Manuel Krug

Manuel Krug

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Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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26 October 2023 in Sustainability
Verified
Journal Article
Open access
PDF file
VCValerie Czok
Valerie Czok
MKManuel Krug
Manuel Krug
SMSascha Müller
Sascha Müller
Johannes HuwerJohannes Huwer
Johannes Huwer
HWHolger Weitzel
Holger Weitzel
In the course of digitalization, new technologies and innovations are continuously introduced to the educational sector. For instance, augmented reality (AR) is increasingly applied in science teaching in both school and higher education. Combining real and virtual content potentially enhances interactivity and understanding of the learning process. This teaching and learning approach can positively impact various learning outcomes, such as learning gains and motivation. This paper aims to investigate the positive learning effects of AR using a game-based AR learning environment: “Beat the Beast”. In line with the concept of an education for sustainable development (ESD) topic, microplastics, this learning environment follows an interdisciplinary approach, combining the subjects of biology, chemistry, and engineering. To determine and distinguish the effects of implementing the technology AR in science learning environments as well as the principles of game-based learning, we contrasted the learning environment into two factors: one with AR and one without AR and the other with a game and without a game. A quasi-experimental design with 203 pre-service teachers of the first semester of all subjects was chosen to evaluate the four different types of settings with questionnaires on motivation, technology acceptance, user engagement, cognitive load, computer self-efficacy, knowledge, and ESD outcomes in higher education. Our research demonstrates that although augmented reality (AR) imposes a relatively elevated cognitive load, it does not negatively affect learning effects. In spite of the increased cognitive load, learners in AR settings do not exhibit lesser knowledge acquisition compared to those in alternative environments. Moreover, our investigation highlights AR’s potential to amplify motivation and user engagement. Contrary to expectations, in the context of the selected subject matter and target audience, game-based adaptations of the educational environment fail to enhance learning outcomes. These versions actually underperform compared to other formats in both motivational and engagement metrics.

11 September 2023 in Education Sciences
Verified
Journal Article
Open access
PDF file
VCValerie Czok
Valerie Czok
MKManuel Krug
Manuel Krug
SMSascha Müller
Sascha Müller
Johannes HuwerJohannes Huwer
Johannes Huwer
SKStefan Kruse
Stefan Kruse
HWHolger Weitzel
Holger Weitzel
As augmented reality (AR) becomes a promising technology for use in science and engineering teaching, the need for generally valid criteria and frameworks for the analysis, development, and setup of AR applications arises. In this article, we present an evaluations matrix to analyze current augmented reality approaches for life science teaching (biology, chemistry) and engineering and simultaneously provide directives for future augmented reality application designs. Based on an extensive literature review followed by focus group discussions with experts, the evaluation matrix combines domain-specific aspects, technical features, and subject and media didactical principles to determine seven select parameters. This ensures adequate coverage of the broad range of key considerations in the development of augmented reality technology for science and engineering teaching. Through cluster analysis, two groups of applications could be identified. The first group comprises applications whose development was more technology-driven. Applications in the second group take more didactic criteria into account and are to be considered more holistically from an instructional perspective. No correlation could be observed between the design of the AR application and the intended learning effects. The parameters derived for the evaluation matrix contribute to specifying relevant criteria for the development of AR applications.

28 May 2021 in CHEMKON
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Journal Article
Closed access
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ATAnja Tschiersch
Anja Tschiersch
MKManuel Krug
Manuel Krug
Johannes HuwerJohannes Huwer
Johannes Huwer
ABAmitabh Banerji
Amitabh Banerji

1 March 2021 in INTED Proceedings
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Conference Paper
Closed access
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MKManuel Krug
Manuel Krug
VCValerie Czok
Valerie Czok
Johannes HuwerJohannes Huwer
Johannes Huwer
HWHolger Weitzel
Holger Weitzel
Wolfgang MuellerWolfgang Mueller
Wolfgang Mueller
Information about the paper titled "CHALLENGES FOR THE DESIGN OF AUGMENTED REALITY APPLICATIONS FOR SCIENCE TEACHER EDUCATION" at IATED Digital Library

8 October 2023 in Education Sciences
Verified
Journal Article
Open access
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MKManuel Krug
Manuel Krug
Lars-Jochen ThomsLars-Jochen Thoms
Lars-Jochen Thoms
Johannes HuwerJohannes Huwer
Johannes Huwer
The digitalization of everyday school life has gained increasing importance for teachers in recent years. In Germany, this is especially true since the publication of the strategy on “Education in the Digital World” by the Standing Conference of the Ministers of Education and Cultural Affairs of the Länder in 2016, which calls for the acquisition of digital competencies by students. In this regard, it is of great importance that future teachers acquire important skills in the field of digitalization during their teacher training in order to effectively and pedagogically use digital media in instruction. In this paper, we present the concept of an intervention on the topic of “Simulation and Modeling” from the competency framework DiKoLAN, which provides possible guidance in relation to the question “which competencies in the field of digitalization should be taught during teacher training?” One focus of the presented concept is the technology of “Augmented Reality,” which has already been described as an effective teaching and learning tool. Furthermore, evaluation results of the seminar are presented, which examine both the effectiveness in terms of conveying the desired competencies through the measurement of self-efficacy expectations, and the attitudes of the pre-service teachers towards the use of AR in science education. The evaluation of the intervention measure shows a significant increase in pre-service teachers’ self-efficacy expectations across all areas of competencies to be taught, as well as a significantly more positive attitude towards the use of AR in science teaching.

20 March 2023 in Computers
Verified
Journal Article
Open access
PDF file
MKManuel Krug
Manuel Krug
Johannes HuwerJohannes Huwer
Johannes Huwer
The topic of safety in chemistry laboratories in schools is crucial, as severe accidents in labs occur worldwide, primarily due to poorly trained individuals and improper behavior. One reason for this could be that the topic is often dry and boring for students. One solution to this problem is engaging students more actively in the lesson using a game format. In this publication, we present an augmented-reality-supported exit game in the form of a laboratory rally and the results of a pilot study that examined the use of the rally in terms of technology acceptance and intrinsic motivation. The study involved 22 students from a general high school. The study results show a high level of technology acceptance for the augmented reality used, as well as good results in terms of the intrinsic motivation triggered by the lesson.