The effects of augmented reality applications on the achievement and motivation levels of secondary school students
2020
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Advisor: Doç. Dr. Ercan Top
Abstract (EN)
The research aim was to verify the effect on middle school 7th-grade students' achievement and motivation after using the augmented reality material in the lesson and defining those students' remarks about this material. Because of that, augmented reality material, which was named HucreAR, was developed for the subject "Cell and Cell Division" at Science Lesson. A quasi-experimental design research method in quantitative research methodology was used with a control group that has pre-test and post-test. The general survey model in quantitative research methodology was used as well. The working group contains 54 7th-grade students (27 students for the experiment group,27 students for the control group). They studied in the 2019-2020 school year at colleges located in Beylikduzu and Basaksehir Province. Classes were chosen randomly as a control or experimental group. When students in the experimental group used HucreAR augmented reality learning material, which was developed by the researcher in addition to ordinary lesson materials (Lesson Books, Enriched-Books, Printed Materials, Videos, Images, etc.), students in the control group used only ordinary lesson materials. Academic achievement tests, motivation scales, and surveys for augmented reality material were used as data collecting tools. T-test for relevant and irrelevant samplings, one-way analysis of covariance (ANCOVA), and descriptive statistics were used at data analysis. Regarding research results, students who have used augmented reality material in the experimental group were more successful than students in the control group. Similarly, those students' motivation was higher than others. When students' remarks in the experimental group were analyzed about augmented reality material, the material was observed that helpful documents to learn subjects, tools to improve making the abstract concept more concrete, and to learn from experience. Additionally, the material has also been observed that more exciting and enhances students' creativity and motivations. Keywords: Augmented reality, achievement, motivation, Science, technology
Author
Dr. Seçil Özeren
Institution

Bolu Abant Izzet Baysal University
Bilgisayar ve Öğretim Teknolojileri Eğitimi Bilim Dalı
How to Cite
Seçil Özeren (Master Thesis). The effects of augmented reality applications on the achievement and motivation levels of secondary school students, 2020, Bolu Abant Izzet Baysal University.
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