Preprint Article Version 1 Preserved in Portico This version is not peer-reviewed

Azure-Kinect and Augmented Reality for learning Basic Mathematics - A Case Study

Version 1 : Received: 29 September 2020 / Approved: 30 September 2020 / Online: 30 September 2020 (14:36:37 CEST)

How to cite: Lozada-Yánez, R.; Palomino, N.L.; Veloz-Cherrez, D.; Molina-Granja, F.; Santillán-Lima, J.C. Azure-Kinect and Augmented Reality for learning Basic Mathematics - A Case Study. Preprints 2020, 2020090752. https://doi.org/10.20944/preprints202009.0752.v1 Lozada-Yánez, R.; Palomino, N.L.; Veloz-Cherrez, D.; Molina-Granja, F.; Santillán-Lima, J.C. Azure-Kinect and Augmented Reality for learning Basic Mathematics - A Case Study. Preprints 2020, 2020090752. https://doi.org/10.20944/preprints202009.0752.v1

Abstract

The way in which the human being learns certain complex contents has always been a focus of interest and a challenge for researchers. Given the fact that children's cognitive abilities do not fully develop until a certain age, this topic is particularly important in the young children's learning scope as they do not correctly and easily learn some content of abstract nature, such as contents in math class. This work presents the results of the use of an application called "Mathematics Learning System with Augmented Reality based on Kinect" (SAM-RAK by its acronym in Spanish), which was designed to cover basic topics of mathematics in the Basic General Education level (EGB by its acronym in Span-ish) in Ecuador. The research was carried out under an experimental quantitative approach with 30 children (18 girls and 12 boys), who study in third grade of EGB level, from 2 different educational in-stitutions in Riobamba city. In order to obtain the results that evaluate the developed application, a pre-test and a post-test were applied, which were contrasted with the student’s t-test for paired samples. The statistical evidence suggests that the proposed computer system had a positive effect on children's performance, when it was used as a support tool in the classroom. The system was more effective in low performance children compared to those of high performance. It was also proved that children were motivated and showed positive attitudes when using the proposed System.

Keywords

education; human machine interaction; azure kinect; mathematics

Subject

Computer Science and Mathematics, Algebra and Number Theory

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