Voluminis: Mobile Application for Learning Mathematics in Geometry with Augmented Reality and Gamification

Juan Deyby Carlos-Chullo, Marielena Vilca-Quispe, Eveling Castro-Gutierrez

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The teaching-learning process that requires the manipulation or visualization of objects has some limitations. Augmented reality and mobile devices applied to videogames make it possible to solve these deficiencies by offering the possibility of interacting with virtual objects in a three-dimensional space. The objective of this article is to analyze the effects and motivation of gamification and augmented reality using Voluminis, in sixth-grade students of the mathematics subject, in a public school. This paper’s methodology are as follows: architecture of Voluminis, design and implementation of the geometry game prototype, and this was to applied is the cuasi-experimental design with 21 Peruvian 6th-grade school children. The results show that the proposed learning scheme improves learning motivation and the teaching of spatial geometry.

Original languageEnglish
Title of host publicationHuman-Computer Interaction - 6th Iberomarican Workshop, HCI-Collab 2020, Proceedings
EditorsVanessa Agredo-Delgado, Pablo H. Ruiz, Vanessa Agredo-Delgado, Pablo H. Ruiz, Klinge Orlando Villalba-Condori
PublisherSpringer Science and Business Media Deutschland GmbH
Pages295-304
Number of pages10
ISBN (Print)9783030669188
DOIs
StatePublished - 2020
Event6th Ibero-American Conference on Human-Computer Interaction, HCI-Collab 2020 - Arequipa, Peru
Duration: 16 Sep 202018 Sep 2020

Publication series

NameCommunications in Computer and Information Science
Volume1334
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937

Conference

Conference6th Ibero-American Conference on Human-Computer Interaction, HCI-Collab 2020
Country/TerritoryPeru
CityArequipa
Period16/09/2018/09/20

Bibliographical note

Funding Information:
Thanks to the ?Research Center, Transfer of Technologies and Software Development R + D + i?-CiTeSoft EC-0003-2017-UNSA, for their collaboration in the use their equipment and facilities, and the Instituci?n Educativa Se?or de Huanca CIRCA (Arequipa-Per?) for the development of this research work, and Prof. Juan Carlos Pulcha-Colegio De Los Sagrados Corazones (Arequipa-Per?).

Publisher Copyright:
© 2020, Springer Nature Switzerland AG.

Keywords

  • Gamification
  • Mathematics learning
  • Mobile augmented reality
  • Solid geometry
  • System learning

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