REINFORCE THE TEACHING OF PHYSICS SCIENCES USING GAMIFICATION OF AUGMENTED REALITY
Universidad de Guayaquil (ECUADOR)
About this paper:
Conference name: 16th International Technology, Education and Development Conference
Dates: 7-8 March, 2022
Location: Online Conference
Abstract:
Augmented reality is a unique experience for the student and the teacher, the projects carried out with this theme in the different subjects of the academic curriculum are very successful and they are able to impart knowledge to the student in a better way and generate broader learning.
Currently, the student is looking for a more practical way to learn a subject, especially the subject of physics as it is a subject based on theory and numbers, becoming difficult for them to understand, therefore, it seeks to adopt the technology in the classroom through applications, in this case using augmented reality and comic characters, such as superheroes and villains seeking to draw attention to the subject and reinforce the theoretical knowledge with A.R. (augmented reality) practical exercises like games.
The impact generated by A.R. in education is such, that it could be said that applications with augmented reality games are effective for classroom performance. This became a necessary resource for education as well as for other projects, such as tourism apps where augmented reality is often used with a locator, which serves as a tourist guide only using the mobile device.
The augmented reality applications are managed by overlaying images, angles, or QR codes and texts, this works with the camera of the mobile device focusing and revealing the information with 3D or 2D images.
The subject of physical sciences united with augmented reality becomes a source of significant learning, becoming a dynamic study where the student will take the theoretical knowledge of a book and the explanation of a teacher in the classroom and reinforce it with a dynamic game designed so that the student can understand the subject and solve a physics exercise with fluency and ease.
In order to validate the importance of this proposal adapted to the educational context, several surveys were conducted to students of the Educational Unit "Francisco Huerta Rendón", to students of 3 BGU, who were questioned about the use of this important tool. Satisfactory results were obtained, which will be reflected in this document. Keywords:
Augmented reality, gamification, physical science, comic characters, education.