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Ponce, J., Oronia, Z., Silva, A., Muñoz, J., Ornelas, F., & Alvarez, F. (2015). Incremento del Interés de Alumnos en Educación Básica en los Objetos de Aprendizaje Usando Realidad Aumentada en las Matemáticas. Conferencias LACLO, 5(1).

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Article

Serious Video Game as Mediator of Geometric Representations - Algebraicas of Quadraphical Surfaces

1Cs. Básicas, Tecnológico Nacional de México/Instituto Tecnológico de Cd Guzmán, Cd. Guzmán, Jal, México

2Sistemas Computacionales, Tecnológico Nacional de México/Instituto Tecnológico de Cd Guzmán, Cd. Guzmán, Jal, México

3Electrónica, Tecnológico Nacional de México/Instituto Tecnológico de Cd Guzmán, Cd. Guzmán, Jal, México


American Journal of Educational Research. 2019, Vol. 7 No. 2, 118-124
DOI: 10.12691/education-7-2-1
Copyright © 2019 Science and Education Publishing

Cite this paper:
Karla Liliana Puga Nathal, Diego Armando Guillén de la Cruz, Humberto Bracamontes del Toro, Juan Carlos Martínez Sandoval, María Eugenia Puga Nathal, Salvador Esparza Godínez. Serious Video Game as Mediator of Geometric Representations - Algebraicas of Quadraphical Surfaces. American Journal of Educational Research. 2019; 7(2):118-124. doi: 10.12691/education-7-2-1.

Correspondence to: Humberto  Bracamontes del Toro, Electrónica, Tecnológico Nacional de México/Instituto Tecnológico de Cd Guzmán, Cd. Guzmán, Jal, México. Email: hbdeltoro@gmail.com

Abstract

We present the results of a research whose objective was to promote visualization skills in engineering students of the Technological Institute of Cd. Guzmán, in the appropriation of the concept of quadratic surfaces. For which, it is proposed the implementation of a serious videogame called "Quadratic Identity" where the student related two records of semiotic representation of said concept, designed in an immersive virtual reality environment and based on the user-centered methodology for its design, considering both the concepts of gamification, those proposed by serious video games. The user must have access, before playing, the theoretical part of the mathematical concepts treated and then play to evaluate this theory. A qualitative study was developed to show if through the videogame, learning is promoted in the student regarding the transit between the semiotic registries considered, finding positive results and growth opportunities of the proposal.

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