2019
DOI: 10.11591/ijeecs.v13.i1.pp58-64
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The usability analysis of using augmented reality for linus students

Abstract: <p>Mobile technology with Augmented Reality has become popular worldwide with a broad range of users, including students from all levels of education and the impact of mobile technology in classrooms has been extensively studied. This technology can be the source of motivation for LINUS students especially students with disabilities. The word usability also refers to the methods to improve the ease of use during a design process. Among the difficulties in teaching a LINUS student is the lack of visual me… Show more

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Cited by 13 publications
(12 citation statements)
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“…Regarding the type of study and design, the results were: case studies (61.76%), descriptive or comparative studies (17.64%), quasi-experiments (11.76%), and theoretical studies 8.84%. Gamification and game-based learning Bateman et al (2018) Teaching of general mathematics Klingenberg et al (2019) Teaching of general mathematics Efficiency, effectiveness, ease of use Gamification and general mathematics teaching Calderon et al (2019) Ease of use and pedagogical ease Chang et al (2017) Efficiency, customization, pedagogical ease Mathematical Thinking Awang et al (2019) Efficiency, effectiveness, ease of use Augmented reality Beswick and Fraser (2019) Ease of use, social interaction Teacher training Bozkurt and Ruthven (2017) Ease of use, accessibility, methods, content Use of GeoGebra Pujiastuti et al (2020) Ease of use, accessibility, pedagogical ease Interactive media Hadjerrouit and Gautestad (2019) Ease of use, accessibility, pedagogical ease Use of SimReal+…”
Section: Resultsmentioning
confidence: 99%
“…Regarding the type of study and design, the results were: case studies (61.76%), descriptive or comparative studies (17.64%), quasi-experiments (11.76%), and theoretical studies 8.84%. Gamification and game-based learning Bateman et al (2018) Teaching of general mathematics Klingenberg et al (2019) Teaching of general mathematics Efficiency, effectiveness, ease of use Gamification and general mathematics teaching Calderon et al (2019) Ease of use and pedagogical ease Chang et al (2017) Efficiency, customization, pedagogical ease Mathematical Thinking Awang et al (2019) Efficiency, effectiveness, ease of use Augmented reality Beswick and Fraser (2019) Ease of use, social interaction Teacher training Bozkurt and Ruthven (2017) Ease of use, accessibility, methods, content Use of GeoGebra Pujiastuti et al (2020) Ease of use, accessibility, pedagogical ease Interactive media Hadjerrouit and Gautestad (2019) Ease of use, accessibility, pedagogical ease Use of SimReal+…”
Section: Resultsmentioning
confidence: 99%
“…3D models of cells will capture students' interest, motivating them to complete the biology course. A study by [19] indicates that AR will offer a pleasurable learning environment. Students will enjoy the learning process while also improving their results.…”
Section: B Enhancing Learning Using Armentioning
confidence: 99%
“…Thus, the mathematics card game is an alternative way to enhance the process of learning. It also motivates and helps them to understand better while enjoying the non-serious learning process as well as improve their learning performance [16].…”
Section: Gamification Of Mathematicsmentioning
confidence: 99%