Mobile application with augmented reality applied to programming learning.

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Title: Mobile application with augmented reality applied to programming learning.
Alternate Title: Aplicación móvil con realidad aumentada aplicada al aprendizaje de programación.
Authors: Rafael SÁNCHEZ-JUÁREZ, Iván1 ivan_r.sanchez@smartin.tecnm.mx, Petra PAREDES-XOCHIHUA, María1, MORALESZAMORA, Vianney1
Source: Journal of Technology & Education / Revista de Tecnología & Educación. Jan-Jun2023, Vol. 7 Issue 17, p1-6. 6p.
Subject Terms: *Mobile apps in education, *Computer programming education, *Electronic books, Augmented reality, Electronic commerce
Abstract (English): Augmented Reality (AR) is a technology that allows users to have interactive experiences between themselves, the physical world, and the virtual world through the use of digital devices that have a digital camera, such as smartphones, tablets, desktop computers, or laptops. AR has various applications such as entertainment, advertising and marketing, medicine, architecture, engineering, tourism, e-commerce, or education; in the latter, students can visualize different concepts of programming fundamentals or objectoriented programming. The objective of this project is to create a mobile application applying augmented reality to the fundamental concepts of programming so that students can improve their understanding and retention of syntax and examples of terms used in Java. The application is focused on control structures, conditionals, classes, methods, constructors, objects, and arrays. Searching for concepts on the internet, physical or electronic books, or even with classmates, can take up to 5 minutes, with this application, it is possible to see the structure and/or examples in a matter of seconds, besides having the advantage that it does not require internet connectivity. [ABSTRACT FROM AUTHOR]
Abstract (Spanish): La realidad aumentada (AR) es una tecnología que permite a los usuarios tener experiencias de manera interactiva entre él, el mundo físico y el mundo virtual mediante la utilización de dispositivos digitales que cuenten con una cámara digital, tales como smartphones, tablets, computadoras de escritorio o laptops. La AR tiene diversas aplicaciones como entretenimiento, publicidad y marketing, medicina, arquitectura, ingeniería, turismo, comercio electrónico o educación; en esta última, los estudiantes pueden visualizar diferentes conceptos de fundamentos de programación o en la programación orientada a objetos. El objetivo de este proyecto es crear una aplicación móvil aplicando la realidad aumentada a los conceptos fundamentales de programación con la finalidad que los estudiantes puedan mejorar su comprensión y retención de sintaxis y ejemplos de los términos que se manejan en Java. La aplicación está enfocada a ciclos de control, condicionales, clases, métodos, constructores, objetos y arreglos. La búsqueda de los conceptos en internet, libros físicos o electrónicos, incluso con compañeros de clase, puede llegar a tardar hasta 5 minutos, con ésta aplicación es posible ver la estructura y/o ejemplos en cuestión de segundos, además de tener la ventaja que no necesita conectividad a internet. [ABSTRACT FROM AUTHOR]
Copyright of Journal of Technology & Education / Revista de Tecnología & Educación is the property of ECORFAN-Mexico S.C. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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DbLabel: Education Research Complete
An: 177501297
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PubType: Academic Journal
PubTypeId: academicJournal
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  Label: Title
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  Data: Mobile application with augmented reality applied to programming learning.
– Name: TitleAlt
  Label: Alternate Title
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  Data: Aplicación móvil con realidad aumentada aplicada al aprendizaje de programación.
– Name: Author
  Label: Authors
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  Data: <searchLink fieldCode="AR" term="%22Rafael+SÁNCHEZ-JUÁREZ%2C+Iván%22">Rafael SÁNCHEZ-JUÁREZ, Iván</searchLink><relatesTo>1</relatesTo><i> ivan_r.sanchez@smartin.tecnm.mx</i><br /><searchLink fieldCode="AR" term="%22Petra+PAREDES-XOCHIHUA%2C+María%22">Petra PAREDES-XOCHIHUA, María</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22MORALESZAMORA%2C+Vianney%22">MORALESZAMORA, Vianney</searchLink><relatesTo>1</relatesTo>
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  Data: <searchLink fieldCode="JN" term="%22Journal+of+Technology+%26+Education+%2F+Revista+de+Tecnología+%26+Educación%22">Journal of Technology & Education / Revista de Tecnología & Educación</searchLink>. Jan-Jun2023, Vol. 7 Issue 17, p1-6. 6p.
– Name: Subject
  Label: Subject Terms
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  Data: *<searchLink fieldCode="DE" term="%22Mobile+apps+in+education%22">Mobile apps in education</searchLink><br />*<searchLink fieldCode="DE" term="%22Computer+programming+education%22">Computer programming education</searchLink><br />*<searchLink fieldCode="DE" term="%22Electronic+books%22">Electronic books</searchLink><br /><searchLink fieldCode="DE" term="%22Augmented+reality%22">Augmented reality</searchLink><br /><searchLink fieldCode="DE" term="%22Electronic+commerce%22">Electronic commerce</searchLink>
– Name: Abstract
  Label: Abstract (English)
  Group: Ab
  Data: Augmented Reality (AR) is a technology that allows users to have interactive experiences between themselves, the physical world, and the virtual world through the use of digital devices that have a digital camera, such as smartphones, tablets, desktop computers, or laptops. AR has various applications such as entertainment, advertising and marketing, medicine, architecture, engineering, tourism, e-commerce, or education; in the latter, students can visualize different concepts of programming fundamentals or objectoriented programming. The objective of this project is to create a mobile application applying augmented reality to the fundamental concepts of programming so that students can improve their understanding and retention of syntax and examples of terms used in Java. The application is focused on control structures, conditionals, classes, methods, constructors, objects, and arrays. Searching for concepts on the internet, physical or electronic books, or even with classmates, can take up to 5 minutes, with this application, it is possible to see the structure and/or examples in a matter of seconds, besides having the advantage that it does not require internet connectivity. [ABSTRACT FROM AUTHOR]
– Name: Abstract
  Label: Abstract (Spanish)
  Group: Ab
  Data: La realidad aumentada (AR) es una tecnología que permite a los usuarios tener experiencias de manera interactiva entre él, el mundo físico y el mundo virtual mediante la utilización de dispositivos digitales que cuenten con una cámara digital, tales como smartphones, tablets, computadoras de escritorio o laptops. La AR tiene diversas aplicaciones como entretenimiento, publicidad y marketing, medicina, arquitectura, ingeniería, turismo, comercio electrónico o educación; en esta última, los estudiantes pueden visualizar diferentes conceptos de fundamentos de programación o en la programación orientada a objetos. El objetivo de este proyecto es crear una aplicación móvil aplicando la realidad aumentada a los conceptos fundamentales de programación con la finalidad que los estudiantes puedan mejorar su comprensión y retención de sintaxis y ejemplos de los términos que se manejan en Java. La aplicación está enfocada a ciclos de control, condicionales, clases, métodos, constructores, objetos y arreglos. La búsqueda de los conceptos en internet, libros físicos o electrónicos, incluso con compañeros de clase, puede llegar a tardar hasta 5 minutos, con ésta aplicación es posible ver la estructura y/o ejemplos en cuestión de segundos, además de tener la ventaja que no necesita conectividad a internet. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Journal of Technology & Education / Revista de Tecnología & Educación is the property of ECORFAN-Mexico S.C. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
  BibEntity:
    Identifiers:
      – Type: doi
        Value: 10.35429/JTAE.2023.17.7.1.6
    Languages:
      – Code: eng
        Text: English
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      Pagination:
        PageCount: 6
        StartPage: 1
    Subjects:
      – SubjectFull: Mobile apps in education
        Type: general
      – SubjectFull: Computer programming education
        Type: general
      – SubjectFull: Electronic books
        Type: general
      – SubjectFull: Augmented reality
        Type: general
      – SubjectFull: Electronic commerce
        Type: general
    Titles:
      – TitleFull: Mobile application with augmented reality applied to programming learning.
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          Name:
            NameFull: Rafael SÁNCHEZ-JUÁREZ, Iván
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            NameFull: Petra PAREDES-XOCHIHUA, María
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            NameFull: MORALESZAMORA, Vianney
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            – D: 01
              M: 01
              Text: Jan-Jun2023
              Type: published
              Y: 2023
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              Value: 17
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            – TitleFull: Journal of Technology & Education / Revista de Tecnología & Educación
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