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dc.contributor.authorCascales Martínez, Antonia-
dc.contributor.authorMartínez Segura, María José-
dc.contributor.authorPérez López, David-
dc.contributor.authorContero, Manuel-
dc.contributor.otherFacultades, Departamentos, Servicios y Escuelas::Departamentos de la UMU::Métodos de Investigación y Diagnóstico en Educaciónes
dc.date.accessioned2024-02-08T12:25:43Z-
dc.date.available2024-02-08T12:25:43Z-
dc.date.issued2016-12-01-
dc.identifier.citationEURASIA Journal of Mathematics Science and Technology Education 13(2) 2017: 355-380-
dc.identifier.issnElectronic: 1305-8223-
dc.identifier.issnPrint: 1305-8215-
dc.identifier.urihttp://hdl.handle.net/10201/139007-
dc.description©2016. This manuscript version is made available under the CC-BY 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/ This document is the Published, version of a Published Work that appeared in final form in EURASIA Journal of Mathematics Science and Technology Education. To access the final edited and published work see https://doi.org/10.12973/eurasia.2017.00621a-
dc.description.abstractThe main objective of this research is to determine the feasibility of using a multi touch tabletop system for applied mathematics learning in primary education with students with special needs (SEN). The instructional content designed on the tabletop focuses on understanding and managing money, coins, and banknotes. The study also analyzes the impact of this technology on students’ motivation. The tabletop system was used in a real educational setting, where we compared the learning experience of the students before and after using the tabletop. The evaluation method focused on three elements: the increase of knowledge, the relationship between the acquired learning depending on the educational level and the type of educational needs, and the student’s satisfaction and motivation after using the tabletop. Our results reveal that the tabletop is a feasible technology that can be successfully applied in special educational needs contexts.es
dc.formatapplication/pdfes
dc.format.extent26es
dc.languageenges
dc.publisherMondestumes
dc.relationThis research was supported in part by a grant from the Spanish Ministry of Science and Innovation (Project ref. TIN2010-21296-C02-01)es
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectMathematics learninges
dc.subjectMulti touch interactiones
dc.subjectSpecial educational needses
dc.subjectTabletopes
dc.subject.otherCDU::3 - Ciencias sociales::37 - Educación. Enseñanza. Formación. Tiempo libre::373 - Enseñanza primaria y secundariaes
dc.titleUsing an Augmented Reality Enhanced Tabletop System to Promote Learning of Mathematics: A Case Study with Students with Special Educational Needses
dc.typeinfo:eu-repo/semantics/articlees
dc.identifier.doihttps://doi.org/10.12973/eurasia.2017.00621a-
Aparece en las colecciones:Artículos: Métodos de Investigación y Diagnóstico en Educación



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