Análisis en la gamificación e implementación del leap motion controller en la I.E.D. Técnico Industrial de Tocancipá
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This research aims to show the use of technological tools such as Augmented Reality (AR) and its integration in the education system through gamification, offers better learning results compared to traditional education.Through the implementation of the Leap Motion Controller in English classes of first and third grades at the I.E.D. Técnico Industrial de Tocancipá, results were collected regarding 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 these 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 will be taken into account the size of the population and the amount of available resources 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 it into a base to go deeper into the field and to proof that it is possible introduce successfully this type of technology in the education.
