利用 3D 增强现实逃生室加强数学学习

Mireya Zapata , Carlos Ramos-Galarza , Kevin Valencia-Aragón , Lidia Guachi
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引用次数: 0

摘要

对于许多学生来说,学习数学是一项挑战,尤其是因为数学内容的教学方法过于传统。因此,本研究采用了一种基于增强现实技术的新型技术方法来改善数学学习过程,尤其是线性方程组的解题技巧。采用的研究设计是两阶段混合序列确认型。研究对象为 65 名学生(年龄=17.72,标准差=0.65;女生占 58.5%,男生占 41.5%)。在第一阶段,设计了一项准实验研究,分为实验组(男=32)和对照组(男=33)。实验组接受基于增强现实技术的数学教学干预,对照组则接受传统的教育过程。与对照组学生相比,实验组学生在所学知识和学习动机方面都有所提高。在定性研究阶段,我们分别与实验组和对照组的学生进行了两次焦点小组讨论。在实验组中,确定了以下类别:有趣、好玩、创新和娱乐。对照组学生则认为有以下几种情况:注意力不集中、学习兴趣不高、知识疲倦和缺乏动力。讨论的结果与产生有益于数学学习的教育过程的必要性有关。
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Enhancing mathematics learning with 3D augmented reality escape room
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.
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来源期刊
CiteScore
8.90
自引率
0.00%
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0
审稿时长
69 days
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