Abstract

By its nature, the learning of certain complex contents has always been a focus of attention and a challenge in the study of mathematics. This fact acquires greater importance if it is about the learning of children, because the psycho-cognitive skills of this type of user, especially when they attend the first levels of Basic General Education are not yet mature. As a result, children are unable to assimilate correctly and easily certain content of an abstract nature during the early stages of mathematics learning. This study presents the results of the application of a computer system called “Kinect based Augmented Reality Math Learning System - KARMLS”, whose design and development uses the Augmented Reality technology and the motion sensor implemented in MS-Kinect camera. The developed application covers elementary math topics corresponding to the Basic General Education curriculum of the Republic of Ecuador. The study used an experimental quantitative approach, involving 29 third-grade children (13 girls and 16 boys), who attend to 2 Basic General Education schools in Riobamba city, Ecuador. The results that allowed to evaluate the prototype proposed in the study were obtained by means of a pretest and a posttest, which were contrasted with the students’ t-test for paired samples. Through the analysis of data obtained and the discussion, it is concluded that the applied computer system had a positive effect for the learning when used as a supplementary tool in the classroom and that it was more effective in children who previously had low performance than with those of high performance. Also, the children were motivated and with positive attitudes regarding the use of the analyzed software.

Highlights

  • Mathematical experiences are intrinsic to our daily life, the understanding of abstract contents has always been a topic of interest and a challenge in the learning of this subject at all levels of academic formation, this situation becomes more relevant if it deals with children of school age since, the abstractions that they must carry out in order to make certain contents theirs are complicated tasks that hinder their comprehension

  • The proposal presented in this paper aims to improve the usability of traditional didactic digital resources, by reducing the cognitive load necessary to learn certain curricular contents corresponding to the elementary mathematics subject through the use of the natural user interface proposed by the computer system called “Kinect based Augmented Reality Math Learning System”, hereinafter referred to as KARMLS

  • Before the development of the KARMLS tool, an interview was held with the mathematics teachers, who based on their teaching experience, knew that their students were not very motivated and did not fully understand the contents presented in these specific topics

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Summary

Introduction

Mathematical experiences are intrinsic to our daily life, the understanding of abstract contents has always been a topic of interest and a challenge in the learning of this subject at all levels of academic formation, this situation becomes more relevant if it deals with children of school age since, the abstractions that they must carry out in order to make certain contents theirs are complicated tasks that hinder their comprehension This issue is important when educating with didactic digital resources, since most educational software developers do not consider the particular design requirements that this type of users need due to the changes that, due to their age, occur in his psycho-cognitive abilities (Gossen, Nitsche, & Nürnberger, 2013; Lozada, Rivera, & Molina, 2018). It is urgent to carry out training courses for professors on the applied behavior analysis strategies and their applications (Khaleel, 2019)

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