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<ArticleSet>
<Article>
<Journal>
				<PublisherName>University of Mohaghegh Ardabili</PublisherName>
				<JournalTitle>Journal of Learning Disabilities</JournalTitle>
				<Issn>2251-8673</Issn>
				<Volume>10</Volume>
				<Issue>4</Issue>
				<PubDate PubStatus="epublish">
					<Year>2021</Year>
					<Month>06</Month>
					<Day>22</Day>
				</PubDate>
			</Journal>
<ArticleTitle>The impact of Augmented Reality Technology onacademic achievement motivation of second-grade Dyslexic Students</ArticleTitle>
<VernacularTitle>The impact of Augmented Reality Technology onacademic achievement motivation of second-grade Dyslexic Students</VernacularTitle>
			<FirstPage>58</FirstPage>
			<LastPage>86</LastPage>
			<ELocationID EIdType="pii">1227</ELocationID>
			
<ELocationID EIdType="doi">10.22098/jld.2021.6534.1710</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>E</FirstName>
					<LastName>Khateri</LastName>
<Affiliation>M.A. in educational technology, University of Allameh Tabataba&amp;#039;i</Affiliation>

</Author>
<Author>
					<FirstName>S</FirstName>
					<LastName>Pourroostaei Ardakani</LastName>
<Affiliation>Assistant Professor of educational technology, University of Allameh Tabataba&amp;#039;i</Affiliation>

</Author>
<Author>
					<FirstName>E</FirstName>
					<LastName>Zaraii Zavaraki</LastName>
<Affiliation>Associate Professor of educational technology, University of Allameh Tabataba&amp;#039;i</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2019</Year>
					<Month>10</Month>
					<Day>17</Day>
				</PubDate>
			</History>
		<Abstract>The purpose of this study is to investigate the impact of Augmented Reality Technology on academic achievement motivation of second-grade Dyslexic Students. The statistical population of this study includes all students with dyslexia disorder in the second elementary school who study in Tehran during the academic year of 1397-1398. Sampling method is a purposeful sampling. In this study, the sample size is 20 people divided into experimental and control groups. At first, a pre-test academic achievement motivation is taken from both groups and then an Augmented Reality Program is used for the experimental group and is administered to the control group. The researcher uploads videos, photos and sounds related to the teaching lessons using the HP Reveal Augmented Reality Program, and marks each subject they are taught and adapted according to the curriculum. The student take on the phone to learn each title, and the HP Reveal Augmented Reality Program is running on it and is provided relevant information. Then, the post-test academic achievement motivation are conducted and the results analyzed for each group. The results show that augmented reality utilization imputs academic achievement motivation the students with dyslexia disorder.</Abstract>
			<OtherAbstract Language="FA">The purpose of this study is to investigate the impact of Augmented Reality Technology on academic achievement motivation of second-grade Dyslexic Students. The statistical population of this study includes all students with dyslexia disorder in the second elementary school who study in Tehran during the academic year of 1397-1398. Sampling method is a purposeful sampling. In this study, the sample size is 20 people divided into experimental and control groups. At first, a pre-test academic achievement motivation is taken from both groups and then an Augmented Reality Program is used for the experimental group and is administered to the control group. The researcher uploads videos, photos and sounds related to the teaching lessons using the HP Reveal Augmented Reality Program, and marks each subject they are taught and adapted according to the curriculum. The student take on the phone to learn each title, and the HP Reveal Augmented Reality Program is running on it and is provided relevant information. Then, the post-test academic achievement motivation are conducted and the results analyzed for each group. The results show that augmented reality utilization imputs academic achievement motivation the students with dyslexia disorder.</OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">augmented reality</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">dyslexia</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">academic achievement motivation</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://jld.uma.ac.ir/article_1227_140791498f3cdddd0c1b266c605f3ebe.pdf</ArchiveCopySource>
</Article>
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