2020
DOI: 10.12795/pixelbit.74367
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Percepción de estudiantes de bachillerato sobre el uso de Metaverse en experiencias de aprendizaje de realidad aumentada en matemáticas

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Cited by 29 publications
(18 citation statements)
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“…Despite the scarcity of research studies devoted to the implementation of AR and VR in mathematics and in mathematical thinking, those carried out have turned out to be useful in a variety of ways: to prove their effectiveness for competence acquisition, as well as to improve performance and the attitudes towards mathematics learning [17] and to favor the acquisition of mathematical knowledge for students with limitations in that area [18]. From this perspective, Poot, Martin-Gonzalez and Menéndez-Dominguez [19] stressed their effectiveness when it comes to helping upper secondary education students to assimilate the contents related to Euclidean vectors and vector calculation [20], creating environments in AR where students are led to specific interfaces that make it easier for them to perform calculations and represent them graphically.…”
Section: Immediate Commercial Boommentioning
confidence: 99%
“…Despite the scarcity of research studies devoted to the implementation of AR and VR in mathematics and in mathematical thinking, those carried out have turned out to be useful in a variety of ways: to prove their effectiveness for competence acquisition, as well as to improve performance and the attitudes towards mathematics learning [17] and to favor the acquisition of mathematical knowledge for students with limitations in that area [18]. From this perspective, Poot, Martin-Gonzalez and Menéndez-Dominguez [19] stressed their effectiveness when it comes to helping upper secondary education students to assimilate the contents related to Euclidean vectors and vector calculation [20], creating environments in AR where students are led to specific interfaces that make it easier for them to perform calculations and represent them graphically.…”
Section: Immediate Commercial Boommentioning
confidence: 99%
“…Addressing the first research question about which have been the most outstanding countries in the production of the educational metaverse (RQ1), there are currently two countries (Brazil: 29.4% and Spain: 29.4%) that can be considered pioneers in metaverse research in education. This is the case of Brazil (Arcila, 2014;Díaz et al, 2020;García, 2011a;Reyes, 2020;Tarouco et al, 2013), with five contributions. It is followed by countries such as Spain (Baynat & López, 2020;Díaz et al, 2020;Garrido-Íñigo & Rodríguez-Moreno, 2013;Hadjistassou, 2016;Reyes, 2020) followed by Mexico (Nurhidayah et al, 2020;Park et al, 2021) and Colombia (García, 2011b;Vaca Barahona et al, 2016) with two contributions each.…”
Section: Countrymentioning
confidence: 99%
“…Metaverse provides a flexible, diverse, scalable and dynamic learning environment that fosters students' motivation and engagement as it offers more immersive and interactive learning experiences, promotes active communication and collaboration, facilitates the conduct of both synchronous and asynchronous learning and teaching processes (Dı áz et al, 2020;Tarouco et al, 2013;Barahona et al, 2016). Moreover, when used in a student-centered manner, the metaverse has the potential to improve students' problem-solving skills and critical thinking (Nurhidayah et al, 2020), enhance their academic performance and learning outcomes (Schaf et al, 2012) as well as increase their comprehension of a subject (Reyes, 2020) and as a result, create dynamic learning environments of higher quality (Tarouco et al, 2013).…”
Section: Introductionmentioning
confidence: 99%
“…Interact The appearance of augmented reality in the educational field has facilitated, through tablets and mobile phones, the promotion of innovative teaching strategies, as well as influencing interest and positive motivation based on augmented reality (Reyes, 2020). Studies show that experiences with interaction for the assimilation of knowledge within the classroom are related to an increase in academic performance (Cabrero Almenara & Barroso Osuna, 2016), also with a positive acceptance by students to use reality applications increased in learning (Lagunes, Torres, Angúlo & Martínez, 2017), as well as to assess with high levels of satisfaction participation in the training experience with strategies that involve the simulation of reality (Fonseca, Redondo & Valls, 2016).…”
Section: Augmented Reality In Educationmentioning
confidence: 99%