Jingjing Ma

ORCID: 0000-0003-3507-0941
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About
Contact & Profiles
Research Areas
  • Augmented Reality Applications
  • Mobile Learning in Education
  • Virtual Reality Applications and Impacts
  • Educational Games and Gamification
  • Spatial Cognition and Navigation
  • Human Motion and Animation
  • Artificial Intelligence Applications
  • Teaching and Learning Programming
  • Online and Blended Learning
  • Anatomy and Medical Technology
  • Biomedical and Engineering Education
  • Problem and Project Based Learning
  • Visual and Cognitive Learning Processes
  • Tactile and Sensory Interactions

Central China Normal University
2021-2024

Augmented reality (AR) recently shows great potential to facilitate students' learning, especially their learning performance and motivation. However, few studies considered learners' emotional factors such as anxiety, which may influence the results. This study aims explore how different experimental conditions (AR & Non-AR) affect motivation of students with levels anxiety. An AR-based magnetism tool entitled "MagAR" was proposed support junior high school physics learning. The results...

10.1080/10494820.2022.2057547 article EN Interactive Learning Environments 2022-04-03

Abstract Tangible programming tools have become a mainstream teaching aid in gamification learning (GPL) due to their interactivity and ability enhance novice learners' computational thinking spatial reasoning skills. However, comparing the relative efficacy of different that simultaneously support these skills was not adequately explored. This study designed evaluated three tools: tangible tool (TPG), which uses real touchable objects; block (BPG), employs virtual blocks 3D game scenarios;...

10.1111/bjet.13482 article EN British Journal of Educational Technology 2024-05-25

Abstract This research employs the fuzzy‐set qualitative comparative analysis (fsQCA) method to investigate configurations of multiple factors influencing scientific concept learning, including augmented reality (AR) technology, map (CM) strategy and individual differences (eg, prior knowledge, experience attitudes). A quasi‐experiment was conducted with 194 seventh‐grade students divided into four groups: AR CM ( N = 52), non‐CM 51), non‐AR 40), 51). These participated in a science lesson...

10.1111/bjet.13499 article EN British Journal of Educational Technology 2024-06-25

In recent years, with the development of human-computer interaction technology and increasing emphasis on musical education, more digital technologies have been applied to facilitate instrument teaching learning. However, most current studies were focused digitalization some popular instruments (e.g., piano, guitar), interactive systems for traditional rarely involved, which may impede inheritance instruments. this study, started from gamified learning theory, an desktop-VR based system was...

10.1109/tale52509.2021.9678770 article EN 2021-12-05
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