Architecture
Sh. Valadi; S. Alitajer; H. Khotanlou
Abstract
Background and Objective:The advancement of information technology in the field of portable technologies has made it possible to develop omnipresent learning. Mobile learning (learning everywhere) is a new learning environment in which the learner is placed in a real-world scenario, with access to online ...
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Background and Objective:The advancement of information technology in the field of portable technologies has made it possible to develop omnipresent learning. Mobile learning (learning everywhere) is a new learning environment in which the learner is placed in a real-world scenario, with access to online resources, through portable tools and wireless networks. On the other hand, augmented reality has helped to complement human sensory perceptions of the environment by positioning them in the middle of the real world and the virtual world and creating an environment in which virtual components are combined in a dynamic interaction with the real environment. Portable augmented reality technology is a great tool for adding content to field visits by adding virtual components and information to a specific physical location. Such a tool can change the student-centered and inactive educational process into a student-centered and active process by creating a self-sufficient learning situation for students. The learning environment resulting from the combination of the real world and the virtual world is effective in creating a valid learning environment for students. Numerous studies have examined the application of augmented reality technologies in various educational fields such as engineering, medicine, ecology, science, art, history, etc. This study has used a tool based on augmented reality technology to enhance the efficiency of regular visits in teaching technical courses in the field of architecture. Methods: This study is applied utilizing a quantitative research method. Participants included 73 students in the mechanical engineering course divided into experimental groups (38) and control group (35) after an initial theoretical training and administering pre-tests. The instruments in this study were tests and questionnaires. The experiment took place over a three-week period creating an active learning environment. Findings: The results of the study show that the application of the AR supplementary teaching tool contributes to enhance the students’ learning through the field visits and it is more effective than field visits in order to provide the satisfaction of learning approach and higher scientific validity from the students’ point of view. Conclusion: The use of AR technology and the focus on important points in field visits have made the teaching and learning process more efficient and enjoyable for students. From the students' point of view, the knowledge credibility of the activity designed for the experimental group was higher than the activity designed for the control group. The combination of building information in a simple and understandable software caused valid and superior knowledge.
Educational Technology Psychology
M. Arghiani; M. Feizi; A. Yazdanfar
Abstract
The existing educational space in schools has been accused of assuming a passive role for children and creating negative effects on their mental development. Although this educational environment initially paved the way for introducing the modern educational program, it lacked the required ability to ...
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The existing educational space in schools has been accused of assuming a passive role for children and creating negative effects on their mental development. Although this educational environment initially paved the way for introducing the modern educational program, it lacked the required ability to mobilize and activate a child’s mind, and create motivation for learning. Due to the significance of active learning, its effective elements are first described in this study. From among the 3 effective elements in active learning, “participation” was selected. Subsequently, the effective factors on a child’s participation in the learning process were determined in the form of two models, namely, the social model and the activity model. The research typology is a quantitative method through a surveying study The theoretical content analysis method was used to classify the different perspectives and the interview and observation method was implemented for the selected case study. The objective of this study is to examine the effect of class room size on the students’ participation in the learning process. The statistical population of this study was the middle school children in Bojnourd, Iran, in the 2014-2015 academic year. Subsequently, 279 students were randomly selected from among the above population for completing the questionnaire. The results showed that the majority of the students preferred smaller classrooms, therefore, the overall conclusion in this study is that, to promote participation in the learning process, the following criteria must be considered in designing closed educational spaces: 1) socialization; 2) individual and group activity, and 3) involvement and experience in learning.
Education technology - Evaluation and testing
P. Rahnamai Zekavat; L. Bernard
Abstract
Examination is a key component of education. Quizzes can motivate students to be prepared in advance، and encourage them to accompany lecturer in the teaching. Especially it is an applicable tool for managing crowded classrooms. But designing and establishing quizzes in high circulation is the main ...
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Examination is a key component of education. Quizzes can motivate students to be prepared in advance، and encourage them to accompany lecturer in the teaching. Especially it is an applicable tool for managing crowded classrooms. But designing and establishing quizzes in high circulation is the main obstacle in vast application of them. Internet as part of today’s modern life is a foundation to overcome this limit. Universities as pioneer applicants of internet have already its infrastructure installed. Although everybody agrees that information technology (IT) is effective in education، unfortunately due the lack of demonstration and scientific evaluation of its capabilities، it is not adopted in current practice. Following effective learning paradigm، this article surveyed “Simultaneous Electronic Response System” and assessed its applicability to involve engineering students in learning especially by establishing large-scale online quizzes. Results confirmed system’s performance and registered improved learning