TY - GEN
T1 - Implementation of an Augmented Reality Application to Improve Learning in Elementary School Children through Playful Games
AU - Huamanchahua, Deyby
AU - Diaz-Beltran, Guillermo
AU - Trinidad-Palacios, Alvaro G.
AU - Pajuelo-Ventocilla, Carlos M.
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - The use of information technology has changed the way people learn and/or gain knowledge. People with various learning difficulties have greater difficulty in obtaining knowledge and learning. For this reason, the use of technology tools that help to improve this stage of human development is vital, especially for children and people with disabilities. The present research work aims to develop an application that uses augmented reality programming in the Unity development environment to facilitate learning about animals or the animal kingdom as a totality. For this purpose, we followed previously established steps to achieve the objective as well as the distribution of homework. The research was done on the background of the practice or development of this technology in basic education for children between 5 to 9 years old, then the active methodology of gamification for the development of the proposed application ZooAR was carried out to finally compare the differences of our application with the background obtained. It is expected that the development of this technology in different fields of education will be implemented in the future.
AB - The use of information technology has changed the way people learn and/or gain knowledge. People with various learning difficulties have greater difficulty in obtaining knowledge and learning. For this reason, the use of technology tools that help to improve this stage of human development is vital, especially for children and people with disabilities. The present research work aims to develop an application that uses augmented reality programming in the Unity development environment to facilitate learning about animals or the animal kingdom as a totality. For this purpose, we followed previously established steps to achieve the objective as well as the distribution of homework. The research was done on the background of the practice or development of this technology in basic education for children between 5 to 9 years old, then the active methodology of gamification for the development of the proposed application ZooAR was carried out to finally compare the differences of our application with the background obtained. It is expected that the development of this technology in different fields of education will be implemented in the future.
KW - Active methodology
KW - Augmented reality (AR)
KW - Basic education
KW - Unity
KW - gamification
UR - http://www.scopus.com/inward/record.url?scp=85144091331&partnerID=8YFLogxK
U2 - 10.1109/UEMCON54665.2022.9965646
DO - 10.1109/UEMCON54665.2022.9965646
M3 - Conference contribution
AN - SCOPUS:85144091331
T3 - 2022 IEEE 13th Annual Ubiquitous Computing, Electronics and Mobile Communication Conference, UEMCON 2022
SP - 88
EP - 94
BT - 2022 IEEE 13th Annual Ubiquitous Computing, Electronics and Mobile Communication Conference, UEMCON 2022
A2 - Chakrabarti, Satyajit
A2 - Paul, Rajashree
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 13th IEEE Annual Ubiquitous Computing, Electronics and Mobile Communication Conference, UEMCON 2022
Y2 - 26 October 2022 through 29 October 2022
ER -