In recent years, research has been conducted focused on the use of technologies in the classroom, but one of the main problems is to demonstrate that the use of this technology favors learning compared to traditional methods. One of these technologies is augmented reality that allows seeing virtual objects superimposed in the real world, but to achieve its correct use it is necessary to evaluate the usability that is the ease with which an interface is used. In this work we develop and analyze from two perspectives an educational application for zoology that uses augmented reality, a first perspective is usability, where an analysis has been carried out on how the correct design of an augmented reality application should be focusing on heuristic evaluations, the second perspective is at the educational level where we analyze it at the classroom level where we measure the different learning methods (Traditional Learning, Self Learning, and Guided Learning) and which one should be used.
|Número de páginas
|Advances in Science, Technology and Engineering Systems
|Publicada - abr. 2020
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