Ramath:数学教学应用

Amadeo José Argüelles Cruz, Hiram David Cortés Díaz, Octavio Elias Piñal Ramírez
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引用次数: 0

摘要

本文介绍了Ramath移动应用程序(app)及其使用头戴式显示器(HMD)的第二个版本。这两款游戏都在非游戏应用中使用增强现实技术和游戏机制,旨在帮助12至15岁的学生(男女)学习一些数学科目。我们将“游戏化”和“基于问题的学习”(problem-based learning,简称PBL)等概念与应用联系在一起,通过利用人类参与游戏的心理倾向,让学生对学科更感兴趣,并鼓励他们对数学无所畏惧。通过从研究中收集的信息和预测算法的帮助,我们试图展示这项技术对教育的帮助。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ramath: mathematics teaching app
This paper presents the Ramath mobile application (app) and its second version using a head mounted display (HMD). Both use augmented reality with the support of game play mechanics in a non-game application, oriented to help 12 to 15 years old students (male and female) 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 humans' 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.
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