Ramath: aplicación móvil para la enseñanza de matemáticas
DOI:
https://doi.org/10.51302/tce.2023.2800Palabras clave:
realidad aumentada, tecnologías inmersivas, casco de realidad aumentada, matemáticas, gamificación, educación, usos de la tecnología en educación, simulación por computadora, resolución de problemasResumen
Este trabajo presenta la aplicación móvil Ramath y su segunda versión utilizando un head mounted display (HMD). Ambas usan la realidad aumentada con el apoyo de mecánicas de juego en una aplicación no lúdica, orientada a ayudar a estudiantes (hombres y mujeres) de 12 a 15 años a aprender varias asignaturas de matemáticas. Asociamos conceptos como la «gamificación» y el «aprendizaje basado en problemas» (ABP) dentro de la aplicación, haciendo que los subproyectos sean mucho más interesantes para los estudiantes, animándolos a no tener miedo a las matemáticas, aprovechando la predisposición psicológica de los humanos a participar en juegos. Con la información recopilada en la investigación y la ayuda de un algoritmo predictivo, tratamos de mostrar hasta qué punto la tecnología puede ayudar en la educación.
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Derechos de autor 2023 Amadeo José Argüelles Cruz, Hiram David Cortés Díaz, Octavio Elias Piñal Ramírez
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.