AUGMENTED REALITY FROM THE PERSPECTIVE OF THE GAMIFICATION METHODOLOGY FOR LEARNING THE VOLUME OF GEOMETRIC SOLIDS
Augmented Reality; Gamification; Volume of Geometric Solids.
The representation of geometric solids in three-dimensional space is a task that generates difficulties for the teacher who needs to do it and much more for the student who needs to visualize them, often considering having difficulties related to abstraction and the sense of dimensionality, and which commonly occurs on the whiteboard or through resources that do not favor this visualization. In this way, the present work sought to answer the following question: How the use of the VolumAR application, from the perspective of the Gamification methodology, can contribute to the learning of volume of Geometric Solids (Cube, Parallelepiped, Cone, Pyramid, Cylinder and Sphere )? For this, we have listed as a general objective to understand how the use of the VolumAR application, from the perspective of the Gamification methodology, can contribute to the learning of the volume of Geometric Solids. As specific objectives, we seek to identify the perspectives and limitations of using the VolumAR application from the perspective of Gamification for learning the volume of Geometric Solids; to verify how the use of the VolumAR application collaborated in the resolution of problems with the volume of Geometric Solids; and to evaluate the perceptions of the research participants about the experience of using the VolumAR application from the perspective of the Gamification methodology for learning the volume of geometric solids. The research developed was of a qualitative type, with an intervention research approach and was carried out in a 3rd grade high school class, composed of 26 students, aged between 17 and 19 years old, belonging to the Padre Antônio Duarte State School, located in city of Olho d'Água das Flores – AL. For data collection, we used the VolumAR application, the semi-structured interview, observations, field diary and photographic, audio and video recordings as instruments, which were analyzed taking as a reference what the content analysis proposed by Bardin (2016) proposes. Data analysis was divided into 03 categories of analysis through: Technological characterization of the participants; AR analysis and Gamification as resources for learning the volume of Geometric Solids; and Contributions from the VolumAR app. Based on the results and established findings, it was possible to state that the study in question reached the objectives outlined and that it attributes a lot of collaboration to the area of Mathematics Education, since it encompasses a scenario full of possibilities for learning the volume of geometric solids, linking the use of modern technology and methodology, not recent, but capable of engaging and arousing curiosity in students.