{"title":"The Impact of Augmented Reality-Based Applications on Students' Motivation towards Learning Math and in their Academic Achievement","authors":"Somia Abu Fakher, H. Alshboul","doi":"10.32996/jhsss.2024.4.5.7","DOIUrl":null,"url":null,"abstract":"The current study aims to verify whether students’ motivation towards learning math and their academic achievement is affected by using (AR) applications in learning math. The study followed the quasi-experimental approach to achieve the objectives. The sample is (46) students in seventh grade distributed as two groups: control and experimental, (23) students in each. AR-based applications were used to explain the educational content to the first group, while the second group was taught using conventional methods. Two instruments were developed to collect data for the study: a scale of motivation towards learning math and an achievement test in math. The results indicated that the experimental group students’ motivation towards learning math was significantly enhanced after treatment, and their academic achievement was apparently improved. Accordingly, the study recommends using (AR) applications in teaching math topics to create a more interactive learning environment that may enhance learners’ motivation and improve their academic achievement.","PeriodicalId":506933,"journal":{"name":"Journal of Humanities and Social Sciences Studies","volume":"70 9","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Humanities and Social Sciences Studies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32996/jhsss.2024.4.5.7","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The current study aims to verify whether students’ motivation towards learning math and their academic achievement is affected by using (AR) applications in learning math. The study followed the quasi-experimental approach to achieve the objectives. The sample is (46) students in seventh grade distributed as two groups: control and experimental, (23) students in each. AR-based applications were used to explain the educational content to the first group, while the second group was taught using conventional methods. Two instruments were developed to collect data for the study: a scale of motivation towards learning math and an achievement test in math. The results indicated that the experimental group students’ motivation towards learning math was significantly enhanced after treatment, and their academic achievement was apparently improved. Accordingly, the study recommends using (AR) applications in teaching math topics to create a more interactive learning environment that may enhance learners’ motivation and improve their academic achievement.
本研究旨在验证在数学学习中使用(AR)应用软件是否会影响学生的数学学习动机及其学业成绩。研究采用准实验方法来实现目标。样本为(46)名七年级学生,分为两组:对照组和实验组,每组(23)名学生。第一组使用基于 AR 的应用程序来讲解教学内容,第二组则使用传统方法进行教学。研究开发了两种工具来收集数据:数学学习动机量表和数学成绩测试。结果表明,实验组学生的数学学习动机在治疗后明显增强,学习成绩也明显提高。因此,研究建议在数学课题教学中使用(AR)应用软件,以创造一个更具互动性的学习环境,从而增强学习者的学习动机,提高他们的学业成绩。