Valarmathie, Gopalan (2020) Mobile augmented reality factors for learning motivation in science experiment. Doctoral thesis, Universiti Utara Malaysia.
![[thumbnail of depositpermission_s901803.pdf]](https://etd.uum.edu.my/style/images/fileicons/text.png)
depositpermission_s901803.pdf
Restricted to Repository staff only
Download (210kB) | Request a copy
![[thumbnail of s901803_01.pdf]](https://etd.uum.edu.my/style/images/fileicons/text.png)
s901803_01.pdf
Download (5MB)
![[thumbnail of s901803_02.pdf]](https://etd.uum.edu.my/style/images/fileicons/text.png)
s901803_02.pdf
Download (2MB)
![[thumbnail of s901803_references.docx]](https://etd.uum.edu.my/style/images/fileicons/text.png)
s901803_references.docx
Download (122kB)
Abstract
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.
Item Type: | Thesis (Doctoral) |
---|---|
Supervisor : | Abu Bakar, Juliana Aida and Zulkifli, Abdul Nasir |
Item ID: | 8590 |
Uncontrolled Keywords: | Mobile Augmented Reality Science Experiment, Learning Motivation, Enjoyment, Realism, Usability |
Subjects: | Q Science > Q Science (General) |
Divisions: | Awang Had Salleh Graduate School of Arts & Sciences |
Date Deposited: | 29 Aug 2021 03:55 |
Last Modified: | 29 Aug 2021 03:55 |
Department: | Awang Had Salleh Graduate School of Arts & Sciences |
Name: | Abu Bakar, Juliana Aida and Zulkifli, Abdul Nasir |
URI: | https://etd.uum.edu.my/id/eprint/8590 |