Resumo
Este estudo teve como objetivo investigar o efeito da mídia de realidade aumentada e a motivação nos resultados de aprendizagem dos alunos em jogos tradicionais como disciplina de Educação Física, Esporte e Saúde. A abordagem quantitativa foi adaptada como o desenho de pesquisa particularmente na forma de Quasi Experimental com Modelo Fatorial 2x2. A população era composta por alunos da oitava série da SMPN 1 Singaraja, na qual havia 80 alunos selecionados como amostra de pesquisa usando a técnica de amostragem aleatória. Os dados foram coletados por meio de pós-teste e pré-teste, utilizando-se o teste biométrico (teste escrito) como instrumento de pesquisa. Os dados obtidos foram analisados de forma descritiva e inferencial com o auxílio do SPSS 25. Os resultados mostraram 1) há uma diferença nos resultados de aprendizagem entre alunos que são ensinados por realidade aumentada e alunos que são ensinados por aprendizagem convencional; 2) existe um efeito de interação entre mídia e motivação para os resultados de aprendizagem; 3) alunos altamente motivados ensinados por realidade aumentada superam alunos altamente motivados ensinados por aprendizagem convencional; 4) alunos menos motivados ensinados por realidade aumentada apresentam menor desempenho do que alunos pouco motivados ensinados por aprendizagem convencional.
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