Chapter 1
Chapter 1
Chapter 1
CHAPTER 1 : INTRODUCTION
1.5 HYPOTHESIS
1.0 INTRODUCTION
technology. Some educators like teachers and experts are against the trends of
implementing EdTech tools and apps in teaching. Its because technology is a source
are advance in computer technology. It also can be define as machinery and devices
The role of information and communication technology (ICT) in our live is very
essential, especially for the children where it involves fun learning. ICT helps to
children are very much engaged and interested in ICT and need to experience its
different tools, apps and services.ICT tools,apps, and services have become accessible
to children, who are using them increasingly often; they serve as effective learning
tools in many of the developmental aspects and one of the first things to attract
children’s attention (Skeele & Stefankiewicz, 2012). When ICT is intergrated with the
curriculum as a vital element in education, these tools can have positive effect by
increasing children’s motivation to learn in a way that improve their development.
(Abdulraheem, 2016),
ethical practices that facilitate the students learning and boost their capacity,
technology. First and foremost technology makes teaching easy. Secondly technology
helps to track students progress. Using technology in class can create good
environment in the class and soon will create the effective learning process.
nowadays. Particularly in the classroom it helps the teachers to conduct the classroom
teaching effectively and efficiently. In particular students will be able to learn with the
greater efficacy as they can understand and grasp difficult learning concepts which
learning process. Hence many educational institutions are continually seeking and
trying new technologies to improve the current practice of teaching and learning
process. The above argument, the importance and role of ICT in the educational
process, and the acclerating evolution of ICT have all helped to support the
emergence of a new reality, or what is known as AR technology, which made its first
appearance in 1970. Augmented Reality (AR) has been used in the education area
The teachers or we can say the practice of such education field are focusing on
AR technology can help students to learn information with the visual perception.
process, this novel technology have many fascinating and attractive features that
appeal to students minds to make them become more motivated and engaged in the
learning process (Hedley, 2003; Yakovleva & Goltsova, 2016). With the use of
becomes easier and less intimidating that helps to improve students’ commitment and
willingness to learn (Ozdamli & Uzunboylu, 2015). Its focus stems from the
dimensional display of virtual objects overlaying a real physical scene, that enabling
2003).
collaboration learning among students such as to make them become more productive,
(Johnson et al., 2009). In several intuitional many students used to be lack interest
attributed to a number of factors where students don’t want to continue the further
help students to improve their cognitive skills as well as to motivate them to learn
important to evaluate it properly, so, educators get comfortable to using it, and more
importantly understand its impact in the learning process. (Silva, Roberto, &
Teirichrieb, 2015).
lesson, they will be able to seize their students undivided attention. Through an
Augment’s app the stuudents will be able to view the augemented models on their
own device. Its also a fun way to push education and the students will be motivated to
learn more. Last but not least by using AR into learning process students will be more
excited to learn and this allow the students to be able to maintain more information
for longer periods of time. In other words it can help in increasing the student learning
memory.
Without doubts, English lesson in Tamil school is one of the hardest and borest
subject that all the students will murmured about. This is because English language is
their third language in after their mother tongue (Tamil) and nation language (Malay).
It becomes very hard for them to master the English language. Communicating in a
second language is often associated with reluctance and hesitance.One of the most
impactful factors which influences this is the presence of what is called “language
to developing fluency, both in writing and in speaking. However, not all students are
willing to fully engage in the learning process and overcome this obstacle because it
boredom. Whenever it goes to English class, students feel very weak as they are not
learning and could not understand anyting during English classes. They feel very
boring during the class and often go out during the class. Moreover, after two to three
days of the lesson, students are forgetting and could not recall back what has been
learnt previously. They could not grasp the lesson and easily forgets what has been
taught. This causes the lesson that has been taught is not giving any effectiveness or
any knowledge to the students. They could not retain the knowledge. It makes them
harder to answer the question in examinations. This causes them to get fail in
play an important leadership role in determining the ways in which technology is used
to support educational goals and they also have a pedagogical role in motivating
students to higher levels of achievement and they also have the responsibility to help
greater efficacy as they can grasp difficult learning concepts or facts as technology
helps improve their cognitive processes, such as visualization, during learning. Hence,
learning. Of late, teaching practitioners of such institutions are focusing on the use of
(Martin-Gutierrez et al., 2012). Seemingly, such focus stems from the recognition that
has also demonstrated its extreme usefulness for increasing students motivation in the
cognitive process, this technology have many fascinating and attractive features that
appeal to students’ inquisitive minds to make them become more motivated and
engaged in the learning process (Hedley, 2003; Yakovleva & Goltsova, 2016). Some
researchers have found AR as a tool to add missing information in real life by adding
animations, and videos, learning becomes less intimidating that helps improve
learning among students such as to make them become more productive, innovative,
and articulate – traits deemed indispensable in today’s learning realm (Johnson et al.,
2009). Many students have been observed to lack interest and motivation in learning
technology, can be utilized to mitigate such problems as these applications can help
and motivation in learning. Research has found that learning motivation in kids can be
learning by directing the teachers and school administrations to utilize and apply the
technological facilities in their daily teaching and work. These attempts were
implemented to put in action to align with the new scheme on PAK -21 which has
2025. As their first move, the ministry have introduced new technology and facilities
computers in a way to increase the teaching practices and quality of students learning.
interaction and fun to the learning process for kids, especially for those who study
English as a foreign language as learners in this regard will need to get more exposed
to new learning styles, and facilities which match their daily lives as a mobile
friendly. Therefore the problem of this study is shaped in the attempt to propose a new
respondant are split into two groups: the first one will engage in AR experience while
the another one will not deal with any AR content. The study tends to compare
motivation and knowledge retention among language learners who are exposed to AR
content versus those who are subject to the same content without AR exposure. This
helping all the stakeholders to adapt the change. Managing teaching and learning has
technology is one of the prior pedagogy a teacher should practices in their daily
teaching.
Reality (AR) has aroused much attention in the educational area due to several aspects
of the technology that might positively influence students learning process. In recent
years, there has been a major breakthrough in AR technology. It has expanded from
theoritical framework to daily routine application and widespread use. The uses of AR
technologies are not limited to a specific area, and the application of this technology
the real world, adding a three dimensional form to AR ( Cascales et al., 2013). AR is a
technology where the users simultaneously interact with virtual objects with reality.
This thesis tries to address the problem of efficient usage of Augmented Reality in the
though AR has existed for long time ago, there is a gap of knowledge of emerging AR
They will be more engaged in learning and they can retent the knowledge given
because visualisation can increase more retention. We are more likely to remember
images and videos than text. According to Confucious theory, we see we remember
better. So, when students engaged in usage of Augmented Reality tool, they will
experience the 3D effects and can use their sensory motors such as touch, visual and
etc.Students will be more active and curious to learn. So, there will be active
participation and visualized lesson will retain more than traditional one in our brain.
On the other hand, this study integrates and extends previous research efforts and
1. The participation and motivation of AR group is higher than the traditional group.
The AR group students are much more engaged in lesson and the frequency of going
2. The scores on English test of AR group is higher than the scores of the traditional
group.
3. The AR group students are much more engaged and has higher motivation on
In the current study, the researchers introduce a new teaching method presenting
information using modern technology and to determine the extent to which the child
interacts with AR software. The researchers aim to increase the motivation of students and
knowledge retention on English lesson by using Augmented Reality tools. To that end, in this
group and the traditional group in their test scores on the English
lesson?
1.5 HYPOTHESIS
teaching tool.
This study is conducted to resolve the issue of students poor knowledge retention on
English lesson and their motivation in attending class. As we are aware, English
lesson is one of the borest and hardest subject for all the students for non-native
could not conversate with their friends. During English lesson, the class will be dead
silent and students will be very passive. Students could not understand the instruction
and often go out from the class. As they face difficulties and bored, they tend to go
A teachers goal is to make the students engaged in their class and getting involved
actively. When students are passive, all the teachers efforts and their objective are like
fritted away. So a teacher should makesure the lesson is very much fun and
till a student could remember the lesson. But as we know, there is very hard to keep in
mind just by listening and doing homework on the respective day. This is when VAK
concept applied. An individual need to blend with these visual, auditory and
Augmented Reality is used in this study. Augmented Reality can eventually increase
the understanding of the content as it shows the real view and concept which a student
can eventually look through. Unlike traditional way which students need to imagine
the content themself without guidance. But in Augmented Reality students can
Augmented Reality can generates students enthusiasm and get engaged in using the
application. This application can make students to be more interested and involve in
the lesson. This study uses Aurasma, Animal 4D and Layar apps in the whole study
process. There will be two groups where experimental group which consists of 30
year 2 students will learn a thematic unit with these apps and controlled group of 30
year 2 students will learn the same thematic unit with texts from textbooks and
reference book. All respondants will be given pre test before the lesson and the marks
will be recorded. The study will be conducted for two weeks and after one week post
test will be given for both groups. The marks will be analysed to record the result and
shows the knowledge retention between both lessons. In the process, teacher will
monitor students behaviour and record in the daily journal. At the end of the study,
motivation on the lesson can be shown by the daily behaviour sheet and emoji
questionnaire.
This study conducted to prove that using Augmented Reality in lesson can eventually
increase students knowledge retention and their motivation to stay focus on the
lesson. The methodology and procedure of the study will be discussed in Chapter 3.
- ANIMAL 4D
KELLER’S ARCS
--LAYAR MOTIVATION MODEL
This study is conducted referring several models and theory as the source of this
thesis. The knowledge retention test that is going to study in this project paper is
comprises knowledge creation & sensing, knowledge organizing & capture and
knowledge sharing & dissemination. This model emphasizes on human focus and
must blend with students sensory and be able to experience. Based on this model,
teach using augmented reality can make students to feel and experience the content by
their naked eyes. A knowledge that is created must be human focused and well
adapted by a human. The knowledge should be sensible and feel by the students.
Knowledge organizing & capture states that a knowledge that is created should be
able to organise well inorder to retent the knowledge obtained. This study is to test
tool. Moreover, a knowledge that has been created must be personalized and driven
their own learning and driven personally to create the knowledge. Teacher is
responsible in giving the content but students are free to create the knowledge
themselves. Another aspect which comprises this model is sharing and dissemination.
It is technology focused where the knowledge can be share, access and collaborate
with others. The knowledge that is created can be access very easily and collaborate
with others. This study will prove that augmented reality can be easily collaborated
and accessed by everyone. This study will be based on this Knowledge Management
The ARCS model is a descriptive model used for diagnosing problems associated
dimensions in Keller’s ARCS motivation model used to explain the motivation which
is attention, relevance, confidence and satisfaction. Keller stated that learner attention
should be gained by gaining interest and simulating curiosity. This study will
determine how teaching using Augmented Reality can gain learners attention and
increase students motivation. The second step was to establish relevance in order to
Augmented Reality can give choice to students to choose their knowledge and their
success.They should feel the success in creating the knowledge. Rewards that they
gain can increase students motivation and make them to be more curious on doing the
same things repeatedly. Satisfaction meant if the outcome of a learner’s effort was
consistent with their expectations and they felt relatively good about those outcomes,
they would remain motivated. This study will test how teaching using augmented
reality can effect students motivation.
This research provides a starting ground for discussing on how the application
various domains. Most researches are conducted for higher school students and most
likely on the effect of the Augmented Reality on education. Few research have been
focused on the motivation and very less research proposed on knowledge retention.
This study will focus on the effect of using AR apps such as Aurasma on academic
The importance of this study lies in its focus on a modern and emerging
the study can help decision makers provide AR software as a new educational
teaching and learning method in schools. In addition, the study provides information
that increases teachers’ awareness of the role of technology in the education of the
child, thus contributing to the adoption of new methods that contribute to improving
the quality of education. We also address those global and local trends that highlight
the need to take advantage of modern ICT tools, apps, and services and to employ
them in educational systems. The results of this study may provide schools with a new
teaching style that helps school teachers to instruct their students using a new and
interesting method.
Finally, the current study represents an important addition to the literature in
the field of AR technology, and this can be used for other researcher on this AR
technology.
there are some obstacles to use this technology especially in schools. Most of the
limitation is the network and technical problems of the tracking the apperance of
digital content. Most of the rual area schools are facing the network problem as it is in
the limited zone of coverage. The AR tool could not be operated without connection
of internet. The speed of internet is limited in rural areas where most of teachers are
worried about. They even could not access to phone network line in order for
incoming or outgoing calls. In this situation, internet connection is very limited and
they could not implement this apps in their teaching. This thesis will propose that this
apps could make it into multimedia in CD-ROM and all the teachers can use without
internet connection.
introduction to the topic under study, the purpose of the study, the research questions
and the significance to research. Chapter two reviews the recent and relevant literature
on Augmented Reality and the background. Moreover, it will explain about Keller’s
ARCS motivation model and the importance of students knowledge retention. The
third chapter describes the grounded theory methodology used in the study, including
sampling techniques and procedures used to collect and analyse the data. The
findings are presented in chapter four. Chapter four discusses the results and their
implications for future and practice. Chapter five discusses the different conclusions
and clarifies that more studies should be incorporated into the application layer to