive load and attitudes of students differ according to the achievement levels of students or not and the correlation between these variables were revealed. In the study, casual-comparative and correlational methods were used. The sample of the study is composed of 122 fifth-grade students (66 males and 56 females) from 5 different secondary schools in Erzurum. In data analysis, descriptive and inferential analysis methods were used. As the result of the study, it is found that secondary school students are pleased with learning English by the aid of AR, they have a low anxiety level and they want such applications to be used their courses in future. Moreover, it is found that the cognitive load levels of students in the process of self-directed learning in AR environment are low. Another important finding of the study is that the attitudes of successful students are significantly higher than others. In addition, the relationships between attitude, achievement and cognitive load levels were revealed in detail.
The Effect of Web Augmented Reality on Primary Pupils’ Achievement in English
Applied System Innovation
The massive development of mobile computing and mobile networks attracts developers and researchers to emerge a new direction for augmented reality on the Web. Web augmented reality is inherently considered platform independent, no pre-installation is required, easy to apply, easy to access, and easy to develop. The current study aims to introduce a vision of including Web AR in school instructional material to keep the teaching methods in line with the tremendous technological growth and invest students’ knowledge in this field. The main objective of this study is to develop a QR code-based tracking Web AR application to investigate the effect of Web AR on the achievement of 4th-year primary school pupils in English. The procedure of Web AR application includes two basic steps. Firstly, the convincing Web AR development platform is selected according to three evaluation criteria. Secondly, developing the Web AR with 73 English vocabularies included in the last four units of the Ira...