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Effects of learning physics using Augmented Reality on students’ self‐efficacy and conceptions of learning

Bibliographic Data

ID21297481
AuthorsSu Cai (0000-0003-4543-0621, National Taiwan Normal University, corresponding author), Changhao Liu (0009-0005-8149-1351), Tao Wang (0000-0002-8367-8946), Enrui Liu (0000-0002-0171-9290), Jyh‐Chong Liang (0000-0002-2423-5950, National Taiwan Normal University, corresponding author)
Year2021
Volume52
Issue1
Pages235-251
Publication date2021-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBritish Journal of Educational Technology (JOURNAL)
Journal identifiersISSN: 0007-1013 • E-ISSN: 1467-8535
PublisherWiley (PUBLISHER • GB)
DOI10.1111/bjet.13020
OpenAlexW3064819092
LanguageEN
Citations received36
References cited28

The Augmented Reality (AR)‐based learning environment not only provides educators with novel ways to present learning materials but also give learners the opportunity to spontaneously interact with the material. Previous studies have shown that AR has many advantages in education; however, few focuses on the mechanisms behind promoting inquiry motivation, such as the effect of AR on learners’ self‐efficacy and conceptions of learning. This study developed an AR‐based wave‐particle duality learning application, “AROSE,” to explore the effect of AR technology on students’ self‐efficacy and conceptions of learning physics. A quasi‐experimental study method was used, and 98 high school students aged between 16 and 18 were randomly assigned to experimental and control group. After a 4‐week intervention, it was found that integrating AR technology into physics classrooms can (1) significantly enhance students’ physics learning self‐efficacy, as indicated by understanding of concepts, higher‐level cognitive skills, practice and communication; (2) guide students to be more inclined to higher‐level conceptions of learning physics rather than lower ones; and (3) stimulates students’ motivation to learn more deeply

Augmented reality · Cognition · Educational technology · Mathematics education · Self-efficacy · Artificial Intelligence · Augmented Reality Applications · Computer Science · Mobile Learning in Education · Psychology · Reflective Practices in Education · Social Psychology

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Unique citing works36
Citations per year9
Citation span2022 - 2026 (5)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 36

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