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اختلاف عناصر التعلم بتطبيقات الواقع المعزز وأثرها في تنمية المهارات العزفية لآلة القانون لدى طلاب التربية الموسيقية بكلية التربية النوعية

العنوان بلغة أخرى: Different Learning Objects in Augmented Reality Applications and its Effect on Developing of the Playing Kanun Skills for Music Education Students in Faculty of Specific Education
المصدر: مجلة التربية النوعية والتكنولوجيا
الناشر: جامعة كفر الشيخ - كلية التربية النوعية
المؤلف الرئيسي: أغا، ميادة جمال الدين علي (مؤلف)
مؤلفين آخرين: سليمان، محمد وحيد محمد (م. مشارك)
المجلد/العدد: ع3
محكمة: نعم
الدولة: مصر
التاريخ الميلادي: 2018
الشهر: ديسمبر
الصفحات: 339 - 399
ISSN: 2314-7458
رقم MD: 1048645
نوع المحتوى: بحوث ومقالات
اللغة: العربية
قواعد المعلومات: EduSearch
مواضيع:
كلمات المؤلف المفتاحية:
Learning Objects | Augmented Reality Applications | Playing Kanun Skills
رابط المحتوى:
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المستخلص: Augmented Reality is one of the newest terminology that has recently appeared, which refers to the integration of the real environment into virtual reality within the real environment. Because of the openness of education to technology and the pursuit of its pioneers and specialists to benefit from the latest technology to motivate learners and make the learning process more fun, exciting and stimulating. The Augmented reality applications have found their way into the field of education, which in turn helps redefine learning and make it meaningful. The researchers so employ learning objects (3D animation / video) with Augmented reality, detection of its impact developing of the Playing kanun Skills for Music Education Students in Faculty of Specific Education. The researchers used quasi-experimental approach, built research tools, which represented in: the cognitive test associated with playing kanun Skills, and note card for performance of the Playing kanun Skills for Music Education Students in Faculty of Specific Education. The research sample consisted of all students of department of music education studying kanun in the Faculty of Specific Education, Alexandria University, on the academic year 2016/2017. They were 40 male and female students divided in to two groups each one (20) students. The first experimental group used learning objects (3D animation) with augmented reality applications, while the second experimental group studies the use of learning objects (video) with augmented reality applications. The research results were: - There are statistically significant differences at the level of significance (a ≥ 0.05) between the average scores of the students of the first experimental group {learning objects (3D animation) with augmented reality applications}, and the second experimental group {learning objects (video) with augmented reality applications}, in the Post-application of the cognitive achievement test associated with the kanun Skills for the benefit of the first experimental group. - There are statistically significant differences at the level of significance (a ≥ 0.05) between the average scores of the students of the first experimental group (learning objects (3D animation) with augmented reality applications, and the second experimental group {learning objects (video) with augmented reality applications}, in the Post-application of the Note card for the performance skills associated with the kanun Skills for the benefit of the first experimental group.

ISSN: 2314-7458