The STEAM (Science, Technology, Engineering, Art, and Mathematics) approach faces implementation challenges due to the lack of accessible tools for developing educational applications. This paper presents a STEAM-based games generator with Augmented Reality (AR) for elementary education, designed to enable users without technical knowledge to create interactive educational resources. The generator implements a four-layer architecture (Presentation, Integration, Services, and Data) that integrates AR.js and Three.js technologies with educational content. The system automates the configuration, generation, and packaging of educational games into deployable applications. A case study was conducted focusing on block-based programming for identifying even and odd numbers, a 6th-grade mathematics topic covering STEAM areas of mathematics, engineering, and technology. The generated game successfully integrates AR content that provides immediate visual feedback to students upon correct problem resolution, validating the generator’s capability to democratize educational software development and facilitate STEAM adoption in elementary classrooms.

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Generation of STEAM-Based Games with Augmented Reality

  • Valeria Contreras-Zaragoza,
  • Giner Alor-Hernández,
  • Humberto Marín-Vega,
  • Maritza Bustos-López,
  • Mónica Ruiz-Martínez,
  • Norma Leticia Hernández-Chaparro

摘要

The STEAM (Science, Technology, Engineering, Art, and Mathematics) approach faces implementation challenges due to the lack of accessible tools for developing educational applications. This paper presents a STEAM-based games generator with Augmented Reality (AR) for elementary education, designed to enable users without technical knowledge to create interactive educational resources. The generator implements a four-layer architecture (Presentation, Integration, Services, and Data) that integrates AR.js and Three.js technologies with educational content. The system automates the configuration, generation, and packaging of educational games into deployable applications. A case study was conducted focusing on block-based programming for identifying even and odd numbers, a 6th-grade mathematics topic covering STEAM areas of mathematics, engineering, and technology. The generated game successfully integrates AR content that provides immediate visual feedback to students upon correct problem resolution, validating the generator’s capability to democratize educational software development and facilitate STEAM adoption in elementary classrooms.