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Serious Video Game as Mediator of Geometric Representations - Algebraicas of Quadraphical Surfaces

TLDR
A qualitative study was developed to show if through the videogame, learning is promoted in the student regarding the transit between the semiotic registries considered, finding positive results and growth opportunities of the proposal.
Abstract
We present the results of a research whose objective was to promote visualization skills in engineering students of the Technological Institute of Cd. Guzman, in the appropriation of the concept of quadratic surfaces. For which, it is proposed the implementation of a serious videogame called "Quadratic Identity" where the student related two records of semiotic representation of said concept, designed in an immersive virtual reality environment and based on the user-centered methodology for its design, considering both the concepts of gamification, those proposed by serious video games. The user must have access, before playing, the theoretical part of the mathematical concepts treated and then play to evaluate this theory. A qualitative study was developed to show if through the videogame, learning is promoted in the student regarding the transit between the semiotic registries considered, finding positive results and growth opportunities of the proposal.

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Journal ArticleDOI

A Cognitive Analysis of Problems of Comprehension in a Learning of Mathematics

TL;DR: In this paper, a classification of the various registers of semiotic representations that are mobilized in mathematical processes is presented, revealing two types of transformation of semio-semiotic representations: treatment and conversion.
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Marco teórico de evaluación en PISA sobre matemáticas y resolución de problemas

TL;DR: In this paper, a theoretical framework for mathematics and problem-solving in primary and secondary schools is presented. But the authors argue that the used notions of competence establish a functional approach to school mathematics.

Cuándo y Cómo usar la Realidad Virtual en la Enseñanza

TL;DR: In this article, a guia oriente al educador or instructor a decidir cuando usar Realidad Virtual and relacionarla with the Tecnologia Educacional.
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Efectos secundarios tras el uso de realidad virtual inmersiva en un videojuego

TL;DR: In this paper, the effects on the balance, attention, visuomotor coordination, discomfort and anxiety after the use of a videogame with virtual reality have been analyzed and recommended for people using too much time virtual reality.

Incremento del Interés de Alumnos en Educación Básica en los Objetos de Aprendizaje Usando Realidad Aumentada en las Matemáticas

TL;DR: In this paper, el presente trabajo muestra el desarrollo de un objeto de aprendizaje (OA) usando Realidad Aumentada (RA) el cual sera implementado en estudiantes de nivel basico for observar el interes que muestran los alumnos al uso of this kind of herramientas.
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