<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Laila Ayaichi</style></author><author><style face="normal" font="default" size="100%">Aziz Amaaz</style></author><author><style face="normal" font="default" size="100%">Abderrahman Mouradi</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">ACCEPTANCE OF AUGMENTED REALITY VIA MOBILE DEVICES BY HIGHER EDUCATION STUDENTS IN PHYSICS PRACTICAL WORK</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Baltic Science Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">augmented reality</style></keyword><keyword><style  face="normal" font="default" size="100%">higher education</style></keyword><keyword><style  face="normal" font="default" size="100%">intention</style></keyword><keyword><style  face="normal" font="default" size="100%">physics</style></keyword><keyword><style  face="normal" font="default" size="100%">Practical work</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology acceptance model</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2025</style></year><pub-dates><date><style  face="normal" font="default" size="100%">August/2025</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">https://journals.indexcopernicus.com/search/article?articleId=4575673</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">24</style></volume><pages><style face="normal" font="default" size="100%">continuous</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Augmented Reality (AR) is an emerging technology with strong potential to enhance the educational value of physics lab work. However, its integration in higher education remains inconsistent, often hindered by students' limited prior experience and varying levels of acceptance. This study investigates the factors influencing students’ intention to adopt AR, using the Technology Acceptance Model (TAM) as a theoretical framework. A comparative quantitative approach was applied to a sample of 756 undergraduate and graduate physics students, including 334 with prior AR experience and 442 without. Data were collected through a structured questionnaire based on validated instruments and distributed via Microsoft Forms. Results indicate significant differences between the two groups: students with prior AR exposure reported more favorable perceptions regarding its usefulness, ease of use, general attitude, and intention to adopt it. Structural equation modeling (SEM-PLS) confirms that perceived ease of use positively affects perceived usefulness, which in turn moderately influences attitude, the primary predictor of behavioral intention. These findings validate the relevance of TAM in explaining and predicting AR adoption in physics education and suggest that prior experience, while influential, is only one of several factors affecting the successful acceptance of AR in a university setting.</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><work-type><style face="normal" font="default" size="100%">Original article</style></work-type><section><style face="normal" font="default" size="100%">611-623</style></section></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Turki Alqarni</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">COMPARISON OF AUGMENTED REALITY AND CONVENTIONAL TEACHING ON SPECIAL NEEDS STUDENTS' ATTITUDES TOWARDS SCIENCE AND THEIR LEARNING OUTCOMES </style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Baltic Science Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">attitudes towards science</style></keyword><keyword><style  face="normal" font="default" size="100%">augmented reality</style></keyword><keyword><style  face="normal" font="default" size="100%">learning disabilities</style></keyword><keyword><style  face="normal" font="default" size="100%">learning outcomes</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2021</style></year><pub-dates><date><style  face="normal" font="default" size="100%">August/2021</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://oaji.net/articles/2021/987-1629707085.pdf</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">20</style></volume><pages><style face="normal" font="default" size="100%">Continuous</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">This study examined the impact of the Augmented reality (AR) use on Jordanian 6th grade students' attitudes towards science and their learning outcomes. A quantitative quasi-experimental study is preceded with the Pre-test and Post-test control group design model, where 24 students who identified to have special needs participated in this study and were randomly divided into two groups. Two groups, control group 12 students were taught conventionally, and 12 students were designated as the experimental group, they used the AR technology for four weeks. The two scales used in this research were reliable and validated. The results show significant results for the AR technology in enhancing student learning outcomes. Additionally, results supported that AR technology has the potential to enhance students with learning disabilities positive attitudes. The result shows that AR technology helped students in promoting positive attitudes towards students and enhance students learning outcomes. </style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><work-type><style face="normal" font="default" size="100%">Original article</style></work-type><section><style face="normal" font="default" size="100%">558-572</style></section></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Esma Buluş Kirikkaya</style></author><author><style face="normal" font="default" size="100%">Melek Şentürk Başgül</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">THE EFFECT OF THE USE OF AUGMENTED REALITY APPLICATIONS ON THE ACADEMIC SUCCESS AND MOTIVATION OF 7TH GRADE STUDENTS</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Baltic Science Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">7th grade students</style></keyword><keyword><style  face="normal" font="default" size="100%">Academic Success</style></keyword><keyword><style  face="normal" font="default" size="100%">augmented reality</style></keyword><keyword><style  face="normal" font="default" size="100%">solar system</style></keyword><keyword><style  face="normal" font="default" size="100%">Solomon four-group model</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2019</style></year><pub-dates><date><style  face="normal" font="default" size="100%">June/2019</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://oaji.net/articles/2019/987-1559372194.pdf</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">18</style></volume><pages><style face="normal" font="default" size="100%">Continuous</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">The aim of this research was to examine the effects of the Augmented Reality (AR)-supported teaching activities on the academic success, motivation of students towards science learning and attitudes of students towards AR application, in the scope of the seventh grade science course, &quot;Solar System and Beyond&quot; unit. For this purpose, &quot;Solomon Four Group Model&quot;, which controls the internal and external validity, was used. Research was conducted with 120 students in two different schools and involved two experimental and two control groups established by random method. Experimental (1) and Control (1) groups received data collection tools as pre-test and post-test, while Experimental (2) and Control (2) groups received only post-test. During the six-week research, the students were taught in the experimental groups using the 'Star-Tracker, Spacecraft, iSolarsystem, Space-4D' mobile AR applications, while the control groups were taught with the activities envisaged in the curriculum. &quot;Solar System and Beyond Success Test&quot; and the &quot;Students' Motivation to Science Learning&quot; scale, were used as data collection tools. Findings from the research showed that teaching with AR applications significantly alters the success of students and motivation towards science learning. This showed that teaching with AR applications is effective. </style></abstract><issue><style face="normal" font="default" size="100%">3</style></issue><work-type><style face="normal" font="default" size="100%">Original article</style></work-type><section><style face="normal" font="default" size="100%">362-378</style></section></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Chung-Ho Su</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">THE EFFECT OF USERS’ BEHAVIORAL INTENTION ON GAMIFICATION AUGMENTED REALITY IN STEM (GAR-STEM) EDUCATION</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Baltic Science Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">augmented reality</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification apps</style></keyword><keyword><style  face="normal" font="default" size="100%">importance-performance matrix analysis</style></keyword><keyword><style  face="normal" font="default" size="100%">STEM education</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2019</style></year><pub-dates><date><style  face="normal" font="default" size="100%">June/2019</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://oaji.net/articles/2019/987-1559372609.pdf</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">18</style></volume><pages><style face="normal" font="default" size="100%">Continuous</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">As people attach increasing importance to the learning environment and design of teaching materials in STEM, how to design teaching materials that enable students to seamlessly integrate the learning of scientific investigation, engineering design, mathematical reasoning, and technical skills has become increasingly important. The purpose of this research was to explore the behavioral intention of GAR-STEM teaching application users. The results showed that the best predictor of practicability, entertainment, and media interactivity for intention towards GAR-STEM app design was usage attitude (R2= 0.547), followed by intent to use (R2 = 0.528), practicability (R2 = 0.408), and entertainment (R2 = 0.186). The proposed model explained 52.8% of the variance in behavioral intention. The overall findings suggested that usage attitude and intent to use may augment its function as a key factor for the procedural intention toward GAR-STEM app design.</style></abstract><issue><style face="normal" font="default" size="100%">3</style></issue><work-type><style face="normal" font="default" size="100%">Original article</style></work-type><section><style face="normal" font="default" size="100%">450-465</style></section></record></records></xml>