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Arts & Communication                                              Augmented reality in mathematics education




            Table 7. Socioemotional outcomes of AR use in      Martín  emphasized that AR applications can run on
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            mathematical education                             various devices, making them feasible for classrooms with
                                                               diverse technological resources. Moreover, the affordability
            Outcomes               N  %       References       of AR teaching materials made them an attractive choice
            Learning interest       5  25  22, 23, 28, 30, 37  for educators seeking innovative yet practical educational
            Motivation, perseverance, ambition,  10  50  19, 20, 22-24, 27-31,   solutions.
            enjoyment, and satisfaction   34, 37
            Collaboration           8  40  21, 24, 26, 27, 31, 35-37  Despite the similarities in the findings, the studies
            Anxiety/stress reduction  1  5  27                 varied in their specific focus areas and methodologies.
                                                               Most of the studies employed a quasi-experimental design,
            Interest in future AR use  2  10  19, 23           involving experimental and control groups to measure the
            Self-learning/family bonding  1  5  19             effectiveness of AR in improving mathematical skills. For
                                                               instance, Elsayed’s research on middle-school students in
            Table 8. Pedagogical outcomes of AR as a learning tool in   Saudi Arabia and Lozada-Yán’s study on Ecuadorian third
            mathematical education.                            graders utilized pre- and post-tests to compare outcomes. 20,31
                                                               This design ensured a structured evaluation of AR’s impact
            Pedagogical outcomes   Total  %     References     on learning. 24,26-28,37  While Flores-Bascuñana’s work on
            Utility              4      20   18, 19, 21, 23, 36  the teaching of 3D geometric concepts in a primary-
            Easy to use          4      20   22, 28, 36, 37    school class did not include a pre-intervention evaluation,
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            Facilitate learning  6      30   19, 21, 23, 28, 29, 37  limiting the conclusiveness of the  results,  Alibraheim’s
            Save time            1      5    28                study on teacher training incorporated a rigorous pre-/
            Active learning      2      10   27, 37            post-test design to assess skill enhancement in using AR
                                                               applications. 21
            Salinas  et al. 26,27   highlighted  how  AR-based  instruction   The technological tools and platforms used in the
            improved students’ ability to grasp 3D geometric concepts   studies also differed. While Fernández-Enríquez and
            and visualize abstract ideas.                      Delgado-Martín utilized Unity along with Vuforia to create
                                                               AR resources,  Kounlaxay et al. and Del Cerro Velázquez
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              Second, AR was found to enhance academic motivation and   and Morales Mendez leveraged GeoGebra AR to teach
            engagement. Elsayed and Al-Najrani,  Salinas, 26,27  and Awang   geometric concepts. 22,29  These differences highlight the
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            et al.  found that learners who used AR applications were more   versatility of AR tools in various educational contexts.
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            motivated and engaged in mathematics than those who used
                                                                 Moreover, some studies extended the applications of
            standard teaching methods. The interactive and immersive   AR  beyond traditional  classroom  settings.  For  example,
            nature of AR fostered a positive learning environment that
            encouraged active participation and exploration.   Cascales-Martínez  et al. explored the use of a multi-
                                                               touch tabletop system for teaching money management to
              Third, AR promoted problem-solving and critical   students with SEN,  and El Bedewy et al. examined AR’s
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            thinking.  Vakaliuk  et  al.,   Nindiasari  et  al.,   and  Li   role in museum-based STEAM education, connecting
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            et al.  demonstrated that AR  enhances students’  ability   mathematical learning with cultural and historical
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            to solve mathematical problems, particularly in geometry   contexts. 33-35
            and spatial reasoning. A  hands-on approach to learning
            through AR encouraged students to apply their theoretical   2.2.2. Challenges of employing AR technology in
            knowledge in real-world scenarios, further developing   mathematics curricula
            their problem-solving abilities.                   Only seven studies identified issues with AR technologies
              In addition, AR facilitated interdisciplinary learning.   that could impact the effectiveness of learning activities
            El Bedewy et al. 33-35  and Botana et al.  explored how AR   (Table  9).  Two-thirds  of  the  students  participating  in
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            can connect mathematics with cultural, historical, and   one  intervention   provided  valuable  feedback  for  app
                                                               improvement and expressed willingness to participate in
            architectural contexts. By modeling historical structures   more AR-based learning experiences. Most of the learners
            and  integrating  automated  reasoning  in  mathematical   suggested updates to tablet computer configurations, stable
            explorations, AR deepened students’ comprehension and   card recognition systems, realistic 3D scene simulations,
            bridged abstract concepts with real-world applications.
                                                               diverse real-life and game contexts, and the time allocated
              Furthermore, AR technology was noted to be accessible   for play and problem-solving. Interview results confirmed
            and cost-effective. Fernández-Enríquez and Delgado-  these recommendations; in addition, the interviews


            Volume 3 Issue 2 (2025)                         6                                doi: 10.36922/ac.4446
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