Augmenting Mathematical Education for Minority Students

被引:2
|
作者
Brown, TeAirra M. [1 ]
Smith, Tiffanie R. [2 ]
Gabbard, Joseph L. [1 ]
Gilbert, Juan E. [2 ]
机构
[1] Virginia Polytech Inst & State Univ, Ind & Syst Engn, Blacksburg, VA 24061 USA
[2] Univ Florida, Comp & Informat Sci & Engn, Gainesville, FL 32611 USA
关键词
augmented reality; culturally relevant; gamification; engagement;
D O I
10.1109/ICALT.2016.24
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
The overall purpose of our research is to identify unique benefits and challenges in gamifying personalized augmented reality experiences in K-12 education for minority students. Gamification is applying game-like elements and principles in a non gaming environment with the desired outcome of increasing engagement, motivation and learning. Augmented reality (AR) technologies project virtual objects onto the real world. Personalized AR potentially creates new levels of engagement for students while simultaneously accounting for their skill level, strengths, challenges and personal as well as cultural needs to increase learning. Using gamification in augmented or virtual environments is not a new phenomenon for researchers; however, the model presented in this work will leverage gamified AR experiences while incorporating cultural relevance to bring a new perspective for keeping minority students engaged and increasing learning outcomes.
引用
收藏
页码:260 / 264
页数:5
相关论文
共 50 条