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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Juan Manuel Verano Garri</string-name>
          <email>jm.verano@alumnos.urjc.es</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Liliana Patricia Santacruz-Valencia</string-name>
          <email>lilina.santacruz@urjc.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Javier Gomez</string-name>
          <email>javier.gomez@urjc.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ETSII, Rey Juan Carlos University</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Rey Juan Carlos University</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Mathematics are fundamental to the intellectual development of children, since through them they acquire skills such as logic, reasoning, critical thinking and abstraction. They are traditionally associated with something boring, complicated and said to be for intelligent students or that there are those who are not made for them. However, the problem lies in the way Math is taught. It is proven that practicing through games and activities outside of pencil and paper make children being more attentive and enthusiastic and allows the teacher to take them to a higher level, where they gain confidence as they improve their results. With this idea in mind, ARMat, an application based on augmented reality, has been developed to work the operations of addition, subtraction, multiplication and division with children of 6 years of elementary school. By comparing the performance of students who have carried out the operations using the traditional methodology against those who have used ARMat, it is evident that the latter obtain better results both in the number of hits and in the time taken to solve them.</p>
      </abstract>
      <kwd-group>
        <kwd>math</kwd>
        <kwd>augmented reality</kwd>
        <kwd>STEM</kwd>
        <kwd>elementary school</kwd>
        <kwd>game</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>I. INTRODUCTION</p>
      <p>The importance of mathematics lies in that it is
fundamental in the development of logic, reasoning, thought,
criticism and abstraction. However, among the youngest has
been the subject, by excellence, most hated or feared. Today
the popularity of the STEM proposal (Science, Technology,
Engineering, Math) that emerged in 2009 with the idea of
promoting vocations to science and technology, has
highlighted the need to make mathematics much more
attractive, detaching it from the way it is taught, typically
based on learning the concepts in a systematic way and then
operating from them.</p>
      <p>With the present work, it is hoped, on the one hand, to
contribute to ease this need through the use of ARMat, an
application based on augmented reality, whose objective is to
allow children of 6 years of Primary Education to work the
basic operations of sum, subtraction, multiplication and
division, and on the other hand, to add to current literature by
examining the motivation and performance of students during
the conduct of mathematical operations by using such an
application. To this end, the research questions posed are: (i)
What impact does the use of AR have on students'
mathematical performance? and (ii) Does the motivation of
students increase when solving mathematical operations with
AR?</p>
      <p>After this first section, the article is structured as follows:
Section II Context, describes the context that frames the
present work, offering a brief description of the methods for
teaching mathematics, the main initiatives promoting STEM
studies and the use of AR to support STEM learning. Section
III ARMat describes the interface and operation of the
application. Section IV Methodology explains how the case
study has been conducted. In section V Results, the results
obtained are analyzed. In section VI Discussion, a brief
discussion is presented on the role of AR as a technological
medium for improving student motivation and performance.
Finally, in section VII Conclusions, answers are given to the
research questions initially raised.</p>
    </sec>
    <sec id="sec-2">
      <title>II. RESEARCH CONTEXT The research context within which this work is framed is described below.</title>
      <sec id="sec-2-1">
        <title>A. Methods for teaching mathematics.</title>
        <p>
          With the aim of changing the rigid teaching methods of
mathematics, in recent years a wide variety of methods have
emerged that are having great success because of their open
and practical character, some of them are: (i) ABN Method
(Algorithm Based on Number) [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] through which the student
verifies for himself the multiple solutions of a problem and
visually understands the operations that he carries out,
advancing in his understanding according to his level of
domain, by putting into practice the theory; (ii) CCSS Method
(Common Core State Standard) [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], whose objective is for
students to achieve a common minimum knowledge and to
learn to reason abstractly to solve problems, going beyond
their mechanical resolution and identifying conceptually
different ways of representing them; (iii) Singapore Method
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], with which the student learns to solve problems from their
relationship with everyday objects in order to carry out simple
problems, to draw these concepts using blocks that represent
numerical values and to make abstract representations such as
numbers or symbols. With this, the student internalizes each
detail in a practical way and understands the reason for each
operation; (iv) Jump Math Method [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], based on the guided
discovery with which the child discovers the things when
solving the challenges presented to him; (v) Kumon Method
[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], encourages self-contained learning, based on the use of
carefully crafted worksheets, which teach pupils to find the
answer to the problems posed themselves.
        </p>
        <p>B. Initiatives to promote STEM studies</p>
        <p>To respond to the challenges faced by teachers such as:
maintaining student interest, incorporating technologies in the
classroom and preparing them to live and work in a constantly
evolving digital society, the European Commission subsidizes
initiatives aimed at promoting the attractiveness of science
education and careers under the slogan "science for and by
society", in order to tackle competition gaps, through
initiatives such as Scientix and STEM Alliance.</p>
        <p>
          At the state level, the Ministry of Education and
Professional Training promotes initiatives such as women in
the STEAM world and regional programs such as Inspira
STEAM, STEMadrid and Plan STEMCat. Also, from the
private sector are initiatives such as the STEM lessons for
educators offered by Microsoft Stembyme or the STEMNet
collaborative platform of the Telefónica Foundation. [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>
          The interest of the STEM world is such that the number of
publications in the literature review on the subject has
increased dramatically in the last ten years [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], encouraging
the emergence of magazines with their own professional
identity, as is the case with International Journal of STEM
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Education.</title>
      </sec>
      <sec id="sec-2-3">
        <title>C. Augmented Reality in the Teaching and Learning of</title>
      </sec>
      <sec id="sec-2-4">
        <title>Mathematics</title>
        <p>Technological advances and access to mobile devices have
increased the popularity of Augmented Reality (AR),
particularly in the educational context, where teachers can
provide access to digital content and extend learning in a
three-dimensional space.</p>
        <p>
          Literature shows evidence of current state of use of AR for
STEM learning [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] and the benefits of its use in the teaching
of mathematics, through which a more effective and in-depth
understanding of concepts is fostered and motivation is
increased [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Similarly, several authors point out that
AR is aligned with effective educational practices that
manifest themselves in five concrete ways: (i) commitment to
learning, (ii) immersion and presence in the contents, (iii)
location of content in a location or context, (iv) content
authentication and (v) community building [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Today,
interaction with AR does not require the use of markers such
as QR codes that act as mediators between user and content,
but can be achieved by recognizing a page as a whole,
identifying its content as interactive, being able to visualize
immediately the corresponding 3D object. However, some
studies in which students have used markers show that it
encourages collaborative work and problem solving [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ],
facilitates the understanding of mathematical concepts
because it allows for better visualization and interaction by
manipulating augmented objects [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] and helps to
acquire basic skills in science and technology, as well as
digital skills [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <p>III. ARMAT</p>
        <p>
          ARMat is an AR-based application that allows working
with addition, subtraction, multiplication and division
operations. Its design includes typical components of game
mechanics, such as the use of unlocks, scoring and sorting
[
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Once the application is accessed, the student can select
between three different options corresponding to the available
game modes: "Tests", "Evaluation" and "Minigame", being
able to return to the previous screen from the option "Back".
        </p>
        <p>By selecting the "Testing" option the student can choose
the type of test to be performed from the four available
(addition, subtraction, multiplication and division).</p>
        <p>Once you have selected the type of test or evaluation, you
can access the screen of levels ranging from 1 to 4, with 1
being the least difficult and 4 the most difficult. The levels
differ both in the time available to answer the questions and
overcome the level, and in the difficulty of the operation to be
carried out. It is recommended to work each level as follows:



</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Level 1: Courses from 1st to 6th grade.</title>
    </sec>
    <sec id="sec-4">
      <title>Level 2: Courses from 2nd to 6th grade.</title>
    </sec>
    <sec id="sec-5">
      <title>Level 3: Courses from 3rd to 6th grade.</title>
    </sec>
    <sec id="sec-6">
      <title>Level 4: Courses from 4th to 6th grade.</title>
      <p>After selecting the level, you want to play at, the screen of
Figure 1 which will appear will appear at the top with a bar
showing the remaining time (right, in this case 71) and the
number of hits (left, in this case 0) achieved by the student. In
order for the questions to be answered, the student must focus
the operation marker with the rear camera of the mobile device
and then, to answer, he must point again to the corresponding
marker. Each possible answer (there are only four options) is
identified with a color (green, blue, orange and fuchsia), so
that the student must select the color marker of the correct
answer. For example, in Figure 1, the marker that corresponds
to the correct answer will be the blue one.</p>
      <p>Once the student has indicated his answer, an image will
appear with a “smiling face” and a green background,
accompanied by a sound if the student’s answer is correct.
Otherwise a “sad face” will appear with a red background and
another sound, as shown in Figure 2.</p>
      <p>The student will have passed the level by correctly
answering the ten questions asked. In case time ends without
the student being able to answer all ten questions, the "Game
Over" in which the student will be able to observe the score
obtained and the record reached. From this screen the student
can return to the beginning of the application or play again.</p>
      <p>If the score reached is less than 5, a screen will be
displayed with a message indicating to the student that he/she
needs a series of reinforcements, in the operation the student
was performing.</p>
      <p>Finally, as a stimulus, the app has an option called
"Minigame" which is unlocked when the student hits 15
questions in the "Review" part and which consists of finding
a hidden character in the place where the student is. To do this
the student will have to move around the site, while moving
the mobile device in different directions, as shown in Figure
3, where it can be observed that the student has found the
character and therefore must click on it and it will appear in
another position within the site.
corresponding to the answer he considered correct (as
explained in section III.).</p>
      <p>In Figure 5, shows several photos of the students solving
the operations using the ARMat application and the help of
different indicators.</p>
      <p>When the time runs out, the "Game Over" screen will
appear that will show the score obtained.</p>
    </sec>
    <sec id="sec-7">
      <title>IV. METHODOLOGY The methodology applied in the case study is described below.</title>
      <sec id="sec-7-1">
        <title>A. Context and participants</title>
        <p>The study was carried out in a private school in the
Community of Madrid and a total of 60 students of 6 years old
belonging to the classroom of 1st of Elementary School.
B. Experimental Design</p>
        <p>A quasi-experimental design has been used, in which
groups have been randomly assigned, forming two groups: (i)
the control group that has used the traditional methodology
(paper and pencil) and (ii) the experimental group that has
used the ARMat application, based on AR. Both groups have
had to resolve the same operations through their respective
methodologies.</p>
        <p>C. Process</p>
        <p>Two shifts have been defined during which students had
to solve ten questions consisting of addition, subtraction,
multiplication and division operations, with four possible
answers, being able to choose a single correct answer, all in a
maximum time of 15 minutes.</p>
        <p>Control group students completed the sheets provided by
the teacher, circling the correct answer. Figure 4 shows
students in the classroom performing the activity using the
traditional methodology.
Students from the experimental group used ARMat. To
solve the operations the student had to point with the camera
of the mobile device to the marker (QR code) of the color
To obtain the indicators of the number of hits the
procedure was the following: 10 questions were asked that had
to be answered in 15 minutes. After observing each student,
the number of hits obtained was noted. In the experimental
group, this information was obtained from the bar at the top of
the ARMat screen, which has an indicator that counts the
number of responses that the student has answered correctly.</p>
        <p>On the other hand, in the control group this information
was obtained by correcting the sheets of paper on which the
successes of each student in the proposed operations were
counted.</p>
        <p>With regard to the measurement of the time used, the
indicators were obtained by using a timer, so that each time a
student finished answering the 10 questions, both in the
experimental group and in the control group, the timer was
stopped and the time taken to solve the operations was
recorded. At the end of the 15 minutes available for the test,
students were instructed to stop performing the mathematical
operations, both on paper and with ARMat and those who had
not been able to answer the 10 questions were written down
as "time exceeded”.</p>
        <p>V. RESULTS</p>
        <p>To evaluate the impact of ARMat’s use on the students'
mathematical performance, the following variables have been
used: the number of correct answers or hits and the time taken
to answer all the questions. Table I shows the main statistics
of the results obtained regarding to the two variables for each
of the groups.</p>
        <p>As can be seen, the results obtained by the students of the
experimental group are better than those of the control group,
both in the number of hits, and in the time spent in answering
all the questions. The next step is to determine whether these
differences are statistically significant.</p>
        <p>First, we analyze the results regarding the number of hits
in each of the groups. As can be seen in Figure 6, all students
in the experimental group correctly answered at least nine
questions (83.3 percent answered all the questions correctly
and 16.7 failed one question). Regarding the control group,
86.7 percent answered at least nine questions (66.7 percent
answered all questions correctly and 20 percent failed one
question), while the remaining 13.3 percent failed two or more
questions.</p>
        <p>The next step is to assess whether the improvement in the
results of the experimental group is statistically significant
regarding to those obtained by the control group. To do this,
we first applied the Shapiro-Wilk test to confirm the
assumption of data normality. For the control group a value of
p = 4.7e-07, whereas for the experimental group this value was
p = 1.7e-07. As in both cases p &lt; 0.05, the data did not meet
the normal assumption, so it was decided to use the
nonparametric test of Wilcoxon. The result of this test was p =
0.099 which concludes that there is no statistically significant
difference between the results obtained by both groups.</p>
        <p>Looking at the box plot in Figure 7, a similar conclusion is
reached with respect to the reduction of time in the
experimental group.</p>
        <p>Now if we analyze the data of both groups regarding the
time taken to solve all mathematical operations. As shown in
Table I, students in the experimental group needed
approximately two minutes less to solve all mathematical
operations.</p>
        <p>As you can see, 50 percent of the students in the
experimental group took between 6 and 8 minutes to solve all
the mathematical operations, while 50 percent of the students
in the control group needed between 8 and 10 minutes.</p>
        <p>Another noteworthy fact is that approximately 75 percent
of the students in the experimental group were able to
complete the test in less than 8 minutes, while 75 percent of
control group students needed more than 8 minutes to solve
all operations. Finally, it should be noted that in the control
group there is an outlier corresponding to a student with
educational reinforcement at the methodological level who
failed to complete the test in the time allowed.</p>
        <p>To conclude this section, we must analyze if the difference
observed in both groups with respect to the response time is
statistically significant. After applying the Shapiro-Wilk test,
it is observed that the data of the students of the experimental
group follow a normal distribution (p = 0.59), while those of
the control group do not comply with the assumption of
normality (p = 0.016). For this reason, we decided to use the
Wilcoxon test.</p>
        <p>
          The result of this test confirmed that the difference
between the two groups was statistically significant (p =
6.7e07) with r = 0.52, which indicated the existence of a large
effect [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], on the differences in time spent solving all
mathematical operations between the students of the
experimental group and the control group.
        </p>
        <p>VI. DISCUSSION
A. Technology supports learning mathematics</p>
        <p>
          The results show that both types of conditions, (those of
the control group and the experimental group), lead to overall
achievement concerning to learning mathematics. While the
difference lies more in the time spent on resolving operations,
technology support enriches the learning experience. as
students learned the concepts faster and enjoyed their classes
more when AR-based instruction was included [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. This
result can be added to those studies in that it shows the
effectiveness of the use of technology for the teaching of
mathematics [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
      </sec>
      <sec id="sec-7-2">
        <title>B. AR increases students’ motivation</title>
        <p>
          There were no significant differences between the groups
with respect to the number of hits achieved. However, the
results differ in terms of the time spent by the experimental
group to perform the operations, suggesting that AR may
have caught the attention of the students. This result supports
previous research that shows that using AR in the classroom
can increase motivation [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Possibly the fact that
ARMat shows a record of successes and time, has generated
a competitive spirit among students. It should be noted that at
the end of the experience the students were asked their
opinion. Some examples of them are: “The best math class”,
“I liked it a lot”, “Very entertaining”, “Very agile mental
calculus”, “We played all together”, “As usual classes, but in
another way cooler”, “We have made the class short because
we have not been bored”.
        </p>
      </sec>
      <sec id="sec-7-3">
        <title>C. AR increases students’ performances</title>
        <p>
          In any process of motivation two key elements are
distinguished: stimulus and response. In the particular case of
this study, the stimulus can be identified with the use of AR
and the response would be represented in the successes
obtained by the students after carrying out the operations with
ARMat. Therefore, it can be said that AR acts as a tool that
increases motivation and whose effect is reflected in better
performance by students, as confirmed by recent studies [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>VII. CONCLUSIONS The aim of this study was to determine the impact that AR has on the learning and motivation of students, it is therefore time to answer the research questions posed.</title>
      <p>What impact does the use of AR have on students'
mathematical performance? The results indicate that a
motivated student can better execute the tasks assigned,
obtaining better results in their execution. In this specific case,
it has been possible to confirm its increase in interest in
solving mathematical operations, probably motivated by the
novelty of the interaction offered by ARMat and the
possibility of interacting with three-dimensional objects.</p>
      <p>
        Does the motivation of students increase when solving
mathematical operations with AR? Clearly, it has been seen
that at the end of the operations, the students wanted to
continue experimenting with the application. Their motivation
has become palpable in the multiple opinions conveyed by
them, through which they expressed their enthusiasm for
having had a different class, in which they lost track of time
because they were having a good time while learning how to
solve mathematical operations in a more dynamic and
intuitive way. In addition, unlocking the "Minigame"
represented for them a challenge that they took up with great
enthusiasm. Therefore, it can be argued that AR can encourage
motivation, understanding and greater involvement with
learning content [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>Future work will centered on: (i) make improvements to
the user interface, (ii) add sub-levels with degrees of
difficulty, (iii) offer operations for secondary (roots,
equations, polynomials, etc.), (iv) implement the iOS App and
finally, after making the improvements carry out a new case
study in order to obtain new results that officially endorse its
use in schools.</p>
      <p>With this study, we wanted to contribute in the STEM
formation, which must start from primary school and even
from younger ages. This training is characterized by practical
learning, through which students have learned to solve
problems, to work as a team, to arouse their curiosity, their
imagination, their thinking and to enrich their digital
competence.</p>
      <p>
        They have also found that it is possible to learn in another
way, that technology can be their ally in the classroom and
that they are facing a world that is moving towards
digitalization, in which the most demanded profiles are the
technological ones. “The ideal would be to come to consider
technology as the global language of the future, since
digitalization is and will be very present in everyone’s
day-today life and will have a strong impact on both the personal and
professional development of students” [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
      </p>
    </sec>
    <sec id="sec-9">
      <title>ACKNOWLEDGEMENTS</title>
      <p>This work has been co-financed by the iProg Project: New
generation of programming learning tools with emerging
interactive technologies (ref. TIN2015-66731-C2-1-R) of the
Ministry of Economy and Competitiveness (State Program for
Research, Development and Innovation Oriented to the
Challenges of Society, R&amp;D&amp;I Projects, within the
framework of the State Plan for Scientific and Technical
Research and Innovation 2013-2016).</p>
    </sec>
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