Citation: Volioti, C.; Orovas, C.;
Sapounidis, T.; Trachanas, G.;
Keramopoulos, E. Augmented
Reality in Primary Education: An
Active Learning Approach in
Mathematics. Computers 2023, 12, 207.
https://doi.org/10.3390/
computers12100207
Academic Editors: Veronica Rossano
and Michele Fiorentino
Received: 8 September 2023
Revised: 3 October 2023
Accepted: 11 October 2023
Published: 16 October 2023
Copyright: © 2023 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
computers
Article
Augmented Reality in Primary Education: An Active Learning
Approach in Mathematics
Christina Volioti
1
, Christos Orovas
2
, Theodosios Sapounidis
3,
* , George Trachanas
1
and Euclid Keramopoulos
1
1
Department of Information and Electronic Engineering, International Hellenic University, Alexander Campus,
57400 Sindos, Greece; chvolioti@gmail.com (C.V.); tracha27@windowslive.com (G.T.); euclid@ihu.gr (E.K.)
2
Department of Products and Systems Design Engineering, University of Western Macedonia,
50100 Kozani, Greece; chorovas@uowm.gr
3
School of Philosophy and Education, Aristotle University of Thessaloniki, 54124 Thessaloniki, Greece
* Correspondence: teo@edlit.auth.gr
Abstract: Active learning, a student-centered approach, engages students in the learning process
and requires them to solve problems using educational activities that enhance their learning out-
comes. Augmented Reality (AR) has revolutionized the field of education by creating an intuitive
environment where real and virtual objects interact, thereby facilitating the understanding of complex
concepts. Consequently, this research proposes an application, called “Cooking Math”, that utilizes
AR to promote active learning in sixth-grade elementary school mathematics. The application com-
prises various educational games, each presenting a real-life problem, particularly focused on cooking
recipes. To evaluate the usability of the proposed AR application, a pilot study was conducted involv-
ing three groups: (a) 65 undergraduate philosophy and education students, (b) 74 undergraduate
engineering students, and (c) 35 sixth-grade elementary school students. To achieve this, (a) the
System Usability Scale (SUS) questionnaire was provided to all participants and (b) semi-structured
interviews were organized to gather the participants’ perspectives. The SUS results were quite
satisfactory. In addition, the interviews’ outcomes indicated that the elementary students displayed
enthusiasm, the philosophy and education students emphasized the pedagogy value of such technol-
ogy, while the engineering students suggested that further improvements were necessary to enhance
the effectiveness of the learning experience.
Keywords: Augmented Reality; active learning; usability; primary school; mathematics
1. Introduction
Technology has advanced so rapidly in recent years that it has transformed several
domains, including education. One such technology that has gained significant attention is
Augmented Reality (AR). AR provides users with an interactive and immersive learning
experience by superimposing virtual elements onto the real world [1]. AR also has a lot
of potential to improve teaching and learning, especially in primary grades. The basis
for a child’s future learning and development is laid throughout the crucial primary
education stage of their academic career. Primary education has traditionally placed
a strong emphasis on conventional methods like textbooks and still images to present
educational content to young learners. However, these conventional methods often fail to
actively engage students [2], whereas AR consistently promotes active participation [3].
Hence, incorporating AR into primary education can offer an opportunity to overcome
these constraints and transform the learning process for students.
Various studies have highlighted the beneficial impacts of AR across educational
disciplines like mathematics [4,5], physics [6,7], geography [8,9], and history [10,11]. For
example, Cai et al. [7] found that AR tools enhanced student motivation, attention, and
knowledge retention over conventional teaching methods. Similarly, Dunleavy et al. [12]
Computers 2023, 12, 207. https://doi.org/10.3390/computers12100207 https://www.mdpi.com/journal/computers