Enhancing mathematics learning with 3D augmented reality escape room

Artigo2024

Mireya Zapata; Carlos Ramos-Galarza; Kevin Valencia-Aragón; Lidia Guachi

0 visualizações desta ficha 0 acessos ao texto completo Contagem real do Portal desde 25/09/2026; tráfego comum, sem testes; quem desativa o rastreamento no navegador não é contado.

Texto completo não localizado nas fontes consultadas. O registro é mantido pela pertinência.

Resumo

Learning mathematics is a challenge for many students, especially because of the traditionalist method with which its contents are taught. To a large extent, mathematics classes generate little motivation in students, so in this research, a novel technological method based on augmented reality is applied to improve the mathematics learning process, particularly the techniques of solving systems of linear equations. The research design used was a two-phase mixed sequential confirmatory type. The research worked with a sample of 65 students (Mage=17.72, SD=0.65; 58.5% female and 41.5% male). In the first phase, a quasi-experimental study was designed with an experimental group (M=32) and a control group (M=33). The experimental group received a mathematics teaching and learning intervention based on augmented reality vs. the control group, which received a traditional educational process. The experimental group showed improvements in acquired knowledge and motivation compared to the control group students. In the qualitative phase, two focus groups were conducted with students from their respective groups. In the experimental group, the following categories were identified: interesting, fun, innovative, and entertaining. The control group identified the following categories: little attention, low interest in learning, tired knowledge, and lack of motivation. The results are discussed in relation to the need to generate educational processes that benefit mathematics learning.

Dados da obra

Tipo
Artigo
Periódico
International Journal of Educational Research Open, v. 7, p. 100389
Editora
Elsevier
Ano
2024 (2024-12)
Idioma
en
Palavras-chave
augmented reality; game-based learning; math teaching; merge cube; active methodologies; escape room
Temas
Álgebra
DOI
10.1016/j.ijedro.2024.100389
ISSN
2666-3740
Acesso
Metadados apenas
Fontes
DOAJ — Directory of Open Access Journals
Na Biblioteca desde
01/10/2026 · verificada em 03/10/2026

Como citar

ABNT
ZAPATA, Mireya et al.. Enhancing mathematics learning with 3D augmented reality escape room. International Journal of Educational Research Open, v. 7, p. 100389, 2024. DOI: https://doi.org/10.1016/j.ijedro.2024.100389.

APA

Zapata, M., Ramos-Galarza, C., Valencia-Aragón, K., & Guachi, L. (2024). Enhancing mathematics learning with 3D augmented reality escape room. International Journal of Educational Research Open, 7, 100389. https://doi.org/10.1016/j.ijedro.2024.100389

BibTeX
@article{zapata2024,
  author = {Zapata, Mireya and Ramos-Galarza, Carlos and Valencia-Aragón, Kevin and Guachi, Lidia},
  title = {Enhancing mathematics learning with 3D augmented reality escape room},
  year = {2024},
  journal = {International Journal of Educational Research Open},
  volume = {7},
  pages = {100389},
  publisher = {Elsevier},
  doi = {10.1016/j.ijedro.2024.100389},
  language = {en}
}
RIS
TY  - JOUR
AU  - Zapata, Mireya
AU  - Ramos-Galarza, Carlos
AU  - Valencia-Aragón, Kevin
AU  - Guachi, Lidia
TI  - Enhancing mathematics learning with 3D augmented reality escape room
PY  - 2024
JO  - International Journal of Educational Research Open
VL  - 7
SP  - 100389
DO  - 10.1016/j.ijedro.2024.100389
LA  - en
ER  - 

Referência gerada automaticamente a partir dos metadados das fontes; confira com o documento original. Baixar BibTeX · Baixar RIS

Obras relacionadas

Obras do acervo corrente com mais temas em comum.

Acessibilidade

As escolhas valem em todas as páginas internas e ficam só neste navegador. Atalho: tecla de acesso 5.

Perfis rápidos

Ajustes

Sobre a acessibilidade do Portal