TY - GEN
T1 - AReVol
T2 - 5th IEEE International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2025
AU - Huaytalla-Pariona, Jaime
AU - Vilcatoma-Chuchon, Joel
AU - Aliaga-Yauricasa, Rodolfo
AU - Almonte-Bobadilla, Christian
AU - Escobar-Baquerizo, Suni
AU - Huamanchahua, Deyby
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - This research focuses on integrating augmented reality (AR) as an innovative pedagogical tool to enhance the teaching and learning of geometry, particularly in calculating the areas of two-dimensional figures and the volumes of threedimensional figures. Its main objective is to develop an interactive AR application that enables students to visualize, manipulate, and interact with geometric objects in real-world environments, thereby facilitating a more intuitive understanding of abstract concepts and reinforcing retention through experiential learning. To achieve this goal, the Scrum methodology was employed to ensure iterative improvements, adaptability, and active user participation throughout the development process. At the same time, game-based learning strategies were incorporated to foster student motivation and engagement, and usability testing was conducted to validate the design's effectiveness. The interface was carefully structured in accordance with Jakob Nielsen's ten usability heuristics, ensuring simplicity, efficiency, and error prevention. Moreover, functional testing confirmed the robustness and usability of the application, demonstrating that the system delivered an immersive and error-free learning environment that effectively supported the acquisition of mathematical knowledge. The results revealed that students could interact dynamically with geometric models, thereby bridgin the gap between theoretical understanding and practical application, a limitation often found in traditional approaches. Consequently, the studyconcludes that the incorporation of AR into the teaching of 2D and 3D geometry promotes a more engaging, practical, and effective learning experience, as it enhances spatial visualization skills, encourages active participation, and aligns with constructivist learning principles, positioning AR as a promising technology capable of transforming mathematics education.
AB - This research focuses on integrating augmented reality (AR) as an innovative pedagogical tool to enhance the teaching and learning of geometry, particularly in calculating the areas of two-dimensional figures and the volumes of threedimensional figures. Its main objective is to develop an interactive AR application that enables students to visualize, manipulate, and interact with geometric objects in real-world environments, thereby facilitating a more intuitive understanding of abstract concepts and reinforcing retention through experiential learning. To achieve this goal, the Scrum methodology was employed to ensure iterative improvements, adaptability, and active user participation throughout the development process. At the same time, game-based learning strategies were incorporated to foster student motivation and engagement, and usability testing was conducted to validate the design's effectiveness. The interface was carefully structured in accordance with Jakob Nielsen's ten usability heuristics, ensuring simplicity, efficiency, and error prevention. Moreover, functional testing confirmed the robustness and usability of the application, demonstrating that the system delivered an immersive and error-free learning environment that effectively supported the acquisition of mathematical knowledge. The results revealed that students could interact dynamically with geometric models, thereby bridgin the gap between theoretical understanding and practical application, a limitation often found in traditional approaches. Consequently, the studyconcludes that the incorporation of AR into the teaching of 2D and 3D geometry promotes a more engaging, practical, and effective learning experience, as it enhances spatial visualization skills, encourages active participation, and aligns with constructivist learning principles, positioning AR as a promising technology capable of transforming mathematics education.
KW - Augmented reality
KW - geometry
KW - immersive learning
KW - mathematics education
UR - https://www.scopus.com/pages/publications/105033457594
U2 - 10.1109/ICALTER69698.2025.11355091
DO - 10.1109/ICALTER69698.2025.11355091
M3 - Conference contribution
AN - SCOPUS:105033457594
T3 - Proceedings of the 2025 IEEE 5th International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2025
BT - Proceedings of the 2025 IEEE 5th International Conference on Advanced Learning Technologies on Education and Research, ICALTER 2025
A2 - Ramirez, Gianpierre Zapata
A2 - Arias, Heyul Chavez
A2 - Ibanez, Carlos Raymundo
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 11 December 2025 through 13 December 2025
ER -