Year: 2025
Type: article
Abstract: The purpose of these 8th grade math lessons was to extend students’ knowledge of sequences of mathematical transformations by providing students with a digital experience of transformations in a three- dimensional environment. Assemblr, an augmented reality app was used to create these experiences for students after they learned these concepts in 2D. Past studies noted that augmented reality activities and gamification promote active learning and increase academic performance (Lampropoulus, et al., 2022; Sukriadi et al,. 2023; Kurniawan, et al., 2024). Students used Assemblr to extend their knowledge in a 3D environment. Their learning was expressed in a game where correct answers to Assemblr challenge questions related to transformations initiated a turn for a team to connect dots and create a square.
Authors: Brian Johnson, Rebecca Bramwell, Josef Stamps, Katie Paterson, Kyle Jones
Language: English
Subfield: Computer Vision and Pattern Recognition
Field: Computer Science
Domain: Physical Sciences
SDG: Quality education
Open Access status: hybrid
OpenAlex ID: W4411266155
