La efectividad de la tecnología de realidad aumentada en la educación STEAM
DOI:
https://doi.org/10.17162/au.v11i5.932Palavras-chave:
educación STEAM, realidad aumentada, tecnologías educativas, educación.Resumo
El objetivo de este estudio es identificar el impacto del uso de tecnologías de realidad aumentada en la formación de especialistas en el campo de la educación STEAM, mediante el análisis de indicadores cognitivos como “habilidades” y “voluntad” entre estudiantes que utilizan tecnologías de realidad aumentada, y la comparación entre estos indicadores con un grupo hipotético. El estudio involucró métodos de encuesta, análisis de modelos lógicos y matemáticos del proceso educativo, análisis de factores que influyen en el proceso educativo, el método para encontrar la solución óptima, el método para identificar una muestra mínima de expertos, la proporción de recomendaciones mutuas, el método de análisis de factores mentales y una prueba t de Student. El análisis de los logros educativos mostró que el uso de tecnologías de realidad aumentada mejora significativamente el rendimiento de los estudiantes, simplificando la comprensión de sistemas y mecanismos complejos en ellos.Downloads
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Copyright (c) 2021 Yaroslav V. Tsekhmister, Tetiana M. Kotyk, Yurii S. Matviienko, Yuliia A. Rudenko, Vita V. Ilchuk
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