The effectiveness of augmented reality technology in STEAM education
The aim of this study is to identify the impact of the use of augmented reality technologies in the training of specialists in the field of STEAM education by analysing such cognitive indicators as “abilities” and “will” among students who use augmented reality technologies, and compare these indica...
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| Publicado en: | Apuntes Universitarios |
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| Autores principales: | , , , , |
| Formato: | Artículo de revista |
| Lenguaje: | español |
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Universidad Peruana Unión
2021
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| _version_ | 1881695044244602880 |
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| author | Tsekhmister, Yaroslav V. Kotyk, Tetiana M. Matviienko, Yurii S. Rudenko, Yuliia A. Ilchuk, Vita V. |
| author_browse | Ilchuk, Vita V. Kotyk, Tetiana M. Matviienko, Yurii S. Rudenko, Yuliia A. Tsekhmister, Yaroslav V. |
| author_facet | Tsekhmister, Yaroslav V. Kotyk, Tetiana M. Matviienko, Yurii S. Rudenko, Yuliia A. Ilchuk, Vita V. |
| author_sort | Tsekhmister, Yaroslav V. |
| collection | Revistas |
| container_title | Apuntes Universitarios |
| description | The aim of this study is to identify the impact of the use of augmented reality technologies in the training of specialists in the field of STEAM education by analysing such cognitive indicators as “abilities” and “will” among students who use augmented reality technologies, and compare these indicators with a hypothetical group. The study involved survey methods, analysis of logical and mathematical models of the educational process, analysis of factors influencing the educational process, the method of finding the optimal solution, the method of identifying a minimum sample of experts, mutual recommendations ratio, the method of analysing mental factors, and a Student’s t-test. The study showed that students of the main and control groups are ready for the comprehensive implementation of augmented reality technologies in STEAM education. |
| format | Online |
| id | oai:ojs2.apuntesuniversitarios.upeu.edu.pe:article/932 |
| institution | UPeU |
| issn | 2304-0335 2225-7136 |
| language | Spanish |
| publishDate | 2021 |
| publishDateRange | 2021 |
| publishDateSort | 2021 |
| publisher | Universidad Peruana Unión |
| publisherStr | Universidad Peruana Unión |
| record_format | ojs |
| revista_str_mv | Apuntes Universitarios |
| spelling | oai:ojs2.apuntesuniversitarios.upeu.edu.pe:article/9322021-12-22T14:34:44Z The effectiveness of augmented reality technology in STEAM education La efectividad de la tecnología de realidad aumentada en la educación STEAM Tsekhmister, Yaroslav V. Kotyk, Tetiana M. Matviienko, Yurii S. Rudenko, Yuliia A. Ilchuk, Vita V. STEAM-education, augmented reality, educational technologies, education. educación STEAM, realidad aumentada, tecnologías educativas, educación. The aim of this study is to identify the impact of the use of augmented reality technologies in the training of specialists in the field of STEAM education by analysing such cognitive indicators as “abilities” and “will” among students who use augmented reality technologies, and compare these indicators with a hypothetical group. The study involved survey methods, analysis of logical and mathematical models of the educational process, analysis of factors influencing the educational process, the method of finding the optimal solution, the method of identifying a minimum sample of experts, mutual recommendations ratio, the method of analysing mental factors, and a Student’s t-test. The study showed that students of the main and control groups are ready for the comprehensive implementation of augmented reality technologies in STEAM education. El objetivo de este estudio es identificar el impacto del uso de tecnologías de realidad aumentada en la formación de especialistas en el campo de la educación STEAM, mediante el análisis de indicadores cognitivos como “habilidades” y “voluntad” entre estudiantes que utilizan tecnologías de realidad aumentada, y la comparación entre estos indicadores con un grupo hipotético. El estudio involucró métodos de encuesta, análisis de modelos lógicos y matemáticos del proceso educativo, análisis de factores que influyen en el proceso educativo, el método para encontrar la solución óptima, el método para identificar una muestra mínima de expertos, la proporción de recomendaciones mutuas, el método de análisis de factores mentales y una prueba t de Student. El análisis de los logros educativos mostró que el uso de tecnologías de realidad aumentada mejora significativamente el rendimiento de los estudiantes, simplificando la comprensión de sistemas y mecanismos complejos en ellos. Universidad Peruana Unión 2021-11-08 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf https://apuntesuniversitarios.upeu.edu.pe/index.php/revapuntes/article/view/932 10.17162/au.v11i5.932 Apuntes Universitarios; Vol. 12 Núm. 1 (2022): Revista de Investigación Apuntes Universitarios; 250-267 2304-0335 2225-7136 10.17162/au.v11i5 spa https://apuntesuniversitarios.upeu.edu.pe/index.php/revapuntes/article/view/932/861 Derechos de autor 2021 Yaroslav V. Tsekhmister, Tetiana M. Kotyk, Yurii S. Matviienko, Yuliia A. Rudenko, Vita V. Ilchuk https://creativecommons.org/licenses/by/4.0 |
| spellingShingle | STEAM-education, augmented reality, educational technologies, education. educación STEAM, realidad aumentada, tecnologías educativas, educación. Tsekhmister, Yaroslav V. Kotyk, Tetiana M. Matviienko, Yurii S. Rudenko, Yuliia A. Ilchuk, Vita V. The effectiveness of augmented reality technology in STEAM education |
| title | The effectiveness of augmented reality technology in STEAM education |
| title_alt | La efectividad de la tecnología de realidad aumentada en la educación STEAM |
| title_full | The effectiveness of augmented reality technology in STEAM education |
| title_fullStr | The effectiveness of augmented reality technology in STEAM education |
| title_full_unstemmed | The effectiveness of augmented reality technology in STEAM education |
| title_short | The effectiveness of augmented reality technology in STEAM education |
| title_sort | effectiveness of augmented reality technology in steam education |
| topic | STEAM-education, augmented reality, educational technologies, education. educación STEAM, realidad aumentada, tecnologías educativas, educación. |
| topic_facet | STEAM-education, augmented reality, educational technologies, education. educación STEAM, realidad aumentada, tecnologías educativas, educación. |
| url | https://apuntesuniversitarios.upeu.edu.pe/index.php/revapuntes/article/view/932 |
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