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Augmented Reality as a methodology to development of learning in programming

EasyChair Preprint no. 281

13 pagesDate: June 19, 2018

Abstract

The purpose of this document is to describe some of the areas where augmented reality is used, identify its components, structure and different forms of interaction with the user. As an example, some augmented reality applications oriented to education and others for different purposes, in addition to the pedagogical methods that work together to include the use of augmented reality as tool in support of learning, resulting in a series of advantages and disadvantages, disadvantages that with the advance of technology are projected to be surmountable. Among the different areas of study, we focused on the learning of programming, for being one of the subjects with more deficiency in academic results presented by students from different engineering careers. Based on this, we suggested to develop a tool that will serve as a complement in the learning of the programming and works in a collaborative and interactive way with the students, in addition to the material used by the teacher in classroom.

Keyphrases: Augmented Reality, Computer Science, learning, programming

BibTeX entry
BibTeX does not have the right entry for preprints. This is a hack for producing the correct reference:
@Booklet{EasyChair:281,
  author = {Mónica Gómez Ríos and Maximiliano Paredes Velasco},
  title = {Augmented Reality as a methodology to development of learning in programming},
  howpublished = {EasyChair Preprint no. 281},

  year = {EasyChair, 2018}}
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