UPSI Digital Repository (UDRep)
|
|
|
Abstract : |
Studies have shown that many Malaysian non-technical students have low motivation in learning ICT course due to a number of reasons, such as a lack of learning practice and effective learning applications. In view of such a problem, the researchers carried out a quasi-experimental study to examine the impact of a novel mobile augmented reality learning application (MARLA) on students' motivation in learning a topic of a university ICT course. The research was based on the pretest-posttest control group design, and the study sample consisted of 120 non-technical undergraduates majoring in social science, with a mean age of 19.5 years. They were divided into an experimental group and a control group. The dependent variable was students' motivation in learning, and the independent variables were learning method and gender. The experimental group used MARLA on their mobile devices to learn one of the topics of the ICT Competency course, namely Computer System; whereas the control group used a similar application on their desktop computers. The Intrinsic Motivation Inventory (IMI) was the research instrument used to measure students' motivation before and after learning sessions, which spanned 6 hours. Utilizing the SPSS (version 21), an analysis of covariance was performed, showing there was a main effect attributed to gender only, with male and female students attaining mean scores of 4.24 and 3.90 respectively for the motivation construct. This finding showed male students were more motivated than their opposite counterparts. In contrast, no such main effect attributed to learning method was observed, as evidenced from the mean scores of 4.08 and 4.07 of the experimental group and control group respectively for the measured construct, suggesting both methods were both equally effective. Additionally, there was an interaction effect between gender and learning method, with male students attaining different levels of motivation based on learning method. Arguably, such a mobile learning tool can be used to help non-technical undergraduates learn with greater motivation, but its success will rely on proper planning and implementation by considering students' demographic background. |
References |
1. Sua, T.Y. Democratization of secondary education in Malaysia: Emerging problems and challenges of educational reform (2012) International Journal of Educational Development, 32 (1), pp. 53-64. Cited 14 times. doi: 10.1016/j.ijedudev.2010.11.004 2. Cheah, P.K., Merican, A.M. Education Policy: A Case Study of Digitizing Education in Malaysia (2012) Procedia-Social and Behavioral Sciences, 69, pp. 1714-1718. 3. Arokiasamy, A.R.A., Bin Abdullah, A.G.K., Ismail, A. Correlation between Cultural Perceptions, Leadership Style and ICT Usage by School Principals in Malaysia (2015) Procedia-Social and Behavioral Sciences, 176, pp. 319-332. Cited 5 times. 4. Nincarean, D., Alia, M.B., Halim, N.D.A., Rahman, M.H.A. Mobile augmented reality: The potential for education (2013) Procedia-Social and Behavioral Sciences, 103, pp. 657-664. Cited 46 times. 5. Stanisavljevic-Petrovic, Z., Stankovic, Z., Jevtic, B. Implementation of Educational Software in Classrooms-Pupils Perspective (2015) Procedia-Social and Behavioral Sciences, 186, pp. 549-559. Cited 3 times. 6. Bandura, A. Self-efficacy: Toward a unifying theory of behavioral change (1977) Psychological Review, 84 (2), pp. 191-215. Cited 20305 times. doi: 10.1037/0033-295X.84.2.191 7. Brown, H.D., Principles, T.B. (2001) An Interactive Approach to Language Pedagogy. Cited 2 times. 8. Lai, E.R. (2011) Motivation: A Literature Review. Cited 102 times. (New York: Pearson) 9. Rehman, A., Haider, K. The Impact of Motivation on Learning of Secondary School Students in Karachi: An Analytical Study (2013) Educ. Res. Int, 2, pp. 139-147. Cited 6 times. 10. DePasque, S., Tricomi, E. Effects of intrinsic motivation on feedback processing during learning (Open Access) (2015) NeuroImage, 119, pp. 175-186. Cited 18 times. http://www.elsevier.com/inca/publications/store/6/2/2/9/2/5/index.htt doi: 10.1016/j.neuroimage.2015.06.046 11. Martín-Gutiérrez, J., Fabiani, P., Benesova, W., Meneses, M.D., Mora, C.E. Augmented reality to promote collaborative and autonomous learning in higher education (2014) Computers in Human Behavior. Cited 4 times. 12. Chen, C.H., Law, V. Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation (2015) Computers in Human Behavior. Cited 4 times. 13. Akçayir, M., Akçayir, G., Pektaş, H.M., Ocak, M.A. Augmented reality in science laboratories: The effects of augmented reality on university students' laboratory skills and attitudes toward science laboratories (2016) Computers in Human Behavior, 57, pp. 334-342. Cited 73 times. doi: 10.1016/j.chb.2015.12.054 14. Hafizul, F.H., Samsudin, K. Mobile Learning Environment System (MLES): The case of android-based learning application on undergraduates' learning (2012) International Journal of Advanced Computer Science and Applications, 3, pp. 63-66. Cited 16 times. 15. Hassan, H., Said, C.S., Johan, R., Fabil, N., Hanif, A.S., Mailok, R., Hashim, M. Pembinaan Perisian Multimedia Pintar Teknologi Maklumat KBSM (2008) Project Report (Tanjong Malim: UPSI) 16. Mohamad, A.J., Lakulu, M., Samsudin, K. The development of a mobile application for kindergarten early reading: Challenges and opportunities (2016) Journal of Engineering and Applied Sciences, 11, pp. 380-383. Cited 3 times. 17. Samsudin, K., Nazre, A.R., Jamilah, H., Sairabanu, O.K., Norasikin, F. Effects of training method and gender on learning 2D/3D geometry (2010) Journal of Computers in Mathematics and Science Teaching, 29, pp. 1-14. Cited 2 18. Johnson, L., Adams Becker, S., Estrada, V., Freeman, A. (2014) Horizon Report 2014 - Higher Education Edition. Cited 1622 times. (Austin, TX: The New Media Consortium) 19. Hafizul, F.H., Samsudin, K., Norhisham, M.N., Ashardi, A., Che Soh, K. The Making of IT Teachers: Lesson Learned from Animation-Enhanced Training (2012) The GSTF International Journal on Computing, 2, pp. 41-45. Cited 2 times. 20. Craig, A.B. Understanding augmented reality: Concepts and applications (2013) Amsterdam: Morgan Kaufmann. Environments, 6, pp. 355-385. Cited 2 times. 21. Rafi, A., Samsudin, K. Impact of spatial ability training in desktop virtual environment (2010) Cases on Transnational Learning and Technologically Enabled Environments, pp. 158-179. Cited 2 times. http://www.igi-global.com/book/cases-transnational-learning-technologically-enabled/37313 ISBN: 978-161520749-7 doi: 10.4018/978-1-61520-749-7.ch009 22. Leng, E.Y., Wan Ali, W.Z.B., Baki, R., Mahmud, R. Stability of the intrinsic motivation inventory (IMI) for the use of malaysian form one students in ICT literacy class (2010) Eurasia Journal of Mathematics, Science and Technology Education, 6 (3), pp. 215-226. Cited 11 times. http://www.ejmste.com/v6n3/EURASIA_v6n3_Leng.pdf 23. Dalgarno, B. (2001) The Potential of 3D Virtual Learning Environments: A Constructivist Analysis. Cited 3 times. (Australia: Retrieved from the Charles Stuart University) website http://www.usq.edu.au/electpub/e-jist/docs/Vo15/No2/Dalgarno/Final.pdf 24. Obikwelu, C., Read, J.C. The serious game constructivist framework for children's learning (Open Access)(2012) Procedia Computer Science, 15, pp. 32-37. Cited 19 times. http://www.sciencedirect.com/science/journal/18770509 doi: 10.1016/j.procs.2012.10.055 25. Majid, N.A.A., Mohammed, H., Sulaiman, R. Students' Perception of Mobile Augmented Reality Applications in Learning Computer Organization (2015) Procedia-Social and Behavioral Sciences, 176, pp. 111-116. Cited 15 times. |
This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |