Skip to main content

2019 | OriginalPaper | Buchkapitel

Learning Basic Mathematical Functions with Augmented Reality

verfasst von : José Cerqueira, Cristina Sylla, João Martinho Moura, Luís Ferreira

Erschienen in: Interactivity, Game Creation, Design, Learning, and Innovation

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This article presents the development of a serious game targeting secondary school students, that uses Augmented Reality (AR) to visualize, manipulate and explore mathematical concepts, particularly linear, quadratic, exponential and trigonometric (sine and cosine) functions. The motivation behind the development of the AR application was to provide students with learning materials that facilitate the exploration of a mathematical subject that is often considered difficult to learn. Whereas traditional resources for teaching and learning mathematics use manuals and scientific calculators to solve problems, the application, named FootMath, simulates a 3D football game, where the users can manipulate and explore the different functions using parameters with different values to score goals. Additionally, we discuss the potential of AR games as educational and engaging tools that can be used to facilitate learning, especially problem based learning and logical reasoning.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
2.
Zurück zum Zitat Clement, L.: What do students really know about functions? Math. Teacher 94(9), 745–748 (2001) Clement, L.: What do students really know about functions? Math. Teacher 94(9), 745–748 (2001)
3.
Zurück zum Zitat Lapp, D., Cyrus, V.: Using data-collection devices to enhance students’ understanding. Math. Teacher 93(6), 504–510 (2000) Lapp, D., Cyrus, V.: Using data-collection devices to enhance students’ understanding. Math. Teacher 93(6), 504–510 (2000)
4.
Zurück zum Zitat Papert, S.: The Children’s Machine: Rethinking School in the Age of the Computer. Harvester Wheatsheaf, New York (1993) Papert, S.: The Children’s Machine: Rethinking School in the Age of the Computer. Harvester Wheatsheaf, New York (1993)
5.
Zurück zum Zitat Resnick, M.: Lifelong Kindergarten: Cultivating Creativity Through Projects, Passion, Peers, and Play. MIT Press, Cambridge (2017)CrossRef Resnick, M.: Lifelong Kindergarten: Cultivating Creativity Through Projects, Passion, Peers, and Play. MIT Press, Cambridge (2017)CrossRef
6.
Zurück zum Zitat Wright, G.: Student-centered learning in higher education. Int. J. Teach. Learn. High. Educ. 23, 92–97 (2011) Wright, G.: Student-centered learning in higher education. Int. J. Teach. Learn. High. Educ. 23, 92–97 (2011)
7.
Zurück zum Zitat Hess, F.M., Hochleitner, T., Saxberg, B.: E-Rate, Education Technology, and School reform. American Enterprise Institute, 22 October 2013 Hess, F.M., Hochleitner, T., Saxberg, B.: E-Rate, Education Technology, and School reform. American Enterprise Institute, 22 October 2013
10.
Zurück zum Zitat Griffiths, M.: The educational benefits of videogames. Educ. Health 20, 47–51 (2002) Griffiths, M.: The educational benefits of videogames. Educ. Health 20, 47–51 (2002)
12.
Zurück zum Zitat Billinghurst, M., Dunser, A.: Augmented reality in the classroom. Computer 45(7), 56–63 (2012)CrossRef Billinghurst, M., Dunser, A.: Augmented reality in the classroom. Computer 45(7), 56–63 (2012)CrossRef
Metadaten
Titel
Learning Basic Mathematical Functions with Augmented Reality
verfasst von
José Cerqueira
Cristina Sylla
João Martinho Moura
Luís Ferreira
Copyright-Jahr
2019
DOI
https://doi.org/10.1007/978-3-030-06134-0_53