4.6 Article

Effects of using mobile augmented reality for simple interest computation in a financial mathematics course

Journal

PEERJ COMPUTER SCIENCE
Volume -, Issue -, Pages -

Publisher

PEERJ INC
DOI: 10.7717/peerj-cs.618

Keywords

Mobile augmented reality; Simple interest; Financial mathematics; Technology acceptance; Motivation; Achievement

Funding

  1. Direccion General de Educacion Superior de la Secretaria de Educacion Publica de Mexico [UANLCA368]

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The study introduces and evaluates a prototype called Simple Interest Computation with Mobile Augmented Reality (SICMAR) to help students learn about simple interest, with planning, hypothesis development, software development, and data collection tool design as the four key stages.
Understanding the concept of simple interest is essential in financial mathematics because it establishes the basis to comprehend complex conceptualizations. Neverthe-less, students often have problems learning about simple interest. This paper aims to introduce a prototype called simple interest computation with mobile augmented reality(SICMAR) and evaluate its effects on students in a financial mathematics course. The research design comprises four stages: (i) planning; (ii) hypotheses development; (iii) software development; and (iv) design of data collection instruments. The planning stage explains the problems that students confront to learn about simple interest. In the second stage, we present the twelve hypotheses tested in the study. The stage of software development discusses the logic implemented for SICMAR functionality. In the last stage, we design two surveys and two practice tests to assess students. The pre-test survey uses the attention, relevance, confidence, and satisfaction (ARCS) model to assess students' motivation in a traditional learning setting. The post -test survey assesses motivation, technology usage with the technology acceptance model (TAM), and prototype quality when students use SICMAR. Also, students solve practice exercises to assess their achievement. One hundred three undergraduates participated in both sessions of the study. The findings revealed the direct positive impact of SICMAR on students' achievement and motivation. Moreover, students expressed their interest in using the prototype because of its quality. In summary, students consider SICMAR as a valuable complementary tool to learn simple interest topics.

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