International Journal of Academic Research in Business and Social Sciences

search-icon

A Critical Review on Increasing Student’s Motivation in Science Subject Using Augmented Reality

Open access
A critical review of literature was conducted to examine the student’s motivation level in science subject using Augmented Reality (AR). Augmented Reality technology is used widely because it allows enhancing the understanding of complex concept at most educational levels. The two main primary approaches used to review of literature are the topical and critical review approaches. This article mainly discusses about the critical review that was carried out using 5 steps method. The methods are (1) exhibiting a research objective and research question, (2) evaluating sample of sources in the literature observed, (3) analyzing the data that was collected, (4) interpreting the findings from critical analysis using descriptive statistics and finally, (5) discussing effects and implications from these results that were identified. The author collected total number of 45 articles from index journal and 14 articles are chosen after sorting. The critical review made the author to determine 4 main themes which were constructed into a conceptual framework based on continuity. This critical review gives benefit to learners to improve the level of motivation in learning using AR. Overall, the result shows Augmented Reality in teacher education is considered very valuable and should be implemented in pedagogical problem-solving skills, such as mathematics, physics, chemistry and biology in future studies.
Abad-Segura, E., Gonzalez-Zamar, M. D., Luque-de la Rosa, A., & Cevallos, M. B. (2020). Sustainability of educational technologies: An approach to augmented reality research. Sustainability, 12(10), 4091.
Alizkan, U., Wibowo, F. C., Sanjaya, L., Kurniawan, B. R., & Prahani, B. K. (2019). Trends of Augmented Reality in Science Learning: A Review of the Literature. In Journal of Physics: Conference Series, 2019(1), 1-7.
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & Blair, M. (2001). Recent Advances in Augmented Reality. IEEE Computer Graphic Application, 21(6), 34–47.
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators V& irtual Environment. 6(4), 355–385.
Bakar, W. A. W. A., Man, M., Solehan, M. A., & Sabri, I. A. A. (2021). GAAR: Gross Anatomy using Augmented Reality Mobile Application. International Journal of Advanced Computer Science and Applications, 12(5), 162-168.
Cevahir, H., Ozdemir, M., & Baturay, M. H. (2022). The Effect of Animation-Based Worked Examples Supported with Augmented Reality on the Academic Achievement, Attitude and Motivation. Participatory Educational Research (PER), 226-247.
Divjak, B., & Tomic, D. (2011). The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics-literature review. Journal of information and organizational sciences, 35(1), 15–30.
Enzai, N. I. M., Ahmad, N., Ghani, M. A. H. A., & Rais, S. S. (2020). Development of Augmented Reality (AR) for Innovative Teaching and Learning in Engineering Education. Asian Journal of University Education, 16(4), 99-108.
Fitriah, I. J., Setiawan, A. M., Marsuki, M. F., & Hamimi, E. (2021). Development of augmented reality teaching materials of chemical bonding. In AIP Conference Proceedings, 2330(1), 174-179. AIP Publishing LLC.
Fu, L. (2021). Research on the Teaching Model of Animation Professional Class Based on AR/VR Technology and 5G Network. Wireless Communications and Mobile Computing, 912-922.
Han, X., Chen, Y., Feng, Q., & Luo, H. (2022). Augmented Reality in Professional Training: A Review of the Literature from 2001 to 2020. Applied Sciences, 12(3), 1024.
Hong, Q. N., Pluye, P., Bujold, M., & Wassef, M. (2017). Convergent and sequential synthesis designs: implications for conducting and reporting systematic reviews of qualitative and quantitative evidence. Systematic reviews, 6(1), 1-14.
Jesionkowska, J., Wild, F., & Deval, Y. (2020). Active learning augmented reality for STEAM education—A case study. Education Sciences, 10(8), 198.
Kruger, J. M., & Bodemer, D. (2022). Application and investigation of multimedia design principles in augmented reality learning environments. Information, 13(2), 74.
Marques, M., & Pombo, L. (2021). The impact of teacher training using mobile augmented reality games on their professional development. Education Sciences, 11(8), 404.
Mezo, F. (2011). Learning development by IPOO-minimum program. Science For Education – Education For Science, 241–246.
Nugroho, A. S., Munzil, & Hamimi, E. (2021). Development of supplementary books for human respiratory system based augmented reality technology. In AIP Conference Proceedings, 2330(1). 233-240. AIP Publishing LLC.
Ozdemir, M., Sahin, C., Arcagok, S., & Demir, M. K. (2018). The effect of augmented reality applications in the learning process: A meta-analysis study. Eurasian Journal of Educational Research, 18(74), 165-186.
Poux, F., Valembois, Q., Mattes, C., Kobbelt, L., & Billen, R. (2020). Initial user-centered design of a virtual reality heritage system: Applications for digital tourism. Remote Sensing, 12(16), 2583.
Quintero, J., Baldiris, S., Rubira, R., Ceron, J., & Velez, G. (2019). Augmented reality in educational inclusion. A systematic review on the last decade. Frontiers in psychology, 10, 1835.
Radu, I. (2012). Why should my students use AR? A comparative review of the educational impacts of augmented-reality. In 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)(pp. 313-314). IEEE.
Tuli, N., & Mantri, A. (2020). Experience Fleming’s rule in Electromagnetism Using Augmented Reality: Analyzing Impact on Students Learning. Procedia Computer Science, 172, 660-668.
Wyss, C., Buhrer, W., Furrer, F., Degonda, A., & Hiss, J. A. (2021). Innovative teacher education with the augmented reality device Microsoft Hololens—results of an exploratory study and pedagogical considerations. Multimodal Technologies and Interaction, 5(8), 45-62.