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Study on the Learning Effectiveness of Applying Augmented Reality to Mathematics in Elementary Schools-Take the Digital Addition and Subtraction as an Example

Yi-Chen Hsu|Associate Professor, Department of Digital Technology Design (Master Program in Toy and Game Design), National Taipei University of Education|yichen@tea.ntue.edu.tw
Chu-Chun Cheng*|Postgraduate, Department of Digital Technology Design (Master Program in Toy and Game Design), National Taipei University of Education|albee1104343025@gmail.com
*Corresponding author

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▌Abstract

Mathematics is an indispensable ability of human beings, and the recognition of quantitative relationships is the foundation that needs to be possessed before mathematics. This study hopes that schoolchildren will be happy to learn mathematics rather than fear, so explore the integration of AR (Augmented Reality) and the mathematics unit of the addition and subtraction. This research examines the impact of AR on learning effectiveness. The first-year students of the elementary school are the research subjects, and the quasi-experimental research method is used. The total number of participants is 53. In this experiment, the traditional teaching materials are 27 people in the control group. Using AR technique along with cards for the experimental group of 26 people. In the two ways, the same course content and unit are carried out separately, and the difference in learning effectiveness is evaluated by the level of the Bloom’s Taxonomies of Education Objectives. According to the student’s questionnaire, the results of the independent t-test are filled in to understand the impact of AR on learning effectiveness. The results of the test showed that the use of AR in teaching materials had a significant correlation with the learning interest of schoolchildren. However, compared with traditional teaching, the use of AR in teaching materials failed to improve the learning effectiveness of schoolchildren. These findings would serve as the reference source for schools, teachers, industry, and kid’s application software sellers, also as the recommendations for future research.

Keywords: Augmented Reality, Learning Effectiveness, Bloom’s Taxonomies of Education Objectives, Teaching Materials