2019
DOI: 10.1080/10494820.2019.1696839
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Probability learning in mathematics using augmented reality: impact on student’s learning gains and attitudes

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Cited by 96 publications
(71 citation statements)
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“…As one student mentioned, AR increased his class commitment and learning interest by making the abstract concept concrete for him. This is similar to the study by Cai et al (2020), who found that students felt AR could help them understand abstract concepts better. The results of the interview also support the survey findings.…”
Section: Discussionsupporting
confidence: 90%
“…As one student mentioned, AR increased his class commitment and learning interest by making the abstract concept concrete for him. This is similar to the study by Cai et al (2020), who found that students felt AR could help them understand abstract concepts better. The results of the interview also support the survey findings.…”
Section: Discussionsupporting
confidence: 90%
“…[A8] Neste trabalho, [Cai 2019] analisa o uso de três aplicativos para celular baseados em realidade aumentada em uma série de aulas de probabilidade em uma turma de Ensino Fundamental de uma escola chinesa, bem como as atitudes dos participantes na interação com os aplicativos. Os estudantes, cujas idades variavam entre 13 e 15 anos, foram divididos em um grupo experimental, no qual os participantes utilizaram os aplicativos, e um grupo controle, no qual foram empregadas atividades tradicionais.…”
Section: Resultsunclassified
“…As for its use in the Primary Education stage, there is a great number of studies that have been conducted that indicate the potential of these resources in the teaching-learning processes of the student body (De Pedro & Martínez, 2012;Kerawalla et al, 2006;Solano et al, 2012). Not only does this allow for the development of collaborative learning dynamics through the design of resources based on this tool, in which the students of the school as well as the teachers can intervene (Alhumaidan et al, 2015;Matcha & Rambli, 2013), but it also facilitates its use in the learning of contents from different areas of knowledge, such as Mathematics, Language Sciences, Social Sciences, Natural Sciences and Foreign Languages, bringing in the possibility of providing more meaningful learning (Cai et al, 2019;Persefoni & Tsniakos, 2015;Salvador et al, 2013;Stoyanova et al, 2015). In addition, Augmented Reality can be combined with didactic videogames, so that the learning dynamic is enriched with interactive environments, on the one hand, and with elements of play from videogames, on the other (Koutromanos & Stylianas, 2015;Lu & Lui, 2015).…”
Section: Augmented Reality In the Education Spherementioning
confidence: 99%