Carlos A. Lázaro Carrascosa, Maximiliano Paredes-Velasco, Irene Palomero Ylardia, Maria Del Carmen Navarro
{"title":"Augmented Reality for teaching historical time","authors":"Carlos A. Lázaro Carrascosa, Maximiliano Paredes-Velasco, Irene Palomero Ylardia, Maria Del Carmen Navarro","doi":"10.1109/SIIE56031.2022.9982344","DOIUrl":null,"url":null,"abstract":"One of the fundamental aspects of teaching history is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This paper describes an experience with Primary and Secondary students, using Augmented Reality with gamification in timeline activities in the subject of History. The results show that there was improvement in learning in several aspects: the chronological location of events in relation to BC and AD, the relationship of different historical events with ages in History and the ability to order different historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.","PeriodicalId":202540,"journal":{"name":"2022 International Symposium on Computers in Education (SIIE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 International Symposium on Computers in Education (SIIE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIIE56031.2022.9982344","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
One of the fundamental aspects of teaching history is the chronology of important events and facts that have occurred. However, this involves an effort of memorization that produces rejection in students, affecting their learning outcomes. This paper describes an experience with Primary and Secondary students, using Augmented Reality with gamification in timeline activities in the subject of History. The results show that there was improvement in learning in several aspects: the chronological location of events in relation to BC and AD, the relationship of different historical events with ages in History and the ability to order different historical milestones. In addition, it was found that students experienced positive emotions during the experience such as joy, curiosity, and interest.