Developing Pedagogically Aligned AR Media for Teaching Polyhedra in Junior Secondary Education

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This study presents the design and evaluation of marker-based augmented reality instructional media using Unity and Vuforia to support polyhedra learning in junior high school geometry. The development followed the 4D model and was grounded in a five-phase learning trajectory consisting of exploration, manipulation, analysis, application, and reflection. The AR media features interactive 3D polyhedron models, net unfolding animation, and formula overlays, each activated through printed markers. The design was informed by students’ learning needs, particularly difficulties in visualizing shapes, distinguishing surface area from volume, and applying geometric formulas correctly. Expert validation using Aiken’s V confirmed strong instructional alignment. Student perception data, classroom observations, and teacher interviews indicated that the media enhanced spatial reasoning, improved engagement, and encouraged verbal mathematical discourse. The findings support the integration of AR into structured pedagogical sequences and demonstrate its potential to improve geometry instruction in diverse classroom settings.

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The development of this textbook aims to be able to assist students in self-study at home as well as teachers in understanding students, especially in the topic of ​​circumference and area of ​​ two-dimensional figure. This research is a textbook development research using 3 of the 4 steps of the 4D Development Model, namely Define (defining), Design (design), Development (development). The results of the media in the form of Textbooks of the topic Circumference and area of ​​ two-dimensional figure. The data obtained from this study were teacher interviews and validation of learning media. There are four kinds of validation sheets used, namely one for material validation, presentation validation, linguistic validation, and graphic validation. Based on the expert validator's assessment of the Circumference and area of ​​ two-dimensional figure Textbooks for Grade IV Elementary School, the results of the material validator's assessment showed an average value of 90% which was categorized as valid. The results of the language validator show an average value of 91.6% which is categorized as valid. The results of the presentation validator show an average of 85.4% so it is categorized as valid. The results of the graphical validator show an average value of 95.8% which can be categorized as valid. The assessments of the validators can be said as valid with a few revisions or additions to complete the textbook.
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An Interactive 3D Model of CNS Cross‐Sections and Sensory Pathways from Receptor to Cerebral Cortex
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  • The FASEB Journal
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BackgroundLearning cross‐sectional neuroanatomy is challenging. Nuclei may be distinct, but fiber tracts often have vague borders and change position, cross the midline and even change names. Nonetheless, understanding 3D spatial relations of nuclei and fiber tracts from receptor to cerebral cortex is crucial for interpreting clinical signs following CNS damage. Students of these relations often must rely on 2D images of cross‐sections and pathways. Such learning requires increased cognitive effort1. Since learning neuroanatomy of specimens with interactive 3D models results in higher scores on tests requiring spatial visualization and mental rotation2, we have developed an interactive virtual 3D model of CNS cross‐sections and somatosensory pathways extending from sensory receptors to sensory cerebral cortex.MethodsAlthough there are excellent virtual 3D models of brains, modeling pathways is more challenging due to the enormous scale of the human nervous system. Axons are only a few micrometers in diameter but extend for a meter or more, cross the midline and make multiple synaptic connections. Students must navigate the whole nervous system as well as a cellular level of detail ‐ and not get lost. Our virtual 3D model of brain cross‐sections and pathways was created with 3D design software 3DS Max®, Stingray® and Unity® (Autodesk and Unity Technologies). Images of the forebrain, brainstem and spinal cord (Digital Anatomy Collection©) are scaled to human CNS size and positioned at their approximate location in the body. Models of neuron cell bodies are placed in the dorsal root ganglia and sensory nuclei, and all are connected by axon fibers at each synapse of the pathway. The model is available for Windows® and McIntosh® computers, and students navigate and control label and object visibility using standard gaming controlsPilot ResultsFormer neuroanatomy student volunteers (n=12) were randomly divided into 2 groups to compare 2D study vs. 3D study of our model. Matched quizzes were administered before and after a study period. Questions were grouped as sensory, motor or non‐pathway dependent. Both groups improved after the study period, but the difference among groups was not significant. Students comments indicated that the use of the model was “minimally” helpful compared to class notes. They felt that more labeling and ability to see the effect of lesions would improve the model.Outcomes An interactive virtual 3D model of cross‐sections of the CNS with pathways was feasible. Students can use the model, but there was no significant effect between 2D vs. 3D groups. Improvements like labels and ability to see the effect of lesions may increase learning. A revised model with new features will be tested in Neuroanatomy Spring 2019. Support or Funding InformationThis work was supported by funding from the Northeastern University: Center for Advancing Teaching and Learning Through ResearchThis abstract is from the Experimental Biology 2019 Meeting. There is no full text article associated with this abstract published in The FASEB Journal.

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Elementary school-age children need increased inhibitory control to focus and put aside things that are not priorities. Inhibitory control helps children to stay focused, control behavior, think before they act, and manage emotions. However, efforts specifically to increase the ability of inhibitory control have not been made much. This study aims to develop a guidebook to improve inhibitory control in children aged 10-12 years through the game "Self-Steering". This research is development research with the following steps: First, conducting a needs analysis through teacher interviews and classroom observations. Second, planning the manufacture of products as a solution to research problems. Third, making the product. Fourth, testing the product through expert validation and limited trials. Fifth, improving the product based on suggestions for improvement at the product trial stage. The result of this study is a game guidebook containing 3 inhibitory control games that were declared feasible by expert validators. Based on the field trial results, this game guidebook is an interesting game guide to improve children's inhibitory control. Some things that need to be improved will be discussed further.

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Innovation in PowerPoint media determines students' interest and motivation in learning. The lack of use of game elements makes students bored. To support interactive learning, games such as crossword puzzles are needed as evaluations in the media. This study is purpose to produce interactive PowerPoint learning equipped with a crossword puzzle about plant tissue material for high school students. The research subjects is an expert validator consisting of two Biology lecturers at UNP and one Biology teacher at Payakumbuh Senior High School 3. The research used is ADDIE development research. The research was conducted up to the development stage. The analysis phase uses instruments in the form of observation sheets and interviews for teachers and students. The design stage is the design of interactive powerpoint learning media. At the development stage, using an instrument in the form of a validation sheet addressed to expert validators and analyzed. The percentage results of the three expert validations show that interactive powerpoint media is 91.90% with a very valid category. so that interactive powerpoint learning media equipped with crossword puzzles that have been developed meet the criteria and can be used by students in learning biology.
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  • Cite Count Icon 11
  • 10.1103/physreva.91.013402
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  • Cite Count Icon 5
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The understanding of multi-level spatial topologies is a difficult and frequent challenge in people with visual impairments daily life, impacting their independent mobility. Using the tools of the “maker” movement, and following an iterative co-design process with Orientation and Mobility instructors, we created an innovative tool (3D printed interactive model of a train station) for teaching complex spatial knowledge. Then, we did a comparative study with end users between the 3D interactive model that we designed and two 2D interactive tactile maps representing the same location. Our results show that the 3D interactive model is useful and usable, provides better satisfaction and is preferred to 2D tactile maps. In addition, complex spatial notions are better understood with the 3D model. Altogether, these results suggest that the “maker movement” may empower special education teachers with adapted and innovative tools.

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