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The Development of a Didactic Prototype for the Learning of Mathematics through Augmented Reality
Author(s) -
Patricia Salinas,
Eduardo González-Mendívil,
Eliud Quintero,
Horacio Ríos,
Héctor Ramírez,
Sergio Morales
Publication year - 2013
Publication title -
procedia computer science
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.334
H-Index - 76
ISSN - 1877-0509
DOI - 10.1016/j.procs.2013.11.008
Subject(s) - computer science , augmented reality , conceptualization , visualization , process (computing) , point (geometry) , space (punctuation) , mathematics education , human–computer interaction , artificial intelligence , geometry , mathematics , operating system
This work applies Augmented Reality technology in the educational process through a didactic prototype that promotes visualization skills related to the learning of mathematical content. An initial prototype has been designed and built with the purpose of arriving at 3 dimensional objects performing specific actions, in space and time, executed with 2 dimensional objects. The AR production of mathematical objects with which student may interact offers the opportunity to mentally record the process through which they are generated, favoring visualization skills. In the initial academic phase, an analysis of the first three college calculus courses was carried out. The objective was the identification of a transversal content suitable to be developed in AR environment. Once this content was established and discussed, the conceptualization of the prototype was carried out, identifying first the platform of technological and human resources available for the project. The technical phase was focused on developing the AR technology prototype around the didactic design concept. The adjustment decisions in this process were based around the academic-technical integration meetings. A pilot experience for exploratory purposes was developed with Mathematics I for engineering students during May 2013. The aim was to describe the actions the prototype encourages from the students and to capitalize these results to determine limitations and reaches of this first prototype, from a didactically and technically point of view. The pilot experience confirms that AR technology in education increases the current motivation to learn by students. The work aims to study about the development of didactic resources that serve students in the learning of a visual and tangible mathematics

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