scholarly journals Augmented Reality and MS-Kinect in the Learning of Basic Mathematics: KARMLS Case

2019 ◽  
Vol 12 (9) ◽  
pp. 54
Author(s):  
Raúl Lozada-Yánez ◽  
Nora La-Serna-Palomino ◽  
Fernando Molina-Granja

By its nature, the learning of certain complex contents has always been a focus of attention and a challenge in the study of mathematics. This fact acquires greater importance if it is about the learning of children, because the psycho-cognitive skills of this type of user, especially when they attend the first levels of Basic General Education are not yet mature. As a result, children are unable to assimilate correctly and easily certain content of an abstract nature during the early stages of mathematics learning. This study presents the results of the application of a computer system called “Kinect based Augmented Reality Math Learning System - KARMLS”, whose design and development uses the Augmented Reality technology and the motion sensor implemented in MS-Kinect camera. The developed application covers elementary math topics corresponding to the Basic General Education curriculum of the Republic of Ecuador. The study used an experimental quantitative approach, involving 29 third-grade children (13 girls and 16 boys), who attend to 2 Basic General Education schools in Riobamba city, Ecuador. The results that allowed to evaluate the prototype proposed in the study were obtained by means of a pretest and a posttest, which were contrasted with the students’ t-test for paired samples. Through the analysis of data obtained and the discussion, it is concluded that the applied computer system had a positive effect for the learning when used as a supplementary tool in the classroom and that it was more effective in children who previously had low performance than with those of high performance. Also, the children were motivated and with positive attitudes regarding the use of the analyzed software.

Author(s):  
Raúl Lozada-Yánez ◽  
Nora La-Serna Palomino ◽  
Diego Veloz-Cherrez ◽  
Fernando Molina-Granja ◽  
Juan Carlos Santillán-Lima

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.


10.12737/1740 ◽  
2013 ◽  
Vol 1 (5) ◽  
pp. 10-14
Author(s):  
Чиранова ◽  
Olga Chiranova

Potential of including national-regional component of general education in the mathematics learning system of primary schoolchildren is considered. Attention is given to the chronological analysis of theoretical development and practice experience of local history materials in education.


Author(s):  
T. A. Chernetskaya ◽  
N. A. Lebedeva

The article presents the experience of mass organization of distance learning in organizations of secondary general and vocational education in March—May 2020 in connection with the difficult epidemiological situation in Russia. The possibilities of the 1C:Education system for organizing the educational process in a distance format, the peculiarities of organizing distance interaction in schools and colleges are considered, the results of using the system are summarized, examples of the successful use of the system in specific educational organizations are given. Based on the questionnaire survey of users, a number of capabilities of the 1C:Education system have been identified, which are essential for the full-fledged transfer of the educational process from full-time to distance learning. The nature and frequency of the use of electronic educational resources in various general education subjects in schools and colleges are analyzed, the importance of the presence in the distance learning system not only of a digital library of ready-made educational materials, but also of tools for creating author’s content is assessed. On the basis of an impersonal analysis of user actions in the system, a number of problems were identified that teachers and students faced in the process of an emergency transition to distance learning.


2020 ◽  
Vol 219 (10) ◽  
Author(s):  
Dominic Waithe ◽  
Jill M. Brown ◽  
Katharina Reglinski ◽  
Isabel Diez-Sevilla ◽  
David Roberts ◽  
...  

Object detection networks are high-performance algorithms famously applied to the task of identifying and localizing objects in photography images. We demonstrate their application for the classification and localization of cells in fluorescence microscopy by benchmarking four leading object detection algorithms across multiple challenging 2D microscopy datasets. Furthermore we develop and demonstrate an algorithm that can localize and image cells in 3D, in close to real time, at the microscope using widely available and inexpensive hardware. Furthermore, we exploit the fast processing of these networks and develop a simple and effective augmented reality (AR) system for fluorescence microscopy systems using a display screen and back-projection onto the eyepiece. We show that it is possible to achieve very high classification accuracy using datasets with as few as 26 images present. Using our approach, it is possible for relatively nonskilled users to automate detection of cell classes with a variety of appearances and enable new avenues for automation of fluorescence microscopy acquisition pipelines.


Author(s):  
Polina O. Kraynova ◽  
Alexey S. Obukhov

In the context of global trends in the humanization of education, issues of differentiation, individualization and personalization of education are actively discussed. At the same time, the key question remains – how to preserve the individual capabilities, interests and needs of each student while maintaining collective learning formats? How to take into account the personal characteristics and capabilities of each when passing and mastering general education programs? One such solution was the PCBL personalized learning platform developed in the USA. Currently, the Khoroshevskaya school is introducing and adapting this platform to the Russian conditions of education. The article examines the specific case of implementing a system of personalized competency-based education in a separate school – what problems, barriers and difficulties are encountered in its implementation. The study is built in the logic of qualitative research on the basis of high-quality research interviews with the main participants in the educational process in the context of introducing a personalized learning system.


2020 ◽  
Vol 24 (3) ◽  
pp. 44-55
Author(s):  
Yu. Yu. Dyulicheva

The purpose of the work is the investigation of the modern approaches to augmented reality usage in mathematics and physics learning and the development of mobile application with graphical tips in the augmented reality mode for solving the dynamics typical problems.Materials and methods. The review of the modern articles on the augmented reality usage for mathematics and physics learning is provided; the iOS applications usage in mathematics learning such as GeoGebraAR for second order surfaces learning; the game MultiplicationAR for the multiplication table studying in an fascinating way; VectorAR application for vectors, cross and dot products, Cartesian and skew coordinate systems learning and iOS apps for physics learning such as Physics-Lab for conducting of the experiments with electrical circuits connections in the augmented reality, astrophysics and electromagnetism learning; Galileo application for accompanying of the theoretical material in physics with experiments to demonstrate paradoxes in mechanics, gravitational slingshot etc.; Arious application for students’ acquaintance with famous physicists and their discoveries in the augmented reality are considered. The analysis of tools for lecturers that can be used for the augmented reality content creation, such as HP Reveal and web-application Augment is performed. It should be noted the high personal interests of lecturers for the augmented reality technology implementation.Results. In the course of the work, the difficulties encountered by students in the study of mathematics and physics and possibilities of the augmented reality usage to overcome these difficulties are studied. A mobile application with the ability to receive graphical tips for solving dynamics problems that aimed at students with difficulties of forces and their projections understanding is developed. The methods for the mobile application are developed based on the basic classes of ARKit framework such as SCNNode, SCNBox, SCNPlane, SCNText, SCNGeometry, SCNGeometryElement, SCNShape, SCNMaterial etc. To conduct the experiments a pilot group of 14 random students is created, 9 of which experienced difficulties in solving some types of dynamic problems. The results of the experiment show a positive attitude of students to use of the augmented reality. 7 of 9 students who had difficulties got the skills to solve typical dynamic problems. Conclusion. Based on results of the research, we can conclude about the effectiveness of the augmented reality usage for studying of the abstract concepts in mathematics and physics. The developed mobile application with graphical tips in the augmented reality mode has improved the students’ performance in the pilot group. The lecturers play an important role in the implementation of AR-technology in the educational process. They help to maintain the student’s interest to AR-technology throughout the lesson. The disadvantages of the augmented reality applications include their narrow focus on studying of specific process, phenomenon or concept. The results of research can be applied in the educational process for mathematics and physics learning in order to increase the motivation and interest of students.


Author(s):  
Vitor Simões-Silva ◽  
Susana Alexandra Mendonça Gregório ◽  
Tarcisio de Tarco Moura Luz ◽  
Ana Francisca Casinhas Coutinho Lapa ◽  
António Marques

The following chapter will address the use of gamification (specifically serious games), as well as its results and conditions of use, as an assessment and intervention tool for people with mild cognitive impairment (MCI) and dementia diagnosis. These games are effective for cognitive skills, such as attention, memory, executive functions, and speed processing. Besides this, physical (related to motor coordination and movement), social, psychological, and emotional (related to motivation, anxiety, depression, and stress) skills can be improved by serious games. It will be considered the contexts of the use of different games, such as Episodix, Panoramix, and some other games that are applied as serious games, like exergames. Besides, it will be also referred the different platforms associated with these games, such as mobile applications, videogames, virtual reality, and augmented reality.


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