Altmeyer, Kristin; Kapp, Sebastian; Thees, Michael; Malone, Sarah; Kuhn, Jochen; Brünken, Roland
In: British Journal of Educational Technology, 2020.
Abstract | Links | BibTeX | Schlagwörter: AR, augmented reality, O, STEM
@article{Altmeyer2020,
title = {The use of augmented reality to foster conceptual knowledge acquisition in STEM laboratory courses—Theoretical background and empirical results},
author = {Kristin Altmeyer and Sebastian Kapp and Michael Thees and Sarah Malone and Jochen Kuhn and Roland Brünken},
url = {https://doi.org/10.1111/bjet.12900},
doi = {10.1111/bjet.12900},
year = {2020},
date = {2020-01-14},
urldate = {2020-04-23},
journal = {British Journal of Educational Technology},
abstract = {Learning with hands‐on experiments can be supported by providing essential information virtually during lab work. Augmented reality (AR) appears especially suitable for presenting information during experimentation, as it can be used to integrate both physical and virtual lab work. Virtual information can be displayed in close spatial proximity to the correspondent components in the experimentation environment, thereby ensuring a basic design principle for multimedia instruction: the spatial contiguity principle. The latter is assumed to reduce learners' extraneous cognitive load and foster generative processing, which supports conceptual knowledge acquisition. For the present study, a tablet‐based AR application has been developed to support learning from hands‐on experiments in physics education. Real‐time measurement data were displayed directly above the components of electric circuits, which were constructed by the learners during lab work. In a two group pretest–posttest design, we compared university students' (N = 50) perceived cognitive load and conceptual knowledge gain for both the AR‐supported and a matching non‐AR learning environment. Whereas participants in both conditions gave comparable ratings for cognitive load, learning gains in conceptual knowledge were only detectable for the AR‐supported lab work.},
keywords = {AR, augmented reality, O, STEM},
pubstate = {published},
tppubtype = {article}
}
Campbell, Laurie O.; Heller, Samantha; Pulse, Lindsay
Student-created video: an active learning approach in online environments Artikel
In: Interactive Learning Environments, 2020, ISSN: 1744-5191.
Abstract | Links | BibTeX | Schlagwörter: active learning, O, self-efficacy, STEM, Student-created video
@article{Campbell2020,
title = {Student-created video: an active learning approach in online environments},
author = {Laurie O. Campbell and Samantha Heller and Lindsay Pulse},
url = {https://doi.org/10.1080/10494820.2020.1711777},
doi = {10.1080/10494820.2020.1711777},
issn = {1744-5191},
year = {2020},
date = {2020-01-08},
urldate = {2020-05-28},
journal = {Interactive Learning Environments},
abstract = {The purpose of this study was to investigate student-created video as an active learning approach in an online environment to inform instructional practices of student-created video in STEM. Data analyzed in this study included pre-service teachers N = 107, 1-minute videos and pre- and post surveys. The findings of this qualitative study indicated that student-created video was an active learning activity that contributed to an increase in students’ perceived STEM content knowledge, improved perceptions of self-efficacy, and evidence of student engagement inclusive of behavioral, affective, and cognitive domains. Themes derived from the participants’ perceptions included: perceived self-efficacy, novelty or usefulness of creating short video, time to design and create video, and content and technical knowledge. Student-created video as an active approach to learning can be included in STEM education to increase STEM knowledge and foster integrative twenty-first Century skills. Practical implications for educators when designing student-created video assignments include (a) following a video development model; (b) providing extra time for content acquisition and revisions; and (c) incorporating peer evaluations.},
keywords = {active learning, O, self-efficacy, STEM, Student-created video},
pubstate = {published},
tppubtype = {article}
}
Cromley, Jennifer G.; Du, Yang; Dane, Aygul Parpucu
In: Journal of Science Education and Technology, Bd. 29, S. 216–229, 2019.
Abstract | Links | BibTeX | Schlagwörter: A, drawing to learn, mental models, STEM, strategies, visual representation
@article{Cromley2019,
title = {Drawing-to-Learn: Does Meta-Analysis Show Differences Between Technology-Based Drawing and Paper-and-Pencil Drawing?},
author = {Jennifer G. Cromley and Yang Du and Aygul Parpucu Dane},
editor = {Drawing-to-Learn: Does Meta-Analysis Show Differences Between Technology-Based Drawing and Paper-and-Pencil Drawing?},
url = {https://doi.org/10.1007/s10956-019-09807-6},
doi = {10.1007/s10956-019-09807-6},
year = {2019},
date = {2019-12-21},
journal = {Journal of Science Education and Technology},
volume = {29},
pages = {216–229},
abstract = {Drawing-to-learn is a specific learning/reading strategy studied across many domains. In response to gaps in our knowledge about drawing-to-learn, we conducted a systematic meta-analysis of the literature published since the influential 2005 Van Meter and Garner literature review. We analyzed the benefits of directed learner-generated visual representations such as sketching, drawing, or computer-assisted creation of a full or partial static image. Forty-one peer-reviewed articles were screened in, together with 9 dissertations and 2 other documents; published from 2005 to 2018, these included 53 studies and 166 effects based on 8111 participants. The overall effect of drawing-to-learn across all dependent variable types (factual, inferential, and transfer) and both types of effects—comparing different types of drawing and comparing drawing to non-drawing conditions—was a significant g = 0.69. The overall effect was significant but differed across outcomes (g = 0.85 for factual, g = 0.44 for inferential, and g = 0.22 for transfer). Analyses across 6 moderators are presented. Not only does the literature continue to show that drawing-to-learn is better than the status quo, but directed drawing improves factual as well as inferential and transfer learning. Finally, researchers have found ways to improve drawing-to-learn instruction so that it can be even more effective than the simple directive to make a drawing.},
keywords = {A, drawing to learn, mental models, STEM, strategies, visual representation},
pubstate = {published},
tppubtype = {article}
}