Repository logo
  • English
  • Español
  • Log In
    Have you forgotten your password?
Universidad Tecnológica Indoamérica
Repository logo
  • Communities & Collections
  • Research Outputs
  • Projects
  • Researchers
  • Statistics
  • Investigación Indoamérica
  • English
  • Español
  • Log In
    Have you forgotten your password?
  1. Home
  2. CRIS
  3. Publications
  4. Enhancing mathematics learning with 3D augmented reality escape room
 
Options

Enhancing mathematics learning with 3D augmented reality escape room

Journal
International Journal of Educational Research Open
ISSN
2666-3740
Date Issued
2024
Author(s)
Zapata, Mireya
Centro de investigación en Mecatrónica y Sistemas Interactivos
Ramos Galarza, Carlos
Centro de investigación en Mecatrónica y Sistemas Interactivos
Valencia-Aragón, Kevin
Centro de investigación en Mecatrónica y Sistemas Interactivos
Lidia Guachi
Type
journal-article
DOI
10.1016/j.ijedro.2024.100389
URL
https://cris.indoamerica.edu.ec/handle/123456789/9436
Abstract
Learning mathematics is a challenge for many students, especially because of the traditionalist method with which its contents are taught. To a large extent, mathematics classes generate little motivation in students, so in this research, a novel technological method based on augmented reality is applied to improve the mathematics learning process, particularly the techniques of solving systems of linear equations. The research design used was a two-phase mixed sequential confirmatory type. The research worked with a sample of 65 students (Mage=17.72, SD=0.65; 58.5% female and 41.5% male). In the first phase, a quasi-experimental study was designed with an experimental group (M=32) and a control group (M=33). The experimental group received a mathematics teaching and learning intervention based on augmented reality vs. the control group, which received a traditional educational process. The experimental group showed improvements in acquired knowledge and motivation compared to the control group students. In the qualitative phase, two focus groups were conducted with students from their respective groups. In the experimental group, the following categories were identified: interesting, fun, innovative, and entertaining. The control group identified the following categories: little attention, low interest in learning, tired knowledge, and lack of motivation. The results are discussed in relation to the need to generate educational processes that benefit mathematics learning
Subjects
  • active methodologies

  • augmented reality

  • escape room

  • game-based learning

  • gamification

  • math teaching

  • merge cube

Views
3
Acquisition Date
Aug 30, 2025
View Details
google-scholar
Downloads
Logo Universidad Tecnológica Indoamérica Hosting and Support by Logo Scimago

Built with DSpace-CRIS software - Extension maintained and optimized by 4Science

  • Cookie settings
  • Privacy policy
  • End User Agreement
  • Send Feedback