Dyscalculia is a disorder of difficulty in understanding, understanding of numbers and mathematical operations in such a way that the child has a greater stress by not solving the exercises proposed by the teacher, leading to the objective of the research in making an innovation plan dedicated to the mobile prototype with augmented reality for children with dyscalculia in primary education. Design Thinking was used as a methodology that allows us to know the needs of users and implement new solutions to their problems, so that the project team makes decisions to choose the best idea proposed, likewise this idea must be applied to a model or design, for this the Miro application was used for the mobile prototype, for the 3D design TinkerCad was used for educational games and finally the App Augmented Class application that was responsible for the visualization of augmented reality. The results were obtained through interviews with parents, indicating that the mobile prototype with augmented reality is a great contribution of impact and should be applied for children, finally this prototype is validated by five experts who mentioned that the final prototype has 86% acceptance. The conclusion of this research is to make an innovation model to solve the problems of dyscalculia, improving understanding and comprehension in mathematics.