This work focuses on the Augmented Reality trying to improve students’ interaction and participation in the educational dialogue, preventing the drop out, tested with university mathematics courses. Students often have difficulties on some topics related to the transition between different representations, within the same representations and language, for example when dealing with the study of two-variable functions, but also about the exact differential forms and the identification of the domain to integrate a function of several variables. These difficulties lead to a decrease in interaction and participation, and sometimes to dropping out of the course.Augmented Reality has been used to overcome some of these difficulties, also with the use of some technological tools (3D glasses, computers, tablets) and innovative methodologies. In order to evaluate the impact of this approach on students’ interaction and participation, an experimentation with an e-learning platform based on Augmented Reality was carried out evaluating some affective and interaction parameters, computed through a Fuzzy Cognitive Map.

Augmented Reality to Increase Interaction and Participation: A Case Study of Undergraduate Students in Mathematics Class

Capone, Roberto;
2020-01-01

Abstract

This work focuses on the Augmented Reality trying to improve students’ interaction and participation in the educational dialogue, preventing the drop out, tested with university mathematics courses. Students often have difficulties on some topics related to the transition between different representations, within the same representations and language, for example when dealing with the study of two-variable functions, but also about the exact differential forms and the identification of the domain to integrate a function of several variables. These difficulties lead to a decrease in interaction and participation, and sometimes to dropping out of the course.Augmented Reality has been used to overcome some of these difficulties, also with the use of some technological tools (3D glasses, computers, tablets) and innovative methodologies. In order to evaluate the impact of this approach on students’ interaction and participation, an experimentation with an e-learning platform based on Augmented Reality was carried out evaluating some affective and interaction parameters, computed through a Fuzzy Cognitive Map.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/386767
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