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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of Virtual Reality Applications for Learning Geometry in Basic Education.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Humberto Muñoz Bautista</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Héctor Cardona Reyes</string-name>
          <email>hector.cardona@cimat.mx</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miguel Angel Ortiz Esparza</string-name>
          <email>ing.miguel.o.e@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jaime</string-name>
          <email>jaime.munoz@edu.uaa.mx</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Muñoz Arteaga</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cesar Gonzalo Vera-Vasquez</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>3 Universidad Continental, Arequipa, Perú</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centro de Investigación en Matemáticas</institution>
          ,
          <addr-line>Zacatecas</addr-line>
          ,
          <country country="MX">México</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Autónoma de Aguascalientes</institution>
          ,
          <addr-line>Aguascalientes, Ags.</addr-line>
          <country country="MX">México</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Virtual reality</institution>
          ,
          <addr-line>Basic education, model, Math Skills</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Activities for pedagogical purposes are implemented following instructional techniques; being these in turn part of the strategies; Therefore, in education there is a great diversity of educational resources that are used in the teaching and learning processes, that are part of a remarkable contribution. In Mexico, at the basic and upper secondary levels, the educational model is currently based on competencies. Where it is sought that the student has the necessary tools to face the situations of daily life, so the use of Virtual Reality (VR) would allow students to find themselves in virtual immersive situations similar to the real ones and prepare for the real world. The VR opens an option in the teaching-learning process that allows students to live experiences that they may not be able to live in the real world, but in a virtual world they can experience it.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In general, mathematical skills have become the most difficult skills seen by students [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ], whether
they are moved by the historical part, the little interest or by the complexity of the same, taking into
account the above and the advances in information and communication technologies, in the present
work a model proposal is made that will allow having tools that allow reducing or removing the
rejection of mathematics, through the use of virtual reality devices, which would make the teaching of
mathematical skills; specifically the skills in geometry and the development of spatial thinking; in an
interactive teaching-learning process.
      </p>
      <p>With the great technological development that has occurred in recent years, we can see how
technology has led to what some authors call the new "social revolution", with the development of "the
information society". With this, we want to refer to the fact that the raw material "information" will be
the engine of this new society, and around it, new professions and jobs will arise, or existing professions
will be adapted. We see a clear example in education where technology is used to a greater extent every
day, where ICTs allow the development of new electronic teaching materials that use different media.</p>
      <p>
        For this reason, the work of the classroom and outside of it in education has undergone important
changes thanks to the inclusion of ICT in education. According to the OECD report [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] All countries
seek to improve the quality and efficiency of education, so the use of ICTs was used to achieve this
objective.
      </p>
      <p>2022 Copyright for this paper by its authors.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Problem Outline</title>
      <p>
        One of the many sections of technology is Virtual Reality, technology that is considered new;
however, it has been in use since 1965 when the first case was built and the first program was created
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and its concept was proposed in 1973 [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This technology has a wide range of applicability,
resulting in the fact that today we see Virtual Reality applications in the entertainment, training, tourism,
marketing, productive and industrial sectors, medicine and education.
      </p>
      <p>Allowing in each area an advance and understanding of the processes in an interactive and immersive
way; by the very nature of technology; which allows its use in a natural way in the teaching-learning
process, where it is sought to obtain new tools to benefit the fulfillment of competences in the students.</p>
      <p>
        The basis of most Virtual Reality applications focuses on using the theory that directly experienced
knowledge is better retained than when listening to or observing a situation; This theory uses the concept
of knowledge in the first person[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], which goes hand in hand with the main axis of the teaching-learning
process of current educational models, where the construction and acquisition of knowledge is intended
through experiences, projects and own situations, which unlike the method used in the methodologies
traditional educational, it is sought that the student is the central protagonist of the process.
      </p>
      <p>
        The implementation of didactic learning methods has been tested in a large number of works.
According to a study by Bloxham and Wileman [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ] published in the Journal of Virtual Studies,
students who experienced hands-on education using virtual reality increased their retention rates by up
to 18.1% in math, followed by 13.1% in mechanics and 2.9% in engineering.
      </p>
      <p>Taking into account these possibilities, not only is it possible to improve the teaching-learning
process, but it would allow students to have the opportunity to live experiences that in many cases they
already have at an adult age or many occasions such situations cannot be experienced; An example is
being able to interact with ecosystems, animals, plants, cities that are not in the student's place of origin.</p>
      <p>
        In Mexico, the teaching-learning process is undergoing a series of reforms that seek to privilege the
achievement of skills by students and that they achieve a construction of their knowledge through lived
experiences [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], Therefore, by implementing virtual reality technology, the experiences that students
will have can be enhanced, allowing them to overcome the barrier of distances, times and adverse
situations such as the current pandemic, providing an interactive and immersive opportunity in their
education through virtual environments and interactive, encouraging students to be more active and
involved in classes, allowing greater student involvement in their training and strengthening the
construction of their knowledge in the teaching-learning process.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Model</title>
      <p>
        The model for the development of virtual reality applications in learning determines the necessary
elements for the development of virtual reality educational environments to be used in the
teachinglearning process of the students. Scenarios are designed primarily that allow a playful environment for
students that by integrating components such as; rules, achievements, prizes, 3D models, interaction,
and immersion, allow achieving the skills and learning objectives set by the teachers, with special
emphasis on facilitating the explanation of complex or abstract concepts [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]; like math concepts.
Figure 1 shows the general phases of the proposed model, in which education professionals participate,
who are the primary agents for the implementation of virtual reality applications in the teaching-learning
process, providing the necessary objectives for learning and development of skills. student
competencies.
      </p>
      <p>Analysis of
learning
objectives</p>
      <p>Stage Design</p>
      <p>Implementation</p>
      <p>Scenery
Virtual used by
students</p>
      <p>For the first phase corresponding to the analysis of learning objectives, it is proposed as a phase of
analysis of requirements, where the goals, educational needs and competencies that are desired to be
fulfilled in the student's learning are defined. In order to be included in the script of the virtual reality
educational environment. In the second phase; stage design; It will be the modeling and creation phase
of each of the virtual reality elements that allow the fulfillment of the learning objectives set out in the
previous phase; to carry out the development of the application and to be able to fulfill the necessary
elements for virtual reality applications. In the last phase corresponding to the implementation, the
interpretation of the learning objectives and the design of the scenario for the realization of the technical
specifications required by the system take place, obtaining as a result the virtual scenario that is the set
of elements that implement the requirements and models obtained in the previous phases, with which
the student will have the interaction to fulfill objectives and develop skills in their learning process.</p>
      <p>For virtual reality applications, the objective is to give the user the sensation that he is in the place
that the virtual world shows, so we require a set of elements that allow said sensation. Among the main
elements that virtual reality applications have are those shown in Figure 2 and described below:
• Script: based on the goals set in the learning objective analysis phase, it will guide the user to meet
goals and develop skills.
• Materials and textures: Digital components for the construction of objects for the virtual world,
providing characteristics and realism to the objects.
• 3D Models: Objects that will model reality on the virtual stage for interaction with the user.
• Scenario: definition of the place and/or environment where the student is for the fulfillment of
objective.
• Immersion: defines the level of immersion that the user will have in virtual reality, use of glasses,
helmets, 360 audio and video components that allow students to feel in the virtual world.
• Interaction: components for the identification of the student in the real world and transfer actions and
movements to the virtual world. Use of monitoring system and controls to carry out actions.</p>
      <p>
        The sum of the above elements make up the virtual reality educational environment, where through
the implementation of video, audio and user monitoring resources, they will contribute to the degree of
immersion that the student can have. The virtual reality educational environment will allow students to
carry out practical activities of their skills in a safe environment, becoming excellent educational tools
[
        <xref ref-type="bibr" rid="ref11 ref12 ref13">11, 12, 13</xref>
        ].
      </p>
      <p>
        The set of components mentioned above can increase the school development of students, improving
their cognitive skills, obtaining skills defined by the education model and improving attention and
concentration in solving specific problems due to its playful nature [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Case Study</title>
      <p>
        Following the proposed model, the table of key learnings for integral education was carried out
together with the teachers (table 1) that according to the “Secretaría de Educación Pública (SEP)”
establish the competencies that basic education students must comply [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]; Specifically, those
corresponding to the competences of geometry and spatial thinking were selected.
      </p>
      <p>Analyze sequences of numbers and
figures with arithmetic and geometric
progression
Formulates first degree expressions
to represent properties (perimeters
and areas) of geometric figures and
verifies the equivalence of
expressions, both algebraically and
geometrically (analysis of figures).</p>
      <p>Locates objects and places whose
location is unknown, by interpreting
spatial relationships and landmarks.</p>
      <p>Represents and describes orally or in
writing routes to go from one place to
another in their immediate
environment (classroom, home,
school) or in their community.</p>
      <p>Read, interpret and design sketches,
plans and maps to communicate
orally or in writing the location of
beings or objects and routes.</p>
      <p>Solve situations involving the
location of points on the Cartesian
plane.</p>
      <p>Reproduces models with shapes,
figures and geometric bodies.</p>
      <p>Build configurations with shapes,
figures and geometric bodies.</p>
      <p>Construct and analyze geometric
figures, particularly triangles and
quadrilaterals, by comparing sides,
angles, parallelism, perpendicularity,
and symmetry.</p>
      <p>With the selected skills and the expected learning, defining the requirements established by the
teachers, a selection of virtual reality applications was made that allow students to develop and fulfill
the skills of geometry and special thinking. The list of applications, skills and description of the scenario
is shown in the table 2.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions and Future Works</title>
      <p>In the present work, the general model for the development of virtual reality applications to be used
in the teaching-learning process and a review of virtual reality applications that allow the development
of geometry and spatial thinking skills are taken as a starting point. As future work, the model will be
taken to adapt it in the development of virtual reality applications that allow to fulfill the competences
of geometry and special thinking in basic education, implementing virtual reality applications
developed and existing in the market with kindergarten students and primary schools in the state of
Aguascalientes.</p>
    </sec>
    <sec id="sec-6">
      <title>6. References</title>
    </sec>
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