This study explores the effects of an Augment Reality-based Science Education STEAM Program, whose contents are mainly focused on the theme ‘Weather and Life’. The student participants were divided into two groups according to their intelligence quotient and academic achievement in science, 18 students being in the experimental group and 15 students being in the control group. While the AR-SESP was implemented for the experimental group, the control group was taught science with electronic textbook materials.
The effects of the AR-SESP on students were analyzed in terms of the differences in their academic achievement in science, attitude toward science classes. The two factors were examined using pretest-posttest control group design. Data was analyzed using ANCOVA.
The research findings regarding the effects of the AR-SESP on students can be summarized as follows: First, there has been a significant difference in students’ academic achievement in science between the control and the experimental group. Secondly, there has been a significant difference in students’ attitudes toward science classes between the control and the experimental group. This implies that the Science Education STEAM Program has been helpful in stimulating students’ curiosity and improving their motivation, leading to the increase in students’ engagement in lessons.