Enhancing STEAM education through augmented reality: the EduAR open platform experience

dc.contributor.affiliationhttps://ror.org/03ayjn504es_MX
dc.contributor.affiliationhttps://ror.org/0297axj39es_MX
dc.contributor.authorVelarde Camaqui, Davis
dc.contributor.authorCelaya Ramirez, Rosario
dc.contributor.authorContreras Fuentes, Yéssica Betzabe
dc.contributor.authorSanabria Zepeda, Jorge Carlos
dc.date.accessioned2024-06-04T22:54:32Z
dc.date.available2024-06-04T22:54:32Z
dc.date.issued2024-05-27
dc.description.abstractQuality education is pivotal for fostering innovation and development, with Augmented Reality (AR) offering transformative learning experiences. The absence of open-access platforms for AR resources hinders the democratization of educational technology. This study introduces EduAR, an open-access platform designed to provide validated AR resources for STEAM education, aiming to enhance learning processes and promote equitable access to quality education. Employing a mixed-methods approach, the platform’s usability was assessed using the System Usability Scale (SUS), where it achieved a high usability score, highlighting its user-friendliness and effectiveness. Additionally, qualitative feedback through focus groups provided insights into the platform’s impact on learning engagement and skill development. The study yielded the following findings: (a) Incorporating AR in STEAM disciplines through an open validated platform is an effective strategy for enriching learning and teaching processes; (b) The EduAR platform allows effective adoption due to its high usability and accessibility; (c) Design-Based Research is useful when looking to improve an AR educational platform; (d) EduAR is a valuable tool for providing equitable access to quality educational resources; and (e) EduAR promotes problem-solving and critical thinking among students. This comprehensive research underscores the potential of EduAR in enhancing educational outcomes, establishing a solid foundation for future advancements in educational technology and open educational resources (OER). Its benefit is foreseen for both teachers and researchers interested in the implementation of AR in courses within the framework of openness.es_MX
dc.format.mediumTextoes_MX
dc.identificator4es_MX
dc.identifier.citationVelarde-Camaqui D, Celaya-Ramírez R, Contreras-Fuentes Y and Sanabria-Z J (2024) Enhancing STEAM education through augmented reality: the EduAR open platform experience. Frontierses_MX
dc.identifier.doihttps://doi.org/10.3389/feduc.2024.1391803
dc.identifier.journalFrontiers in Educationes_MX
dc.identifier.orcidhttps://orcid.org/0000-0001-9064-7104es_MX
dc.identifier.orcidhttps://orcid.org/0000-0003-4315-0618es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-4596-5266es_MX
dc.identifier.orcidhttps://orcid.org/0000-0001-8488-5499es_MX
dc.identifier.urihttps://hdl.handle.net/11285/653880
dc.language.isoenges_MX
dc.publisherFrontierses_MX
dc.relation.isFormatOfpublishedVersiones_MX
dc.relation.urlhttps://www.frontiersin.org/articles/10.3389/feduc.2024.1391803/fulles_MX
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTAes_MX
dc.subject.countrySuiza / Switzerlandes_MX
dc.subject.keywordAugmented realityes_MX
dc.subject.keywordOERes_MX
dc.subject.keywordeducational innovationes_MX
dc.subject.keywordplatformes_MX
dc.subject.keywordHigher educationes_MX
dc.subject.keywordtechnological platformes_MX
dc.subject.keywordopen education resourceses_MX
dc.subject.lcshEducationes_MX
dc.titleEnhancing STEAM education through augmented reality: the EduAR open platform experiencees_MX
dc.typeArtículo

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