This paper aims to show that the use of technological tools such as augmented reality (AR) and its integration in the education system through gamification offers better learning results when compared with traditional education.
Through the implementation of the Leap Motion Controller in English classes of the first and third grades at the I.E.D. Técnico Industrial de Tocancipá, the authors compared the appropriation of topics in groups that received the class in the traditional way and groups that were introduced to the Leap Motion Controller as a pedagogical tool. A statistical and comparative analysis was performed on the results obtained for each group.
It was concluded that the use of technological tools has a positive impact in terms of educational performance and learning, giving better results than traditional education; in addition, students showed great empathy with the AR tool. On the other hand, there were limitations to just having a Leap Motion Controller device, which prevented the student experience was even more didactic; based on this, for future research, factors such as the size of the population and the amount of available resources will be taken into account to achieve better results.
The importance of this paper lies in the little research that has been done in Colombia regarding the introduction of AR and other emerging technologies as pedagogical tools, turning the present findings into a base to go deeper into the field and to prove that it is possible to introduce successfully this type of technology in the education.
Castañeda, M., Guerra, A. and Ferro, R. (2018), "Analysis on the gamification and implementation of Leap Motion Controller in the I.E.D. Técnico industrial de Tocancipá", Interactive Technology and Smart Education, Vol. 15 No. 2, pp. 155-164. https://doi.org/10.1108/ITSE-12-2017-0069Download as .RIS
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