Ocean Math: A Comparative Evaluation of Augmented Reality and Mixed Reality in a Gamified Educational Game for Learning Mathematical Functions

  • Juliel Bronzati Dourado UNESP
  • Marcos Américo UNESP

Resumo


Introduction: Teaching mathematical functions often involves challenges related to abstraction and student engagement. Immersive technologies such as Augmented Reality (AR) and Mixed Reality (MR) have emerged as promising approaches for educational games, although comparative studies between both technologies using equivalent pedagogical content remain limited. Objective: This paper evaluates Ocean Math, a gamified educational game designed to teach mathematical functions through immersive interaction. Methodology or Steps: An exploratory study was conducted with 102 students (aged 15-20) with similar educational backgrounds, comparing user experiences between AR (n=53) and smartphone-based MR (n=49) versions. Evaluation focused on usability, engagement, and immersion through Likert-scale questionnaires and observational analysis. Results: Findings reveal a consistent trade-off: the MR version promoted significantly higher emotional engagement (4.2 vs 3.7) and immersion, while the AR version provided superior usability (3.2 vs 2.5) and lower adaptation barriers. Despite higher interaction complexity in MR, both approaches were perceived as equally effective for learning mathematical concepts. Conclusion: The study highlights that while MR excels in presence and curiosity, AR remains more accessible for standard classroom settings, contributing to the design of immersive serious games.
Palavras-chave: Mixed Reality, Augmented Reality, Serious Games, Gamification, Mathematics Education

Referências

Akçayır, M.; Akçayır, G. (2017) “Advantages and Challenges Associated with Augmented Reality for Education: A Systematic Review of the Literature”, Educational Research Review, v. 20, p. 1–11.

Bower, M.; Howe, C.; McCredie, N.; Robinson, A.; Grover, D. (2014) “Augmented Reality in Education – Cases, Places and Potentials”, Educational Media International, v. 51, n. 1, p. 1–15.

Lampropoulos, G.; Keramopoulos, E.; Diamantaras, K.; Evangelidis, G. (2022) “Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies”, Applied Sciences, v. 12, n. 13, p. 6809.

Maas, M. J.; Hughes, J. M. (2020) “Virtual, Augmented and Mixed Reality in K-12 Education: A Review of the Literature”, Technology, Pedagogy and Education, v. 29, n. 2, p. 231–249.

Merino, L.; Schwarzl, M.; Kraus, M.; Sedlmair, M.; Schmalstieg, D.; Weiskopf, D. (2020) “Evaluating Mixed and Augmented Reality: A Systematic Literature Review (2009–2019)”, arXiv preprint arXiv:2010.05988.

Milgram, P.; Kishino, F. (1994). “A Taxonomy of Mixed Reality Visual Displays”. IEICE Transactions on Information and Systems, v. E77-D, n. 12, p. 1321–1329.

Romero, M. (2020) “Computers in Secondary Schools: Educational Games”, arXiv preprint arXiv:2004.05892.

Speicher, M.; Hall, B. D.; Nebeling, M. (2019) “What is Mixed Reality?”, Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems.
Publicado
29/09/2026
DOURADO, Juliel Bronzati; AMÉRICO, Marcos. Ocean Math: A Comparative Evaluation of Augmented Reality and Mixed Reality in a Gamified Educational Game for Learning Mathematical Functions. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 2362-2372. DOI: https://doi.org/10.5753/sbgames.2026.26315.