Abstract

Mathematics is one of the main courses in education, learning the basics of this area is essential for any student. But along time Teachers have found several factors that takes the pupil attention away. Here is where Kinesthetic Learning have proven to be a determinant factor on learning this courses, with the inclusion of mechanical, and virtual devices is possible to extend the pupil knowledge, minimize distraction and gain focus on difficult topics and practices. In the past years, technology have become an important part of the educational system in many countries, in most cases the school or university requires the student to bring a laptop or mobile device to school, but in most cases this devices becomes the main distraction. The purpose of this research is to demonstrate that kinesthetic learning offer a new experience in education, allowing better understanding of mathematical concepts, graphs and formulas and allow the student to take action in the learning process. Trying to find a viable way to implement the kinesthetic learning, several test where held containing elements of augmented reality, the results of this demonstrate that AR provides a huge boost on the learning curve but is limited by the “marker” and the amount of movement, here is where Kinect comes in. With this capacity the Kinect makes a perfect hardware piece for Kinesthetic learning, now the main objective is to develop a set of tools involving augmented reality and virtual reality for the understanding and learning of mathematics for College students.

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