Are Reality, Simulation, and Augmented Reality Interchangeable?
Year 2023,
, 353 - 371, 31.08.2023
Aslihan İstanbullu
,
Mehmet Horzum
Abstract
Students often ask why they should learn or where they would use this knowledge when learning. Real-life experiences make learning more meaningful for the students. Thus, learning environments where the students could acquire real-life experiences are important. However, due to the student profile, crowded classes, inadequate course hours, technological advances, natural disasters, etc., conventional instruction methods could not meet student requirements and they could not practice. This negatively affects learning achievements and psychomotor skills of the students. Effective real-life educational experiences are required to improve learning achievements and psychomotor skills of the students. Thus, the present study aimed to investigate learning achievement and psychomotor skills levels of college students in the ICT course and substitution of augmented reality applications and simulations with real-life experiences. The study data were collected from 63 college students. Descriptive statistics, two-way ANOVA, and Wilcoxon Signed Rank Test analysis were employed to answer the research questions. The findings demonstrated that augmented reality and simulation-assisted learning environments were as effective as real-life learning environments in the improvement of the learning achievements and psychomotor skills of the students in the ICT course. Thus, it could be suggested that augmented reality or simulation applications could be employed in learning environments that lack real-life experiences.
Supporting Institution
Sakarya University Scientific Research Projects Coordination Unit
Project Number
BAP2015-70-02-008
Thanks
Thanks to Sakarya University Scientific Research Projects Coordination Unit to support our research.
References
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Year 2023,
, 353 - 371, 31.08.2023
Aslihan İstanbullu
,
Mehmet Horzum
Project Number
BAP2015-70-02-008
References
- Aldalalah, O. M., Ababneh, Z., Bawaneh, A., & Alzubi, W. (2019). Effect of augmented reality and simulation on the achievement of mathematics and visual thinking among students. International Journal of Emerging Technologies in Learning (IJET), 14(18), 164. https://doi.org/10.3991/ijet.v14i18.10748
- Alfred, M., Neyens, D. M., & Gramopadhye, A. K. (2018). Comparing learning outcomes in physical and simulated learning environments. International Journal of Industrial Ergonomics, 68, 110–117. https://doi.org/10.1016/j.ergon.2018.07.002
- Almasri, F. (2022). Simulations to teach science subjects: connections among students’ engagement, self-confidence, satisfaction, and learning styles. Education and Information Technologies, 27(5), 7161–7181. https://doi.org/10.1007/s10639-022-10940-w
- Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34–47. https://doi.org/10.1109/38.963459
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- Chang, H.-Y., Binali, T., Liang, J.-C., Chiou, G.-L., Cheng, K.-H., Lee, S. W.-Y., & Tsai, C.-C. (2022). Ten years of augmented reality in education: A meta-analysis of (quasi-) experimental studies to investigate the impact. Computers & Education, 191, 104641. https://doi.org/10.1016/j.compedu.2022.104641
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Chang, K.-E., Zhang, J., Huang, Y.-S., Liu, T.-C., & Sung, Y.-T. (2020). Applying augmented reality in physical education on motor skills learning. Interactive Learning Environments, 28(6), 685–697. https://doi.org/10.1080/10494820.2019.1636073
- Chang, S.-C., & Hwang, G.-J. (2018). Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions. Computers & Education, 125, 226–239. https://doi.org/10.1016/j.compedu.2018.06.007
- Chiang, F.-K., Shang, X., & Qiao, L. (2022). Augmented reality in vocational training: A systematic review of research and applications. Computers in Human Behavior, 129, 107125. https://doi.org/10.1016/j.chb.2021.107125
- Eswaran, M., Gulivindala, A. K., Inkulu, A. K., & Raju Bahubalendruni, M. V. A. (2023). Augmented reality-based guidance in product assembly and maintenance/repair perspective: A state of the art review on challenges and opportunities. Expert Systems with Applications, 213, 118983. https://doi.org/10.1016/j.eswa.2022.118983
- Evangelou, F., & Kotsis, K. (2019). Real vs virtual physics experiments: Comparison of learning outcomes among fifth grade primary school students. A case on the concept of frictional force. International Journal of Science Education, 41(3), 330–348. https://doi.org/10.1080/09500693.2018.1549760
- Fidalgo, C. G., Yan, Y., Cho, H., Sousa, M., Lindlbauer, D., & Jorge, J. (2023). A Survey on Remote Assistance and Training in Mixed Reality Environments. IEEE Transactions on Visualization and Computer Graphics, 29(5), 2291–2303. https://doi.org/10.1109/TVCG.2023.3247081
- Garzón, J., & Acevedo, J. (2019). Meta-analysis of the impact of Augmented Reality on students’ learning gains. Educational Research Review, 27, 244-260.
- Garzón, J., Pavón, J., & Baldiris, S. (2017). Augmented reality applications for education: Five directions for future research. In L. T. De Paolis, P. Bourdot, & A. Mongelli (Eds.), Augmented Reality, Virtual Reality, and Computer Graphics (Vol. 10324, pp. 402–414). Springer International Publishing. https://doi.org/10.1007/978-3-319-60922-5_31
- Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23(4), 447–459. https://doi.org/10.1007/s10055-019-00379-9
- Gül, K., & Şahi̇N, S. (2017). Bilgisayar Donanım Öğretimi için Artırılmış Gerçeklik Materyalinin Geliştirilmesi ve Etkililiğinin İncelenmesi. Bilişim Teknolojileri Dergisi, 353–362. https://doi.org/10.17671/gazibtd.347604
- Haleem, A., Javaid, M., Qadri, M. A., & Suman, R. (2022). Understanding the role of digital technologies in education: A review. Sustainable Operations and Computers, 3, 275–285. https://doi.org/10.1016/j.susoc.2022.05.004
- Henderson, M., Selwyn, N., & Aston, R. (2017). What works and why? Student perceptions of ‘useful’ digital technology in university teaching and learning. Studies in Higher Education, 42(8), 1567–1579. https://doi.org/10.1080/03075079.2015.1007946
- Hsiao, H.-S., Chang, C.-S., Lin, C.-Y., & Wang, Y.-Z. (2016). Weather observers: A manipulative augmented reality system for weather simulations at home, in the classroom, and at a museum. Interactive Learning Environments, 24(1), 205–223. https://doi.org/10.1080/10494820.2013.834829
- Hsiao, K.-F., Chen, N.-S., & Huang, S.-Y. (2012). Learning while exercising for science education in augmented reality among adolescents. Interactive Learning Environments, 20(4), 331–349. https://doi.org/10.1080/10494820.2010.486682
- Ibáñez, M. B., Di Serio, Á., Villarán, D., & Delgado Kloos, C. (2014). Experimenting with electromagnetism using augmented reality: Impact on flow student experience and educational effectiveness. Computers & Education, 71, 1–13. https://doi.org/10.1016/j.compedu.2013.09.004
- Ibáñez, M. B., Uriarte Portillo, A., Zatarain Cabada, R., & Barrón, M. L. (2020). Impact of augmented reality technology on academic achievement and motivation of students from public and private Mexican schools. A case study in a middle-school geometry course. Computers & Education, 145, 103734. https://doi.org/10.1016/j.compedu.2019.103734
- Karataş, Ç., & Tüzer, H. (2020). The effect of simulation-based training on the self-confidence and self-satisfaction of nursing students dealing with patients under isolation. Bezmialem Science, 8(3), 227–232. https://doi.org/10.14235/bas.galenos.2019.3416
- Keskin, B. (2020). İstatistiksel güç bir araştirmanin sonuçlarina etki eder mi? örneklem büyüklüğüne nasil karar verilmeli? Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, 157–174. https://doi.org/10.18026/cbayarsos.644692
- Kim, J., Lee, A., & Ryu, H. (2013). Personality and its effects on learning performance: Design guidelines for an adaptive e-learning system based on a user model. International Journal of Industrial Ergonomics, 43(5), 450–461. https://doi.org/10.1016/j.ergon.2013.03.001
- Krueger, M. W. (1993). An Easy Entry Artificial Reality. In Virtual Reality (pp. 147–161). Elsevier. https://doi.org/10.1016/B978-0-12-745045-2.50017-9
- Küçük-Avcı, Ş., Çoklar, A. N., & İstanbullu, A. (2019). Üç boyutlu sanal ortamlar ve artırılmış gerçeklik uygulamalarının öğrenme başarısı üzerindeki etkisi: Bir meta-analiz çalışması. Eğitim ve Bilim, 44(198). https://doi.org/10.15390/EB.2019.7969
- Lai, J.-Y., & Chang, L.-T. (2021). Impacts of Augmented Reality Apps on First Graders’ Motivation and Performance in English Vocabulary Learning. SAGE Open, 11(4), 21582440211047548. https://doi.org/10.1177/21582440211047549
- Lei, Y.-Y., Zhu, L., Sa, Y. T. R., & Cui, X.-S. (2022). Effects of high-fidelity simulation teaching on nursing students’ knowledge, professional skills and clinical ability: A meta-analysis and systematic review. Nurse Education in Practice, 60, 103306. https://doi.org/10.1016/j.nepr.2022.103306
- Li, F., Wang, X., He, X., Cheng, L., & Wang, Y. (2021). How augmented reality affected academic achievement in K-12 education – a meta-analysis and thematic-analysis. Interactive Learning Environments, 0(0), 1–19. https://doi.org/10.1080/10494820.2021.2012810
- Lichti, M., & Roth, J. (2018). How to foster functional thinking in learning environments using computer-based simulations or real materials. Journal for STEM Education Research, 1(1), 148–172. https://doi.org/10.1007/s41979-018-0007-1
- Lindgren, R., Tscholl, M., Wang, S., & Johnson, E. (2016). Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Computers & Education, 95, 174–187. https://doi.org/10.1016/j.compedu.2016.01.001
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