Hiram David Cortés Díaz, O. Ramirez, A. Argüelles-Cruz, C. Solórzano
{"title":"Ramath: Mobile Application for Math Learning using Augmented Reality","authors":"Hiram David Cortés Díaz, O. Ramirez, A. Argüelles-Cruz, C. Solórzano","doi":"10.13053/rcs-148-10-22","DOIUrl":null,"url":null,"abstract":"This paper presents a mobile application (app) using Augmented Reality (AR) with the support of game play mechanics in a non-game application, oriented to help 12 to 15 year’s old students to learn several math subjects. We associate concepts such as gamification and Problem-Based Learning (PBL) within the app, making the subjects much more interesting to the students and encouraging them to be fearless of math by taking advantage of the human’s psychological predisposition to engage in gaming. With the collected information from the research and the help of a predictive algorithm, we try to show how much the technology can help in education.","PeriodicalId":220522,"journal":{"name":"Res. Comput. Sci.","volume":"46 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Res. Comput. Sci.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.13053/rcs-148-10-22","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
This paper presents a mobile application (app) using Augmented Reality (AR) with the support of game play mechanics in a non-game application, oriented to help 12 to 15 year’s old students to learn several math subjects. We associate concepts such as gamification and Problem-Based Learning (PBL) within the app, making the subjects much more interesting to the students and encouraging them to be fearless of math by taking advantage of the human’s psychological predisposition to engage in gaming. With the collected information from the research and the help of a predictive algorithm, we try to show how much the technology can help in education.