Developing an Augmented Reality-Based Game as a Supplementary tool for SHS- STEM Precalculus to Avoid Math Anxiety
Carlo Hernandez Godoy Jr

TL;DR
This paper proposes an augmented reality-based game as a supplementary tool to help reduce math anxiety and improve learning outcomes in senior high school STEM students studying Precalculus.
Contribution
It introduces a novel augmented reality game designed specifically to supplement Precalculus instruction and address math anxiety among students.
Findings
Potential to reduce math anxiety
Enhances student engagement in learning mathematics
Supports improved understanding of Precalculus concepts
Abstract
Math Anxiety is experienced by students. This is caused mainly by poor academic performance specifically in Calculus and Precalculus in Mathematics. From 2014 to 2016, an average rating of 70.33 percent for secondary education and 71.1 percent for elementary was generated during several exams, such as the National Achievement Test. The result produced is said to be below the national passing percentage, which shows that Filipino student performance in mathematics is very poor indeed. Taking into consideration the proof of the existence of these problems, it is necessary to try and test a need for a technology which has never before been used as a remedy. Augmented reality is deemed to be one of the advances in technology that is found to have a good effect not only on the health of the student, but also on the learning of Mathematics. Combining the two positive effects of Augmented…
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Taxonomy
TopicsEducational Games and Gamification · Augmented Reality Applications
