班级(哲学)
计算机科学
数学教育
增强现实
过程(计算)
认知
多媒体
心理学
人机交互
人工智能
操作系统
神经科学
作者
Donnovan Escobedo,Francisco Javier Álvarez Rodrìguez,Eder Guzmán,Raul Velasquez
标识
DOI:10.1109/contie56301.2022.10004436
摘要
Currently, education faces enormous challenges such as the development of programs and experiences for gamified quality education, some authors of previous researches were able to solve with different gamified methodologies in class and learning models adapting them to digital models, the following research will solve a problem of high failure rates in problem subjects with students with cognitive problems through a gamified learning environment design in augmented reality, in this way we propose the following methodology which aims to improve the learning process and learning through extrinsic and intrinsic motivation of the game to assimilate the content and increase student participation, making it possible thanks to the educational exercise, the results with the surveys showed that many of the students would like to have the subjects of English and mathematics in a gamified way, since they have problems to understand them and in the future work can be strengthened with an improvement of ordinal questions, the optimization of the topics of the subjects problems for all semesters and a better performance of the application on smart devices.
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