ARAnimals: Mobile Application with Augmented Reality for the Learning of Vertebrate Animals
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Author(s)
Pretell Cruzado, Johny
De La Cruz, Noé
Herrera Salazar, José Luis
Tarazona, Jair
Date
2020-12Metadata
Show full item recordPublisher
Institute of Electrical and Electronics Engineers
Journal
2020 IEEE Congreso Bienal de Argentina (ARGENCON)
Additional Links
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85114029551&doi=10.1109%2fARGENCON49523.2020.9505519&partnerIDAbstract
This work shows the results of an application of augmented reality for learning about vertebrate animals in preschool children. A mobile application with augmented reality, called ARAnimals, was implemented following the agile Scrum methodology. The research design was quasi-experimental, where the sample consisted of two classrooms of 5-year-old students from a private school in the city of Lima. The experimental group improved by 33.04% compared to the control group, which only improved by 14.56%. Furthermore, the difference in the average time it took to evaluate the subject in the experimental group and in the control group was significant. The time for the experimental group was 13.3 min., and the time for the control group was 16.7 min. It is concluded that the use of a mobile application with augmented reality satisfactorily influences the learning of vertebrate animals, specifically in four aspects that are included in the dimensions to which they correspond.
Type
info:eu-repo/semantics/article
Rights
info:eu-repo/semantics/restrictedAccess
Language
eng
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- Ingeniería de Sistemas [300]