研究生: |
薛雅云 Hsueh, Ya-Yun |
---|---|
論文名稱: |
擴增實境應用對高中生線上學習的認知負荷、學習情緒與創意設計表現影響之研究 The Effect of Augmented Reality on Online High School Learners' Cognitive Loading, Academic Emotion, and Creative Design Performance |
指導教授: |
張玉山
Chang, Yu-Shan |
口試委員: |
張玉山
Chang, Yu-Shan 吳清山 Wu, Ching-Shan 湯志民 Tang, Chih-Min 丘昌其 Chiu, Chuang-Chi |
口試日期: | 2024/05/16 |
學位類別: |
碩士 Master |
系所名稱: |
科技應用與人力資源發展學系 Department of Technology Application and Human Resource Development |
論文出版年: | 2024 |
畢業學年度: | 112 |
語文別: | 中文 |
論文頁數: | 146 |
中文關鍵詞: | 擴增實境 、認知負荷 、學習情緒 、創意設計表現 、創意設計歷程 、創意設計結果 |
英文關鍵詞: | Augmented reality, Cognitive load, Academic emotions, Creative design performance, Creative design process, Creative design outcomes |
研究方法: | 準實驗設計法 |
DOI URL: | http://doi.org/10.6345/NTNU202400769 |
論文種類: | 學術論文 |
相關次數: | 點閱:251 下載:17 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
因應數位學習國際趨勢,促使全球線上學習與新興科技的興起,實施創新教學。本研究旨在探討擴增實境應用對高中生線上學習的認知負荷、學習情緒與創意設計表現之影響。本研究採用準實驗研究法,研究對象為新北市某公立高中的兩個一年級班級,共59名參與者,其中,實驗組接受擴增實境教學,而對照組接受多媒體講述教學。研究工具包含認知負荷量表及創意設計表現量表,並透過Deepface臉部辨識模型蒐集學習情緒變化。最後使用成對樣本t檢定、獨立樣本t檢定和ANCOVA進行資料分析。主要研究結果包括(一)實施擴增實境教學能降低學生的認知負荷,對照組優於實驗組。(二)實施擴增實境教學,雖然對高中生的學習情緒影響不大,但在創意設計表現的各個階段卻呈現顯著差異。(三)實施擴增實境教學能提升高中生的創意設計表現,實驗組優於對照組。根據以上結果,本研究提出以下建議:提升教師對於擴增實境應用的專業知識與技能、提供學生對於擴增實境的學習支援、提供學生充足時間應用擴增實境技術,以供未來教學實務之參考。
In response to the global trend of digital learning, which promotes the rise of online learning and new technologies, innovative teaching methods are being implemented. This study aims to explore how AR-based instruction affects high school students' online learning in terms of cognitive load, academic emotions, and creative design performance. Using a quasi-experimental research method, the study involved two classes of first-year students from a public high school in New Taipei City, with a total of 59 participants. The experimental group received AR-based instruction, while the control group received multimedia lecture-based instruction. Research tools included cognitive load scales, creative design performance scales, and the Deepface facial recognition model to collect changes in learning emotions. Data analysis was conducted using paired sample t-tests, independent sample t-tests, and ANCOVA. The main findings include: (1) Implementing AR-based instruction can reduce students' cognitive load, with the experimental group performing better than the control group. (2) While AR-based instruction does not significantly impact high school students' learning emotions, it shows notable differences at various stages of creative design performance. (3) Implementing AR-based instruction can enhance high school students' creative design performance, with the experimental group outperforming the control group. Based on these results, the study proposes the following suggestions: Enhancing teachers' professional knowledge and skills in AR applications, providing students with learning support for AR, and giving students sufficient time to apply AR technology. These suggestions serve as a reference for future teaching practices.
方朝郁(2021)。學校核心素養課程如何實踐全人教育理念之初探。臺灣教育評論月刊,10(2),142-147。
王燕超(2006)。從「擴增實境」觀點論數位學習之創新。空中教學論叢,20,40-63。
張玉山、陳思貽(2013,5月17日)。雲端學習對學生創意表現之影響【論文發表】。國立臺灣師範大學科技應用與人力資源發展學系舉辦之2013第二屆工程與科技教育學術研討會,臺北市,台灣。
張玉山、蕭佩如(2010)。創意環境因素與學生創意表現之關係-在網路同步學習環境的探究。工業科技教育學刊, 3,95-101。https://doi.org/10.6306/JITE.2010.3.12
教育部(2021年)。防疫不停學線上教學便利包,教育部因材網教育雲。https://learning.cloud.edu.tw/onlinelearning/support.html
教育部資訊及科技教育司(2022,5月10日)。全國高級中等以下學校學生居家「線上學習」參考指引,https://learning.cloud.edu.tw/onlinelearning/file_download/全國高級中等以下學校學生居家「線上學習」參考指引(修正3版-正式).pdf
郭伯臣(2020)。發展5G應用縮短偏鄉數位落差實現數位包容與平權。前瞻基礎建設計畫─數位建設,11(11),18-23。
陳新豐(2016)。國小高年級學童線上數位設計「認知負荷」量表編製。教育研究與發展期刊,12(4),1-22。https://doi.org/10.3966/181665042016121204001
陳瓊花(2013)。創造力的載體:從「創意表現」探討創造力具體化的圖像類型、表現策略及其意涵。資優教育論壇,11,42-71。
黃智淵(2016)。家長自主支持、基本心理需求、自主動機與國小學生學業情緒關係之探究。教育研究學報,50(1),67-92。
資訊及科技教育司(2021)。班班有網路 生生用平板-全面推動中小學數位學習精進方案。https://depart.moe.edu.tw/ED2700/News_Content.aspx?n=727087A8A1328DEE&s=9F7133D453CC16F2
劉堅、魏銳、劉晟、劉霞、方檀香、陳有義(2016)。《面向未來:21世紀核心素養教育的全球經驗》研究設計。華東師範大學學報 (教育科學版),34(3),17-19。
蔡浩軒、孟瑛如(2020)。「擴增實境」(AR)之比與比值數學教材對國小六年級學習障礙學生學習及課堂注意力成效提升之探討。特殊教育學報(TSSCI),51,65-99。
鄭意如( 2010)。臉部表情辨識運用在「線上學習」輔助系統(未出版之碩士論文)。國立東華大學。
駐歐盟兼駐比利時代表處教育組(2020)。比利時及荷蘭各級學校因應新冠肺炎疫情主要措施。國家教育研究院臺灣教育研究資訊網。https://teric.naer.edu.tw/wSite/ct?ctNode=647&mp=teric_b&xItem=2051810
駐舊金山辦事處教育組(2020)。面對新冠肺炎,舒緩孩童焦慮。國家教育研究院臺灣教育研究資訊網。https://teric.naer.edu.tw/wSite/ct?ctNode=647&mp=teric_b&xItem=2052127
賴英娟、巫博瀚(2018)。國中生所知覺到的教師自主支持、我效能及自主動機對學業情緒之影響。課程與教學季刊,21(2),85-110。https://doi.org/10.6384/CIQ.201804_21(2).0004
賴英娟、巫博瀚(2016)。臺灣國中生「數學「學習情緒」量表」之反展與現況分析。測驗學刊,63(2),83-110。
薛凱文(1997)。「擴增實境」應用探討-使用無標記技術(未出版之碩士論文)。嶺東科技大學。
5G Americas. (2021). 5G vertical use cases. 5G Americas White Paper. https://www.5gamericas.org/5g-vertical-use-cases/
Adedoyin, O. B., & Soykan, E. (2023). Covid-19 pandemic and online learning: The challenges and opportunities. Interactive Learning Environments, 31(2), 863–875. https://doi.org/10.1080/10494820.2020.1813180
Akçayir, M., & Akçayir, G. (2017). Advantages and challenges associated with AR for education: A systematic review of the literature. Educational Research Review. 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002
Al-Ansi, A. M., Jaboob, M., Garad, A., & Al-Ansi, A. (2023). Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences & Humanities Open, 8(1), 11-13. https://doi.org/10.1016/j.ssaho.2023.100532
Al-malah, D. khalid A., Majeed, B. H., & ALRikabi, H. T. (2023). Enhancement the educational technology by using 5G networks. International Journal of Emerging Technologies in Learning (iJET), 18(01), 137–151. https://doi.org/10.3991/ijet.v18i01.36001
Alam, A. (2023). Media Multitasking with M-Learning Technology in Real-Time Classroom Learning: Analysing the Dynamics in Formal Educational Settings for the Future of E-Learning in India. IEEE. https://doi.org/10.1109/ICSTSN57873.2023.10151509
Amabile, T. M. (1996). Creativity and innovation in organizations. Harvard Business School. https://www.hbs.edu/faculty/Pages/item.aspx?num=13672
Amabile, T. M. (1997). Entrepreneurial creativity through motivational synergy. The Journal of Creative Behavior, 31(1), 18-26. https://doi.org/10.1002/j.2162-6057.1997.tb00778.x
Amabile, T. M., Conti, R., Coon, H., Lazenby, J., & Herron, M. (1996). Assessing the work environment for creativity. Academy of Management Journal, 39(5), 1154-1184. https://doi.org/10.2307/256995
Arici, F., & Yilmaz, M. (2023). An examination of the effectiveness of problem‐based learning method supported by augmented reality in science education. Journal of Computer Assisted Learning, 39(2), 446-476. https://doi.org/10.1111/jcal.12752
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385. https://doi.org/10.1162/pres.1997.6.4.355
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34-47. https://doi.org/10.1109/38.963459
Bacca, J., Baldiris, S., & Fabregat, R. (2018). Insights into the factors influencing student motivation in augmented reality learning experiences in vocational education and training. Frontiers in Psychology, 1486. https://doi.org/10.3389/fpsyg.2018.01486
Badke-Schaub, P., Buerschaper, C. (2001). Creativity and complex problem solving in the social context. In Allwood, C.M., Selart, M. (eds.) Decision Making: Social and Creative Dimensions. Springer. https://doi.org/10.1007/978-94-015-9827-9_9
Barros, P. I. S., Ibiapina, C. D. C., Diniz, L. M., & Damião, B. M. (2022). Can the traditional class be replaced by the worked example in the teaching of Radiology? Brasileira de Educação Médica, 46(3), 12-13. https://doi.org/10.1590/1981-5271v46.3-20220046.ING
Basilaia, G., Dgebuadze, M., Kantaria, M., & Chokhonelidze, G. (2020). Replacing the classic learning form at universities as an immediate response to the COVID-19 virus infection in Georgia. International Journal for Research in Applied Science and Engineering Technology, 8(3), 101-108. https://doi.org/10.22214/ijraset.2020.3021
Besemer, S. P., & O'Quin, K. (1986). Analyzing creative products: Refinement and test of a judging instrument. The Journal of Creative Behavior, 20(5), 115-126. https://doi.org/10.1002/j.2162-6057.1986.tb00426.x
Besemer, S. P., & Trefinger, D. J. (1981). Analysis of creative products: Review and synthesis. The Journal of Creative Behavior, 15(3), 158–178. https://doi.org/10.1002/j.2162-6057.1981.tb00287.x
Bevilacqua, L., & Goldman, D. (2011). Genetics of emotion. Trends in Cognitive Sciences, 15(9), 401-408. https://doi.org/10.1016/j.tics.2011.07.009
Bieleke, M., Gogol, K., Goetz, T., Daniels, L., & Pekrun, R. (2021). The AEQ-S: A short version of the achievement emotions questionnaire. Contemporary Educational Psychology, 65, 125-127. https:// doi.org/10.1016/j.cedpsych.2020.101940
Bruns, A. (2011). Beyond difference: Reconfiguring education for the user-led age. In Land, R., & Bayne, S. (eds.), Digital difference: Perspectives on online learning. Sense.
Casakin, H., & Kreitler, S. (2011). The cognitive profile of creativity in design. Thinking Skills and Creativity, 6(3), 159–168. https://doi.org/10.1016/j.tsc.2011.06.001
Casimiro, L. T., (2016). Cognitive engagement in online intercultural interactions: Beyond analytics. International Journal of Information and Education Technology, 6(6), 441-447. http://doi.org/10.7763/IJIET.2016.V6.729.
Chen, L. H. (2023). Moving forward: International students’ perspectives of online learning experience during the pandemic. International Journal of Educational Research Open, 5, 357-359. https://doi.org/10.1016/j.ijedro.2023.100276
Chen, L. L. (2016). A model for effective online instructional design. Literacy Information and Computer Education Journal, 6(2), 2303-2308. https://doi.org/10.20533/licej.2040.2589.2016.0304
Cheng, J. C. P., Chen, K., & Chen, W. (2017). Comparison of marker-based AR and markerless AR: A case study on indoor decoration system. In LC3 2017, Proceedings of the Joint Conference on Computing in Construction. Heraklion. https://doi.org/10.24928/JC3-2017/0231
Christiaans, H. H. (2002). Creativity as a design criterion. Communication Research Journal, 14(1), 41-54. https://doi.org/10.1207/S15326934CRJ1401_4
Clark, R. C., Nguyen, F., Sweller, john, & Ma, melissa Baddeley. (2006). Efficiency in learning: Evidence-based guidelines to manage cognitive load. Wiley, 45(9), 46–477. https://doi.org/10.1002/pfi.4930450920
Cooper, R. G., & Kleinschmidt, E. J. (1986). An investigation into the new product process: Steps, deficiencies, and impact. Journal of Product Innovation Management, 3(2), 71-85. https://doi.org/10.1111/1540-5885.320071
Corno, L., & Anderman, E. M. (2016). Handbook of educational psychology (3rd ed.)
Cropley, D. H., Kaufman, J. C., White, A. E., & Chiera, B. A. (2014). Layperson perceptions of malevolent creativity: The good, the bad, and the ambiguous. Psychology of Aesthetics, Creativity, and the Arts, 8(4), 400-412. https://doi.org/10.1037/a0037792
Davis, M., & Whalen, P. J. (2001). The amygdala: Vigilance and emotion. Molecular Psychiatry, 6(1), 13-34. https://doi.org/10.1038/sj.mp.4000812
De Koning, B. B., Rop, G., & Paas, F. (2020). Learning from split-attention materials: Effects of teaching physical and mental learning strategies. Contemporary Educational Psychology, 61, 137-154. https://doi.org/10.1016/j.cedpsych.2020.101873
Dewaele, J. M., & Li, C. (2021). Teacher enthusiasm and students’ social-behavioral learning engagement: The mediating role of student enjoyment and boredom in Chinese EFL classes. Language Teaching Research, 25(6), 922–945. https:// doi. org/ 10. 1177/ 13621 68821 10145 38
Dewey, J. (1910). How we think. Lexington. https://doi.org/10.1037/10903-000
Dhawan, S. (2020). Online learning: A panacea in the time of COVID-19 crisis. Journal of Educational Technology Systems, 49(1), 5-22. https://doi.org/10.1177/0047239520934018
Dillen, V, L. F., & Wilhelm, F. (2023). Room for feelings: A “working memory” account of affective processing. Emotion Review, 15(2), 145–157. https://doi.org/10.1177/17540739221150233
Dwyer, C. P., Hogan, M. J., & Stewart, I. (2014). An integrated critical thinking framework for the 21st century. Thinking Skills and Creativity, 12, 43–52. https://doi.org/10.1016/j.tsc.2013.12.004
Ekman, P. (2003). Emotions revealed: Recognizing faces and feelings to improve communication and emotional life. Times Books.
Ekman, P., & Friesen, W. V. (1978). Facial action coding system: A technique for the measurement of facial movement. California.
Estrada, C. A., Isen, A. M., & Young, M. J. (1997). Positive affect facilitates integration of information and decreases anchoring in reasoning among physicians. Organizational Behavior and Human Decision Processes, 72(1), 117–135. https://doi.org/10.1006/obhd.1997.2734
European Commission. (2020). European innovation scoreboard 2020: EU's innovation is increasing. https://ec.europa.eu/commission/presscorner/detail/en/ip_20_1158
European Commission. (2021). 5G action plan. shaping Europe’s digital future. https://digital-strategy.ec.europa.eu/en/policies/5g-action-plan
Feiner, S. K. (2002). Augmented reality: A new way of seeing. Scientific American, 286(4), 48-55. http:// doi.org/ 10.1038/scientificamerican0402-48
Feng, C., & Kamat, V. R. (2012). Augmented reality markers as spatial indices for indoor mobile AECFM applications. In Proceedings of 12th international conference on construction applications of virtual reality. Taiwan. http://doi.org/10.13140/2.1.4484.4166
Feng, X., Wei, Y., Pan, X., Qiu, L., & Ma, Y. (2020). Academic emotion classification and recognition method for large-scale online learning environment—Based on A-CNN and LSTM-ATT deep learning pipeline method. International Journal of Environmental Research and Public Health, 17(6), 131-158. http://doi.org/10.13140/2.1.4484.4166
Fombona, J., Pascual-Sevillana, Á., & González-Videgaray, M. (2017). M-learning and augmented reality: A review of the scientific literature on the WoS repository. Comunicar, 25(52), 63-72. https://doi.org/10.3916/C52-2017-06
Ford, C. M. (1996). A theory of individual creative action in multiple social domains. Academy of Management Review, 21(4), 1112-1142. https://doi.org/10.2307/259166
Forsberg, A., Guitard, D., & Cowan, N. (2021). Working memory limits severely constrain long-term retention. Psychonomic Bulletin & Review, 28(2), 537-547. https://doi.org/10.3758/s13423-020-01847-z
Ge, H., Zhu, Z., Dai, Y., Wang, B., & Wu, X. (2022). Facial expression recognition based on deep learning. Computer Methods and Programs in Biomedicine, 215. https://doi.org/10.1016/j.cmpb.2022.106621
Glăveanu, V. P. (2023). The Palgrave Encyclopedia of the Possible (ed.). Springer Nature. https://doi.org/10.1007/978-3-030-90913-0
Glenn, T., Ipsita, A., Carithers, C., Peppler, K., & Ramani, K. (2020). StoryMakAR: Bringing stories to life with an augmented reality & physical prototyping toolkit for youth. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3313831.3376790
Gopher, D., & Braune, R. (1984). On the psychophysics of workload: Why bother with subjective measures? Human Factors, 26(5), 519-532. https://doi.org/10.1177/0018720884026005
Guilford, J. P. (1968). Intelligence has three facets: There are numerous intellectual abilities, but they fall neatly into a rational system. Science, 160(3828), 615-620. http://.doi.org/10.1126/science.160.3828.615
Hamat, B., Eisenbart, B., Badke-Schaub, P., & Schoormans, J. (2020). The influence of a designers’ mind-set on their design process and design outcomes. International Journal of Technology and Design Education, 30(4), 737-753. https://doi.org/10.1007/s10798-019-09522-8
Harley, J. M., Lajoie, S. P., Tressel, T., & Jarrell, A. (2020). Ostering positive emotions and history knowledge with location-based augmented reality and tour-guide prompts. Learning and Instruction, 70. https://doi.org/10.1016/j.learninstruc.2018.09.001
Hart, S. G., & Staveland, L. E. (1988). Development of a multi-dimensional workload rating scale: Results of empirical and theoretical research. In P. A. Hancock & N. Meshkati (eds.). Elsevier.
Ibáñez, M., & Delgado-kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002
Indira, D., & Arora, S. (2017). Online learning. International Education and Research Journal, 3(8). http://ierj.in/journal/index.php/ierj/article/view/1273
Jabeen, S. S., & Thomas, A. J. (2015). Effectiveness of online language learning. World Congress on Engineering and Computer Science.
Jia, N., Luo, M. X., Fang, Z., & Liao, C. C. (2023). When and how artificial intelligence augments employee creativity. Forthcoming, Academy of Management Journal. https://doi.org/10.2139/ssrn.4397280
Kalyuga, S., & Singh, A. M. (2016). Rethinking the boundaries of cognitive load theory in complex learning. Educational Psychology Review, 28(4), 831-852. https://doi.org/10.1007/s10648-015-9352-0
Kapoor, H., & Mange, U. P. (2023, February 22). Affective factors in dark creativity. https://doi.org/10.1017/9781009031240.023
Kaufman, S. K. (2018). Consuming visions: Mass culture and the Lourdes shrine. Cornell University Press.
Kline, R. B. (2005). Principles and practice of structural equation modeling (2nd ed.). New York: Guilford.
Lanir, J., Booth, K. S., & Tang, A. (2008). Multipresenter: A presentation system for (very) large display surfaces. In Proceedings of the 16th ACM International Conference on Multimedia. https://doi.org/10.1145/1459359.1459428
Larkin, J., McDermott, J., Simon, D. P., & Simon, H. A. (1980). Expert and novice performance in solving physics problems. Science, 208(4450), 1335-1342. http://doi.org/10.1126/science.208.4450.133
Lebois, L. A., Wilson-Mendenhall, C. D., Simmons, W. K., Barrett, L. F., & Barsalou, L. W. (2018). Learning situated emotions. Neuropsychologia, 145. https://doi.org/10.1016/j.neuropsychologia.2018.01.008.
Lee, E., & Hannafin, M. J. (2016). A design framework for enhancing engagement in student-centered learning: Own it, learn it, and share it. Educational Technology Research and Development, 64(4), 707–734. https://doi.org/10.1007/s11423-015-9422-5
Lee, I. J., Chen, C. H., & Chang, K. P. (2016). Augmented reality technology combined with three-dimensional holography to train the mental rotation ability of older adults. Computers in Human Behavior, 65, 488-500. https://doi.org/10.1016/j.chb.2016.09.014
Leger, M., Yesner, R., Dignan, J., Likhari, R., & Wang, G. (2021, October). IDC FutureScape: Worldwide Education 2022 Predictions. IDC. https://www.idc.com/getdoc.jsp?containerId=US47242621
Lench, H. C., Reed, N. T., George, T., Kaiser, K. A., & North, S. G. (2023). Anger has benefits for attaining goals. Journal of Personality and Social Psychology. https://doi.org/10.1037/pspa0000350
Liaw, H., Yu, Y. R., Chou, C. C., & Chiu, M. H. (2021). Relationships between facial expressions, prior knowledge, and multiple representations: A case of conceptual change for kinematics instruction. Journal of Science Education and Technology, 30, 227–238. https://doi.org/10.1007/s10956-020-09863-3
Liem, G. A. D., & Bernardo, A. B. (2010). Epistemological beliefs and theory of planned behavior: Examining beliefs about knowledge and knowing as distal predictors of Indonesian tertiary students’ intention to study. The Asia-Pacific Education Researcher, 19(1), https ://doi.org/10.3860/taper .v19i1 .1513.
Ligon, G. S., Sporer, K., & Derrick, D. C. (2017). Violent innovation: Creativity in the domain of terrorism. In The cambridge handbook of creativity across domains (pp. 507-522). Cambridge University Press. http:// doi.org/10.1017/9781316274385.028
Lubart, T. I., & Mouchiroud, C. (2003). Creativity: A source of difficulty in problem solving. In J. E. Davidson & R. J. Sternberg (eds.). Cambridge University Press. https://doi.org/10.1017/CBO9780511615771.005
Lyu, L., Zhang, Y., Chi, M. Y., Yang, F., Zhang, G. G., Liu, P., & Lu, W. G. (2022). Spontaneous facial expression database of learners’ academic emotions in online learning with hand occlusion. Computers and Electrical Engineering, 97. https://doi.org/10.1016/j.compeleceng.2021.107667
Malika , J., & Ahmedov, F. (2023). Effective pedagogical aspects of the development of creative qualities in students. I. J. Education and Management Engineering, 1, 35–40. https://doi.org/DOI: 10.5815/ijeme.2023.01.05
Mayer, R. E., Mautone, P., & Prothero, W. (2002). Pictorial aids for learning by doing in a multimedia geology simulation game. Journal of Educational Psychology, 94(1), 171-185. https://doi.org/10.1037/0022-0663.94.1.171
Mega, C., Ronconi, L., & De Beni, R. (2014). What makes a good student? How emotions, self-regulated learning, and motivation contribute to academic achievement. Journal of Educational Psychology, 106(1), 121-131. http://doi.org/10.1037/a0033546
Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 12(12), 1321-1329.
Milgram, P., Takemura, H., Utsumi, A., & Kishino, F. (1995). Augmented reality: A class of displays on the reality-virtuality continuum. Other Conferences.
Mokmin, N. A. M., Rassy, R. P. (2024) Review of the trends in the use of augmented reality technology for students with disabilities when learning physical education. Educ Inf Technol , 29, 1251–1277. https://doi.org/10.1007/s10639-022-11550-2
Morrison, D. (2013). “Start here”: Instructional design models for online courses. Online Learning Insights. https://onlinelearninginsights.wordpress.com/tag/online-pedagogy-2/page/5/ Roblyer
National Science and Technology Council. (2019). The networking & information technology research & development program: Supplement to the President's fy2020 budget.
https://www.nitrd.gov/pubs/FY2020-NITRD-Supplement.pdf
Oberauer, K., & Greve, W. (2022). Intentional remembering and intentional forgetting in working and long-term memory. Journal of Experimental Psychology: General, 151(3), 513–541. https://doi.org/10.1037/xge0001106
Oganisation for Economic Co-Operation and Development. (2018). TALIS 2018 Data. OECD. https://www.oecd.org/education/talis/talis-2018-data.htm
Oganisation for Economic Co-Operation and Development. (2019). PISA 2021 Creative Thinking Framwork (3rd ed.). OECD. https://www.oecd.org/pisa/publications/PISA-2021-creative-thinking-framework.pdf
Omar, N. I., Ibrahim, A. B., & Kadi, A. A. (2023). Computer-assisted teaching and learning of electronic circuit on student’s motivation, achievement and cognitive load. International Journal of Education, Science, Technology, and Engineering (IJESTE), 6(1), 35-40. https://doi.org/10.36079/lamintang.ijeste-0601.520
O'Quin, K., & Besemer, S. P. (2006). Using the creative product semantic scale as a metric for results‐oriented business. Creativity and Innovation Management, 15(1), 34-44. https://doi.org/10.1111/j.1467-8691.2006.00367.x
Ou Yang, F.-C., Lai, H.-M., & Wang, Y.-W. (2023). Effect of augmented reality-based virtual educational robotics on programming students’ enjoyment of learning, computational thinking skills, and academic achievement. Computers & Education, 195, 1–22. https://doi.org/10.1016/j.compedu.2022.104721
Paas, F. G. W. C. (1992). Training strategies for attaining transfer of problem-solving skill in statistics: A cognitive-load approach. Journal of Educational Psychology, 84(4), 429–434. https://doi.org/10.1037/0022-0663.84.4.429
Paas, F. G., & Van Merriënboer, J. J. (1994). Variability of worked examples and transfer of geometrical problem-solving skills: A cognitive-load approach. Journal of Educational Psychology, 86(1), 122-133. https://doi.org/10.1037/0022-0663.86.1.122
Paas, F., Tuovinen, J. E., Tabbers, H., & Van Gerven, P. W. (2016). Cognitive load measurement as a means to advance cognitive load theory. In Educational psychologist. Routledge.
Park, N. K., Jang, W., Thomas, E. L., & Smith, J. (2020). How to organize creative and innovative teams: Creative self-Efficacy and innovative team performance. Creativity Research Journal, 33, 168 - 179. https://doi.org/10.1080/10400419.2020.1842010
Partnership for 21st Century Skills. (2014). Our history. http://www.p21.org/about-us/our-history
Pekrun, R., Goetz, T., & Perry, R. P. (2005). Academic emotions questionnaire (AEQ): User’ s manual. University of Munich.
Pekrun, R., Goetz, T., Frenzel, A. C., Barchfeld, P., & Perry, R. P. (2011). Measuring emotions in students’ learning and performance: The achievement emotions questionnaire (AEQ). Contemporary Educational Psychology, 36(1), 36–48. https://doi.org/10.1016/j.cedpsych.2010.10.002
Pekrun, R., Goetz, T., Titz, W., & Perry, R. P. (2002). Academic emotions in students’ self-regulated learning and achievement: A program of qualitative and quantitative research. Educational Psychologist, 37(2), 91-105. http://doi.org/10.1207/S15326985EP3702_4
Phakamach, P., Senarith, P., & Wachirawongpaisarn, S. (2022). The metaverse in education: The future of immersive teaching & learning. RICE Journal of Creative Entrepreneurship and Management, 3(2), 75-88. https://doi.org/10.14456/rjcm.2022.12
Plass, J. L., and Kalyuga, S. (2019). Four ways of considering emotion in cognitive load theory. Educational Psychology Review, 31 (2), 339–359. https://doi.org/10.1007/s10648-019-09473-5
Reid, G., & Nygren, T. E. (1988). The subjective workload assessment technique: A scaling procedure for measuring mental workload. Advances in Psychology, 52, 185-218. https://doi.org/10.1016/S0166-4115(08)62387-0
Respondek, L., Seufert, T., Stupnisky, R., & Nett, U. E. (2017). Perceived academic control and academic emotions predict undergraduate university student success: Examining effects on dropout intention and achievement. Frontiers in Psychology, 8(243), 1-18. http://doi.org/10.3389/fpsyg.2017.00243
Rhodes, M. (1961). An analysis of creativity. The Phi Delta Kappan, 42(7), 305-310. http://www.jstor.org/stable/20342603
Richards, J. C. (2022). Exploring emotions in language teaching. RELC Journal, 53(1), 225-239. https://doi.org/10.1177/0033688220927531
Runco, M. A., & Jaeger, G. J. (2012). The standard definition of creativity. Creativity Research Journal, 24(1), 92-96. https://doi.org/10.1080/10400419.2012.650092
Runco, M.A., Acar, S., & Cayirdag, N. (2017). A closer look at the creativity gap and why students are less creative at school than outside of school. Thinking Skills and Creativity, 24, 242–249. https://doi.org/10.1016/j.tsc.2017.04.003
Said-Metwaly, S., Kyndt, E., & Van den Noortgate, W. (2017). Approaches to measuring creativity: A systematic literature review. Creativity Theories Research Applications, 4(2), 238–275. https://doi.org/10.1515/ctra-2017-0013
Sainio, P. J., Eklund, K. M., Ahonen, T. P. S., & Kiuru, N. H. (2019). The role of learning difficulties in adolescents’ academic emotions and academic achievement. Journal of Learning Disabilities, 52(4), 287–298. https://doi.org/10.1177/0022219419841567
Saito, K., Dewaele, J. M., Abe, M., & In’nami, Y. (2018). Motivation, emotion, learning experience, and second language comprehensibility development in classroom settings: A cross-sectional and longitudinal study. Language Learning, 68(3), 709–743. https://doi.org/10.1111/lang.12297
Schnaubert, L., & Schneider, S. (2022). Analysing the relationship between mental load or mental effort and meta comprehension under different conditions of multimedia design. Frontiers in Education, 6. https://doi.org/10.3389/feduc.2021.648319
Scholz, J., & Smith, A. N. (2016). Augmented reality: Designing immersive experiences that maximize consumer engagement. Business Horizons, 59(2), 149-161. https://doi.org/10.1016/j.bushor.2015.10.003
Schroff, F., Kalenichenko, D., & Philbin, J. (2015). Facenet: A unified embedding for face recognition and clustering. In Proceedings of the IEEE conference on computer vision and pattern recognition.
Seidametova, Z. S., Abduramanov, Z. S., & Seydametov, G. S. (2021). Using augmented reality for architecture artifacts visualizations. Proceedings of the 4th International Workshop on Augmented Reality in Education, 2898, 131–146. https://lib.iitta.gov.ua/id/eprint/727262
Shen, Y., Ong, S. K., & Nee, A. Y. (2010). Augmented reality for collaborative product design and development. Design Studies, 31(2), 118-145. https://doi.org/10.1016/j.destud.2009.11.001
Shiffrin, R. M., & Schneider, W. (1977). Controlled and automatic human information processing: Perceptual learning, automatic attending and a general theory. Psychological Review, 84(2), 127–190. https://doi.org/10.1037/0033-295X.84.2.127
Singh, V., & Thurman, A. (2019). How many ways can we define online learning? A systematic literature review of definitions of online learning. American Journal of Distance Education, 33(4), 289–306. https://doi.org/10.1080/08923647.2019.1663082
Siswati, S., Astiena, A., & Savitri, Y. (2020). Evaluation of online-based student learning: Models during new normal pandemic Covid-19 in Indonesia. Journal of Nonformal Education, 6(2), 148-155. https://doi.org/10.15294/jne.v6i2.25599
Skulmowski, A., & Xu, K. M. (2021). Understanding cognitive load in digital and online learning: A new perspective on extraneous cognitive load. Educational Psychology Review, 34, 171-196. https://doi.org/10.1007/s10648-021-09624-7
Sternberg, R. J., & Lubart, T. I. (1995). Defying the crowd: Cultivating creativity in a culture of conformity. Free press.
Stevens Jr, C. E., & Zabelina, D. L. (2019). Creativity comes in waves: An EEG-focused exploration of the creative brain. Current Opinion in Behavioral Sciences, 27, 154-162. https://doi.org/10.1016/j.cobeha.2019.02.003
Stojcic, N., Hashi, I., & Orlic, E. (2018). Creativity, innovation effectiveness and productive efficiency in the UK. European Journal of Innovation Management.
Sweller, J. (1994). Cognitive load theory, learning difficulty, and instructional design. Learning and Instruction, 4(4), 295-312. https://doi.org/10.1016/0959-4752(94)90003-5
Sweller, J. (2003). Evolution of human cognitive architecture. Psychology of Learning and Motivation, 43, 215-266. https://doi.org/10.1016/S0079-7421(03)01015-6.
Sweller, J. (2010). Element interactivity and intrinsic, extraneous, and germane cognitive load. Educational Psychology Review, 22(2), 123-138. https://doi.org/10.1007/s10648-010-9128-5
Sweller, J. (2011). Cognitive load theory. In J. P. Mestre & B. H. Ross (eds.). Elsevier Academic Press. https://doi.org/10.1016/B978-0-12-387691-1.00002-8
Sweller, J., & Cooper, G. A. (1985). The use of worked examples as a substitute for problem solving in learning algebra. Cognition and Instruction, 2(1), 59–89. https://doi.org/10.1207/s1532690xci0201_3
Sweller, J., Van Merrienboer, J. J., & Paas, F. G. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10, 251-296.
Taigman, Y., Yang, M., Ranzato, M. A., & Wolf, L. (2014). Deepface: Closing the gap to human-level performance in face verification. In Proceedings of the IEEE conference on computer vision and pattern recognition.
Thanheiser, E., & Melhuish, K. (2023). Teaching routines and student-centered mathematics instruction: The essential role of conferring to understand student thinking and reasoning. The Journal of Mathematical Behavior, 70. https://doi.org/10.1016/j.jmathb.2023.101032
The White House. (2019). Executive order on president's council of advisors on science and technology—infrastructure & technology. https://www.whitehouse.gov/briefingroom/presidential-actions/2021/01/27/executive-order-on-presidentscouncil-of-advisors-on-science-and-technology/
Treffinger, D. J., & Isaksen, S. G. (1992). Creative problem solving: An introduction. Center for Creative Learning. https://doi.org/10.1177/001698629303700108
UNESCO (2022). UNESCO’s education response to COVID-19. UNESCO. https://en.unesco.org/covid19/educationresponse/support
Wallas, G. (1926). The art of thought. Harcourt, Brace and Company.
Wang, G., Wang, A., Mccarthy, S. P., Pennel, C., Xiao, L., Alexa, J., Anderson, C., Francis, L., Garcia, O. O., Huang, L., Muranishi, A., & Vallikkat, M. (2019). IDC FutureScape: Worldwide Education 2020 Predictions. IDC. https://www.idc.com/getdoc.jsp?containerId=AP44343519
Wang, M. X., Hu, N. Q., Hwang, J. G., & Yu, H. X. (2023). Learning with digital technology-facilitated empathy: An augmented reality approach to enhancing students’ flow experience, motivation, and achievement in a biology program. Interactive Learning Environments, 31(10), 6988–7004. https://doi.org/10.1080/10494820.2022.2057549
Wang, Y., Cao, Y., Gong, S., Wang, Z., Li, N., & Ai, L. (2022). Interaction and learning engagement in online learning: The mediating roles of online learning self-efficacy and academic emotions. Learning and Individual Differences, 94. https://doi.org/10.1016/j.lindif.2022.102128
Waterworth, P. G. (2020). Creating joyful learning within a democratic classroom. Journal of Teaching and Learning in Elementary Education (JTLEE), 3(2), 109–116. https://doi.org/10.33578/jtlee.v3i2.7841.
Weimer, M. (2002). Learner-centered teaching: Five key changes to practice. John Wiley & Sons.
Wierwille, W. W., & Eggemeier, F. T. (1993). Recommendations for mental workload measurement in a test and evaluation environment. Human Factors, 35(2), 263-281. https://doi.org/10.1177/001872089303500205
Willging, P. A. & Johnson, S. A., (2019). Factors that influence students’ decision to drop out of online courses. Online Learning 8(4), 105- 118. http://doi.org/10.24059/olj.v8i4.1814
Williamson, P. K. (2011). The creative problem solving skills of arts and science students—The two cultures debate revisited. Thinking Skills and Creativity, 6(1), 31–43. https ://doi.org/10.1016/j.tsc.2010.08.001.
World Economic Forum. (2016). The future of jobs: Employment, skills and workforce strategy for the Fourth Industrial Revolution. World Economic Forum. http://hdl.voced.edu.au/10707/393272.