TY - GEN
T1 - An augmented reality mathematics serious game
AU - Cerqueira, José Manuel
AU - Moura, Joaõ Martinho
AU - Sylla, Cristina
AU - Ferreira, Luís
N1 - Publisher Copyright:
© 2020 Schloss Dagstuhl- Leibniz-Zentrum fur Informatik GmbH, Dagstuhl Publishing. All rights reserved.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/6/1
Y1 - 2020/6/1
N2 - This article presents the results obtained from an experiment using an Augmented Reality (AR) serious game for learning mathematical functions in middle school, in contexts that resort to Game Based Learning. A serious game was created specifically for this purpose and allowed to conduct an exploratory study with a quantitative and qualitative methodological approach, with two groups of teachers of different subjects: Mathematics and informatics. The game, called FootMath, allows the visualization, manipulation and exploration of linear, quadratic, exponential and trigonometric mathematical functions, through the simulation of a 3D football game, in which the user can change the function parameters with different values, in order to score a goal. It was tested the potential use of AR technologies in learning scenarios, considering the teacher's perspective. According to the findings, FootMath was considered to be a promising and innovative tool to be incorporated in real mathematics teaching scenarios. 2012 ACM Subject Classification Computing methodologies ! Mixed/augmented reality.
AB - This article presents the results obtained from an experiment using an Augmented Reality (AR) serious game for learning mathematical functions in middle school, in contexts that resort to Game Based Learning. A serious game was created specifically for this purpose and allowed to conduct an exploratory study with a quantitative and qualitative methodological approach, with two groups of teachers of different subjects: Mathematics and informatics. The game, called FootMath, allows the visualization, manipulation and exploration of linear, quadratic, exponential and trigonometric mathematical functions, through the simulation of a 3D football game, in which the user can change the function parameters with different values, in order to score a goal. It was tested the potential use of AR technologies in learning scenarios, considering the teacher's perspective. According to the findings, FootMath was considered to be a promising and innovative tool to be incorporated in real mathematics teaching scenarios. 2012 ACM Subject Classification Computing methodologies ! Mixed/augmented reality.
KW - Augmented reality
KW - Functions
KW - Mathematics
KW - Serious game
UR - http://www.scopus.com/inward/record.url?scp=85087394348&partnerID=8YFLogxK
U2 - 10.4230/OASIcs.ICPEC.2020.6
DO - 10.4230/OASIcs.ICPEC.2020.6
M3 - Conference contribution
AN - SCOPUS:85087394348
T3 - OpenAccess Series in Informatics
BT - 1st International Computer Programming Education Conference, ICPEC 2020
A2 - Queiros, Ricardo
A2 - Portela, Filipe
A2 - Pinto, Mario
A2 - Simoes, Alberto
PB - Schloss Dagstuhl- Leibniz-Zentrum fur Informatik GmbH, Dagstuhl Publishing
T2 - 1st International Computer Programming Education Conference, ICPEC 2020
Y2 - 25 June 2020 through 26 June 2020
ER -