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Intelligent AR for Geometry Learning

The document presents ARGeoITS, an intelligent tutoring system that integrates augmented reality to enhance geometry learning for middle school students. A study involving 106 students showed that those using ARGeoITS achieved higher learning gains and both systems positively impacted student motivation. The findings suggest that combining intelligent tutoring systems with augmented reality can create effective learning environments for challenging subjects like geometry.
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0% found this document useful (0 votes)
65 views18 pages

Intelligent AR for Geometry Learning

The document presents ARGeoITS, an intelligent tutoring system that integrates augmented reality to enhance geometry learning for middle school students. A study involving 106 students showed that those using ARGeoITS achieved higher learning gains and both systems positively impacted student motivation. The findings suggest that combining intelligent tutoring systems with augmented reality can create effective learning environments for challenging subjects like geometry.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

information

Article
Intelligent Augmented Reality for Learning Geometry
Aldo Uriarte-Portillo 1 , Ramón Zatarain-Cabada 1 , María Lucía Barrón-Estrada 1 , María Blanca Ibáñez 2, *
and Lucía-Margarita González-Barrón 3

1 National Technological of Mexico, Technological Institute of Culiacan, Culiacan 80220, Mexico


2 Department of Telematics Engineering, Carlos III University of Madrid, 28911 Madrid, Spain
3 Nursing School, Sonora State University, Hermosillo 83100, Mexico
* Correspondence: mbibanez@[Link]

Abstract: This work describes a learning tool named ARGeoITS that combines augmented reality with
an intelligent tutoring system to support geometry learning. The work depicts a study developed in
Mexico to measure the impact on the learning and motivation of students using two different learning
systems: an intelligent tutoring system with augmented reality (ARGeoITS) and a system with only
augmented reality (ARGeo). To study the effect of this type of technology (ARGeoITS, ARGeo) and
time of assessment (pre-, post-) on learning gains and motivation, we applied a 2 × 2 factorial design
to 106 middle school students. Both pretest and post-test questionnaires were applied to each group
to determine the students’ learning gains, as was an IMMS motivational survey to evaluate the
students’ motivation. The results show that: (1) students who used the intelligent tutoring system
ARGeoITS scored higher in learning gain (7.47) compared with those who used ARGeo (6.83); and
(2) both the ARGeoITS and ARGeo learning tools have a positive impact on students’ motivation.
The research findings imply that intelligent tutoring systems that integrate augmented reality can be
exploited as an effective learning environment to help middle–high school students learn difficult
topics such as geometry.

Keywords: intelligent tutoring system; augmented reality; intelligent learning environments; fuzzy
logic; learning technologies
Citation: Uriarte-Portillo, A.;
Zatarain-Cabada, R.; Barrón-Estrada,
M.L.; Ibáñez, M.B.; González-Barrón,
L.-M. Intelligent Augmented Reality
for Learning Geometry. Information 1. Introduction
2023, 14, 245. [Link] Learning geometry helps students develop their logical reasoning ability, which im-
10.3390/info14040245 plies analyzing and elaborating arguments about spatial forms, shapes, and abstract math
Academic Editors: Ramon Fabregat,
concepts [1]. However, geometry tends to be abstract, and many students encounter
Jorge Bacca-Acosta and N.D.
difficulties and show poor performance [2]. Some researchers claim that to improve stu-
Duque-Mendez dents’ geometrical reasoning abilities, learning activities should keep the motivation and
adaptation to their knowledge and psychological conditions [3,4].
Received: 14 March 2023 Augmented reality (AR) is a technology that enhances the user’s actual physical
Revised: 4 April 2023
surroundings by overlaying virtual elements such as images, videos, and virtual items [5].
Accepted: 14 April 2023
AR technology might be useful both to facilitate the visualization of geometric shapes and
Published: 17 April 2023
to foster psychological states such as motivation towards learning. AR technology could
help students easily understand basic geometry concepts, since it supplements their sensory
perception of the real world through the addition of computer-generated content to the
Copyright: © 2023 by the authors.
students’ environment in real-time [6]. Moreover, AR attracts attention to students due to
Licensee MDPI, Basel, Switzerland. its interactive possibilities [7]. In recent years, many researchers have focused their works
This article is an open access article on AR applied to education [8–11], particularly in areas of study such as science, technology,
distributed under the terms and engineering, and mathematics [12]. Although AR has proven to foster motivation and
conditions of the Creative Commons engagement, it does not always positively impact learning outcomes. Consequently, some
Attribution (CC BY) license (https:// researchers suggest integrating AR technology into learning environments with the purpose
[Link]/licenses/by/ of guiding learning activities in accordance with the knowledge or psychological state
4.0/). of students [13]. An effective choice for this integration is the incorporation of AR to an

Information 2023, 14, 245. [Link] [Link]


Information 2023, 14, 245 2 of 18

intelligent tutoring system (ITS) [14]. Intelligent tutoring systems are computer-based
systems that provide personalized learning support to the student, according to their
current (or projected) performance or skill in a task [15,16]. ITSs provide personalized and
interactive help so that the content dynamically adapts to the student—who can “learn by
doing” in realistic and meaningful contexts—providing feedback to the student [17].
ITSs have been built using different artificial intelligence (AI) techniques such as
neural networks, Bayesian networks, data mining, and fuzzy logic, and they have proven
their efficiency in many different fields of knowledge [18]. For example, in the field of
English learning, the work of [19] combines a neural network with a fuzzy system to adapt
learning content. In [20], a fuzzy-logic- and constraint-based student model (CBM) for
an intelligent tutoring system was developed to teach Turkish students how to use punc-
tuation correctly. In the field of computer programming learning, Ref. [21] implemented
an intelligent multi-agent with a Bayesian technique for updating the student model, esti-
mating the learner’s level of knowledge, and adapting the learning content. In the area of
chemistry and molecular biology, Ref. [22] applied a data mining technique for learners’
evaluation and adaptive feedback. In the study field of the human circulatory system,
Ref. [23] worked with intelligent multi-agents, neural networks, and different sensors
for learners’ knowledge evaluation, automatic facial expression recognition, and emotion
measurement. Finally, in the field of mathematics, Ref. [24] presented a Bayesian network
for classifying the learner’s affective states and adapting the feedback generation. In recent
years, ITSs have incorporated new technological strategies to give their operation more
emotional intelligence and simulate empathy. Two examples of this kind of strategy are
the incorporation of emotion recognition [25] and the inclusion of motivational techniques
such as gamification [26].
This study aims to assess the learning effectiveness and the impact on motivation
of using an ITS with an AR interface for practicing the basic principles of geometry. The
activities were designed according to the curricular objectives and subject matter of the
Mexican middle school geometry curriculum. The interface was compared to a similar
AR-based lesson that encompasses identical learning objectives and content but lacks an
ITS.
The study is unique in that it researches the use of AR technology embedded into an
ITS within a real school setting for practicing geometry at a middle school level, while also
comparing the use of the AR interface with or without an ITS guide. The study can help
us better understand whether AR technology is more effective when used in combination
with a tutoring system.
This work is organized as follows: Section 2 presents the related works. Section 3
describes the architecture of the learning applications developed for the study. Section 4
explains the general structure of the methodology. Section 5 presents the results of the
evaluation of academic performance and motivation. Finally, discussions and conclusions
are described in Section 6.

2. Related Works
This section mentions the most relevant related works that support this research,
which involves AR in education and ITSs enhanced with AR.

2.1. AR in Education
AR allows users to interact in real-time with virtual elements in real contexts. This
distinctive aspect of AR technology provides new opportunities to promote learning and
allows the deployment of constructive learning environments [27]. The rapid development
of smart mobile devices has increased the amount of AR applications in education, ranging
from the use of AR for augmented books [28–30] to deploying inquiry-based learning
activities [31–33] and fostering learning via exploration [34–36]. Regardless of the use of
AR in developing learning activities, studies have demonstrated that AR allows students to
learn new procedures in real conditions [37]; additionally, most of the studies claim that
Information 2023, 14, 245 3 of 18

AR-enabled learning environments can enhance learning motivation, engagement, and


learning effectiveness [38]. The use of AR in education can help students find the activities
fun and interesting, monitoring them and increasing their interaction with the learning tool,
making them understand abstract concepts, depending on their learning pace. Regarding
teachers, they feel that AR enhances student creativity, participation, and attention to the
academic work [39].
An application to help students learn programming using marker-based AR was
carried out by [40]. This study focused on usability, efficiency, flow experience, and user
perception. The efficiency of learning emphasizes the levels of competitiveness of the
students to successfully solve the proposed exercises. To measure the efficiency of student
learning, the authors recorded the number of tasks successfully completed by the student
during the session using the system. On the other hand, [41] presented three AR-based
applications to support students to understand and learn abstract concepts in probability
and statistics. The authors examined the relationship between student performance and
their attitudes when interacting with the application. They also evaluated the student
learning gains when using their applications. The results reflected that the applications
are useful for the learning achievements of the students and attitude improvement. An
AR application for teaching geometry in middle schools was proposed by [42], where
the students could create different segments by using two or more markers. They also
made geometry solids using markers-based AR. The authors showed that by using AR in
geometry lessons, they created conditions for positive emotional interaction between the
student and the teacher.
Currently, most AR-based learning systems have two main limitations. First, they
promote distraction probably due to the novelty effect [32,43,44]. Second, they provide
instructions linearly with no feedback about any eventual mistake [45]. To alleviate these
problems, some researchers are including scaffolding approaches in their AR learning
environments [46,47], while others provide intelligent tutoring systems to guide students
through the learning process in a more accurate way [45,48,49].

2.2. ITSs Supported with AR


The field of ITSs supported with AR has been scarcely explored, and most of the
currently published work focuses on finding learning activities that may be convenient
and relevant to be carried out in the new interactive environments, with possible help
for students in relation to the activities that they perform or with basic scaffolding tech-
niques [12,50].
Intelligent tutoring systems use artificial intelligence techniques to represent the
knowledge that is essential in the teaching–learning process such as domain knowledge,
pedagogical strategy knowledge, and knowledge about the student’s present state [51].
Instruction and learning support delivered using an ITS tend to provide higher learning
gains than the classroom and static instruction. The effectiveness of ITSs is tied to their
capabilities to adapt themselves to the characteristics of the students.
Some researchers claim that ITSs based on a desktop computer paradigm disconnect
the real world and the tutoring instruction, thus degrading the interest and motivation
of students [45,52]. In this regard, AR technology has been used in education or training
as the main interface module to support the rest of the ITS components (student and
pedagogical modules). For example, the Motherboard Assembly Tutor (MAT), designed
by [48], integrates AR technology to provide an adaptive training experience for students. In
their work, students learn the process of assembling components such as a RAM, CPU chip,
or heat sink on a motherboard guided by the MAT tutor, which overlays the assembly parts
on the motherboard using AR technology. The results showed that MAT users improved
test scores by 25% and found the solution 30% faster compared with users who trained
without the ITS. One limitation of this work was the small sample of participants. Similarly,
the project ARTWILD proposed by [53] used the Generalized Intelligent Framework for
Tutoring (GIFT) with Markov decision processes for inferences made by the intelligent
Information 2023, 14, 245 4 of 18

tutoring system. Authors used Metaio Creator and Unity 3D to support military training
tasks in environments that are not specially designed to support combat training. They
developed a software architecture that provides a standard messaging interface between
the apprentice, the sensor, the tutor, and the pedagogy module. Additionally, [54] presented
IARTS, an ITS using AR working together with the assistance of a virtual tutor and an
adaptive guide for solving math problems. The learning tool engages the student in
a variety of interactive ways, enhancing the student with rich content unique to three-
dimensional learning environments. The tutor combined with AR technology uses a
head-mounted display to guide students through the cabling of a network topology by
overlaying arrows and digital icons on the ports of the hardware. The messages are
displayed only when the learner experiences difficulties, allowing learners to remain
motivated by practicing themselves. Likewise, AdapTutAr is a project designed by [55] to
be an adaptive task tutoring system that enables experts to record machine task tutorials via
embodied demonstration and train learners with different AR tutoring contents adapting
to each user’s characteristics. The system enables an expert to record a tutorial that can be
adaptively learned by different workers. For this purpose, it uses a convolutional neural
network for machine state prediction based on bounding boxes. The authors evaluated the
accuracy of the low-level state recognition on a mockup machine with nine component
types, and further evaluated the overall adaptation model via a remote user study in a VR
environment.
The combination of augmented reality technology and fuzzy logic in an ITSs has the
potential to significantly enhance student learning in several ways by engaging different
cognitive mechanisms. Firstly, AR can capture students’ attention by overlaying digital
information on the real-world environment [56], while fuzzy logic can use rules and reason-
ing to adapt the presented information to the student’s level of understanding, making the
content more engaging and relevant to individual learners [16]. Secondly, AR can provide
visual and spatial cues that help students understand complex concepts by visualizing
abstract ideas [56]. Fuzzy logic can also personalize the learning experience by adapting the
content presentation based on the student’s prior knowledge and current performance [57].
Lastly, AR can provide students with opportunities to solve problems and make decisions
in a real-world context [58]. Fuzzy logic can assist students in making informed decisions
by analyzing data and providing feedback on the best course of action [59].

3. Materials and Methods


3.1. The Architecture of the Learning Tool
ARGeoITS is an intelligent tutoring system designed to promote an effective learning
experience and allow middle school students to practice basic concepts of geometry. The
system includes a fuzzy logic engine that adapts its tutoring to previous students’ perfor-
mance, and it is enhanced with an AR-based interface to easily visualize geometric shapes
required for the learning activities.

3.2. Architectural Model


The architecture of the system follows the traditional architecture of an ITS, with
4 modules to encapsulate the main processes; these modules are called KnowledgeModel,
PedagogicalModel, StudentModel, and UserARInterface. Figure 1 shows the distribu-
tion and connection of these modules. Each component within the architecture is briefly
described as follows:
their knowledge level and for handling the interaction between the student and the sys-
tem. This component contains several internal components to perform both: to show ge-
Information 2023, 14, 245 ometry study topics and to select options to control the flow of tutor execution. It contains
5 of 18
4 components: ScenesControl, ScenesSet, SharedViewGUI, and AssetsContainer.

Figure 1. 1.
Figure ARGeoITS architecture.
ARGeoITS architecture.

• SharedViewGUI.
(1) UserARInterface This component
is the main is a graphicalwhere
component user interface
the student (GUI) that dynami-
interacts with the
system. It is responsible both for building the scenes required for
cally adapts to the screen of the mobile device. Its function is to present to the user each student according
to their knowledge
the content of thelevel
tutorand for handling
distributed the of
in topics interaction between
study, exercises, andthequizzes.
student and the
• system. This component
ScenesSet. This component contains several
contains internal
a set components
of scenes designed to forperform both:
each of the to show
elements
geometry study The
of the tutor. topics andinteracts
user to select with
options to control
different the flow
scenes, among of tutor
which execution. It contains
are: entering the
4 components:
system, main ScenesControl,
menu of options, ScenesSet,
exercise SharedViewGUI, and AssetsContainer.
settings, and instructions panel.
• • ScenesControl.
SharedViewGUI. ThisThis
component
component manages the scenes
is a graphical userwhere the user
interface (GUI) interacts with the
that dynamically
system. The ITS executes different processes based on the user’s
adapts to the screen of the mobile device. Its function is to present to the user the actions.
• AssetsContainer.
content of the tutor Thisdistributed
component inistopics
a container
of study,forexercises,
all the assets required to show
and quizzes.
• the
ScenesSet. This component contains a set of scenes designed for each that
tutor’s exercises on the screen. It contains the digital elements of theare used
elements
through the Vuforia markers (images and gameObjects).
of the tutor. The user interacts with different scenes, among which are: entering the
(2)system, main menu ofThis
PedagogicalModel. options, exerciseissettings,
component and instructions
responsible panel.
for making decisions to man-

age the teaching–learning process. The general functionality of the tutor depends with
ScenesControl. This component manages the scenes where the user interacts on thethe
system. The ITS executes different processes based on the
information produced by the interaction of the student with the tutor in real-time. The user’s actions.

system AssetsContainer.
adapts the instructionThis component
to the user’sis a needs
container for all the assets
by providing help or required to show
empathetic mes-the
tutor’s exercises
sages during on theThis
its execution. screen. It contains
component the digital
interacts withelements that are usedand
the StudentModel through
the
the Vuforia markers
KnowledgeModel. (images
It contains and gameObjects).
4 elements: ITSController, FuzzyEngine, ScenesManager,
and HelpManager.
(2) PedagogicalModel. This component is responsible for making decisions to manage
• the ITSController. Thisprocess.
teaching–learning is the main Thecomponent
general functionality of the tutor
of the pedagogical model depends
of theon the The
tutor. infor-
mation produced by the interaction of the student with the tutor
ITSController is the central manager of the system, and is responsible for instantiat- in real-time. The system
adapts the instruction
ing objects and system to the user’s needs
variables, by providing
communicating helpthe
with ormodels
empathetic and messages during
the controllers,
its execution.
and managing This the
component
student interacts
[Link] the StudentModel
is the component that and the KnowledgeModel.
receives the options
It contains
selected4by elements:
the user ITSController,
in the interaction FuzzyEngine, ScenesManager,
scenes and performs and HelpManager.
the corresponding actions.
• ITSController. This is the main component of the pedagogical model of the tutor. The
ITSController is the central manager of the system, and is responsible for instantiating
objects and system variables, communicating with the models and the controllers,
and managing the student interaction. It is the component that receives the options
selected by the user in the interaction scenes and performs the corresponding actions.
Information 2023, 14, 245 6 of 18

It is responsible for selecting the exercises students must perform based on the recom-
mendations made by the Fuzzy Inference Engine, and it is responsible for providing
feedback to the student. For example: when the user enters the system (LogIn), the
ITSController calls on the StudentModel to configure the student model with the
student information that is stored in the database.
• FuzzyEngine. This component implements the fuzzy logic that the tutor uses to adapt
or infer the pedagogical model to the student’s needs. It also controls the flow and the
rules of the current exercise. The fuzzy system contains linguistic variables, fuzzy sets,
and various labels to represent time, the number of correct answers, the number of
errors, and how many times the user asks for help. The fuzzy rules for the inference
system are separated in a DB. We explain this component in detail later.
• ScenesManager. This component manages the scenes that are sent to the UserAR-
Interface module. The component controls the flow of scenes from the main menu
and accesses the databases of prefabs, resources, and plugins to configure the current
exercise based on the user’s needs.
• HelpManager. This component manages help messages to solve the exercises, e.g., it
shows the formula to calculate the area or volume of a geometric figure, it presents
concepts used in the exercise, and it also selects motivational messages to be sent
to the student when the fuzzy system determines the need for them based on user
interaction.
(3) KnowledgeModel. This component represents the knowledge of the tutor’s domain
(geometry), integrating the augmented reality assets. It is responsible for managing teaching
material, such as (1) topics, (2) exercises required to learn how to compute base areas, prism
volume, a sum of volumes of quadrangular prims, and the identification of cuts in cylinders
and cones, and (3) related questions including the statement, possible answers, correct
answer, feedback, and level of difficulty. It contains 2 components: KnowledgeManager
and VuforiaModel.
• KnowledgeManager. This component manages the knowledge stored in the teaching
resources. This knowledge reaches the student in different stages of interaction with
the tutor. The component accesses the Exercises and Geometric Figures database
to send the assets to the Asset Container and also interacts with the VuforiaModel
component to produce the resources needed to emulate the AR.
• VuforiaModel. This component is responsible for providing the UserARInterface with
the assets to emulate the AR Camera and other Vuforia elements. The component
accesses the DB DataModel to obtain the markers and scripts required to display
augmented reality exercises on the mobile device.
• StudentModel. This component represents the student model which contains personal
and system usage information. It contains a component called StudentKnowledge.
(4) StudentKnowledge. This component is responsible for creating a representation of
the student’s cognitive model. It exchanges student information with the ITSController,
including their level of knowledge, topics visited, level of difficulty of visited exercises,
number of unsuccessful attempts in each exercise, time spent in each exercise, and test
scores. The component consults personal information in the student’s database and records
the information from the current session, which is captured based on the student’s interac-
tion with the tutor.
Through ScenesControl, the application collects the student’s performance from the
current exercise, and the ITS Controller receives the information and invokes the student’s
knowledge to update their profile while making fuzzy inferences through the fuzzy en-
gine. Once the fuzzy rules are executed, the complexity level of the following exercise is
obtained, and the KnowledgeManager sends the elements to the AssetsContainer while the
VuforiaModel loads the augmented objects on the SharedViewGUI; thus, both components
update the user interface.
Information 2023, 14, x FOR PEER REVIEW 7 of 19
Information 2023, 14, 245 7 of 18

On the other hand, AR has the VuforiaModel component; its main function is to load
On the other hand, AR has the VuforiaModel component; its main function is to load
the augmented objects and send them to the SharedViewGUI to update the graphical user
the augmented objects and send them to the SharedViewGUI to update the graphical user
interface. VuforiaModel has a file in xml format with information about the recognition of
interface. VuforiaModel has a file in xml format with information about the recognition
markers,
of markers,which
which areare
detected byby
detected thethe
camera of the
camera mobile
of the device.
mobile Once
device. it isitvalidated
Once that
is validated
the detected marker is the one requested, at that moment, the pertinent actions
that the detected marker is the one requested, at that moment, the pertinent actions are are carried
out to display
carried the pertinent
out to display information
the pertinent on the
information onscreen so that
the screen the student
so that the studentcancan
solve the
solve
problem that is requested.
the problem that is requested.

[Link]
3.3. TheFuzzy
FuzzyInference
InferenceSystem
System
Learningand
Learning andassessing
assessingaastudent’s
student’slevel
levelofof knowledge
knowledge are are not
not simple
simple jobsjobs inin general,
general,
becausethey
because theyare
areinfluenced
influenced byby elements
elements thatthat cannot
cannot be readily
be readily observed
observed and assessed,
and assessed, par-
particularly
ticularly in ITSs,
in ITSs, where where
therethere
is noisreal-life
no real-life interaction
interaction between
between a teacher
a teacher and students
and students [60].
[60]. Fuzzy
Fuzzy logic
logic is oneispossible
one possible
strategy strategy
to dealtowith
dealuncertainty.
with uncertainty. In real-world
In real-world issues, issues,
fuzzy
fuzzy logic is utilized to deal with the uncertainty generated by imprecise
logic is utilized to deal with the uncertainty generated by imprecise and missing data, as and missing
data,asashuman
well well assubjectivity.
human subjectivity. The application
The application of fuzzy
of fuzzy logic in alogic in a environment
learning learning environ- can
ment canthe
improve improve
learning theenvironment
learning environment
by allowingbyintelligent
allowing decisions
intelligentabout
decisions about
learning learn-
content
to becontent
ing sent totothebe learner,
sent to theas well as personalized
learner, feedback to
as well as personalized be offered
feedback to betooffered
each learner.
to each
Fuzzy logic
learner. maylogic
Fuzzy also diagnose
may alsoadiagnose
learner’s alevel of understanding
learner’s of a topic and
level of understanding of forecast
a topic andthe
learner’s level
forecast the of understanding
learner’s of related concepts.
level of understanding of related concepts.
In
InARGeoITS,
ARGeoITS,the theFuzzy
FuzzyEngine
Engine component
component handles
handles thethe
personalization
personalization in the system.
in the sys-
The
[Link] uses uses
The engine 4 fuzzy input
4 fuzzy variables:
input variables:thethe
number
number of of
right
rightanswers,
answers,the thenumber
numberof of
mistakes
mistakesmademadebybythe thestudent,
student, thethe
number
number of assistances
of assistancesrequested, and and
requested, the time dedicated
the time dedi-
to completing
cated the lastthe
to completing exercise. These variables
last exercise. represent
These variables the statethe
represent of the
state student
of the solving
student
the
solving the exercise, with the values low, regular, or high. The output variable levelbyis
exercise, with the values low, regular, or high. The output variable level is computed
81 fuzzy rules
computed that
by 81 consider
fuzzy rulesthethattotal of correct
consider answers,
the total the total
of correct errorsthe
answers, made totalwhile
errorssolving
made
the exercises, the time to solve the current exercise, and the amount
while solving the exercises, the time to solve the current exercise, and the amount of helpof help requested to
solve the problem. The possible values of output level are very weak,
requested to solve the problem. The possible values of output level are very weak, weak, weak, normal, hard,
and very hard,
normal, hard. and
Figure
very 2 shows an example
hard. Figure 2 shows of fuzzy sets. of fuzzy sets.
an example

[Link]
Figure Fuzzyset
setexample
exampleof
ofthe
theanswer,
answer,mistake,
mistake,time,
time,help,
help,and
andlevel.
level.

The
Thelinguistic
linguisticvariable
variableanswer
answerhas hasaarange
rangebetween
between11and
and20. [Link]
increasesby bytwo
twowith
with
each
each exercise.
exercise. TheThe answer
answer fuzzy
fuzzy sets
sets are
are low,
low,regular,
regular,and
andhigh. [Link]
linguisticvariable
variable
mistake
mistake isis in
in the
the range
range of of00and
and10 10and
andincludes
includesfuzzy
fuzzysets
setslow, low,regular,
regular,and andhigh.
[Link]
The
linguistic
linguisticvariable
variabletimetimeranges
ranges from
from 11 to
to 150
150 ss per
per exercise;
exercise; itit includes
includes thethe fuzzy sets slow,
slow,
normal,
normal,andandfast.
fast. The
The linguistic
linguistic variable
variable help
help ranges
ranges from
from 00 to to 15
15and
andincludes
includesthethefuzzy
fuzzy
sets
setslow,
low,regular,
regular,and andhigh.
high.
Each
Eachof ofthe
thefour
fourfuzzy
fuzzyinput
inputvariables
variablesisisnormalized
normalizedto toaarange
rangeof ofvalues
valuesbetween
between00
and
and 1 to obtain the next level of difficulty. The exit variable is assessed linguisticallyusing
1 to obtain the next level of difficulty. The exit variable is assessed linguistically using
one
oneofofthe
themembership
membershipfunctions
functionsafter
afterthe
theend
endofofthe
theexercise
exercisein inturn.
[Link]
levelof
of difficulty
difficulty
obtained
obtainedcancanbelong
belongto tomore
morethan
thantwotwomembership
membershipfunctions.
[Link] Themembership
membershipfunction
function
Information 2023, 14, 245 8 of 18

that has the maximum membership results in the appropriate fuzzy linguistic value to
represent the difficulty level of the following exercise. The level of difficulty assigned to
the next exercise is very weak, weak, normal, hard, and very hard, depending on whether
the score in the last exercise is under 20%, 10%, 30%, 55%, or 80%, respectively.
We used Library AForgeNet 2.0 to define sets and fuzzy sets [61]. An example of a
fuzzy rule is as follows:
IF (answer is high) and (time is low) and (mistake is regular) and (help is low)
THEN level is hard
For the purposes of this study, the developers implemented a simplified version of AR-
GeoITS named ARGeo [62]. Both applications covered the same learning topics and offered
students the same activities. Fuzzy logic was chosen to implement the inference engine of
the ITS because it is simple and efficient when working in reasoning problems, especially
in computer programming and mathematics [63,64]. As the field of study of mathematics
is based on numbers, geometric spaces, and patterns, fuzzy logic reasoning represents a
good choice for problem solving and decision making in this field [18]. Additionally, fuzzy
systems require little processing power, and thus performance is not affected whenever
the system is allocated in mobile devices. The Fuzzy Inference Engine of ARGeoITS is
used to suggest students’ next exercise to solve according to their previous performance.
In contrast, ARGeo followed a linear workflow with no learning material adaptation to
control the learning activities presented to students.

4. Method
The main purpose of this research study was to assess the impact of intelligent tutoring
systems enhanced with augmented reality technology on students’ motivation and learning
gain regarding basic principles of geometry. To this end, two learning tools were designed:
ARGeo [65] and ARGeoITS [66], which are available for download at [Link]
[Link]/ (accessed on 20 December 2022) [67]. At [Link] (accessed
on 20 December 2022), there is a video where there is a brief explanation of how to work
the exercises that integrate ARGeo and ARGeoITS. The former is an image-based AR
application that allows students to practice the basic principles of geometry. The latter is
an ARGeo enhanced with an intelligent tutoring system based on a fuzzy logic engine to
guide students in their learning activities. An experimental design of two groups with
random selection was used to compare the two learning tools on participants’ motivation
and the acquisition of basic concepts of geometry. Specifically, the present study poses the
following three research questions:
RQ1: Is there any difference in students’ learning outcomes depending on which of
the two learning applications they used?
RQ2: Is there any difference in students’ motivation toward the instructional material
depending on which of the two proposed learning applications they used?
RQ3: Are there any differences in the four factors that measure student motivation
depending on which of the two proposed teaching scenarios was used?

4.1. Participants
To select the students who participated in this evaluation, we went to different schools
(public and private) in our city, considering different academic backgrounds according to
the type of school.
The experiment involved 106 (grade 9) middle school students (age 13–15, M = 14.07,
SD = 0.707). Students were randomly assigned to the control or experimental groups,
with 24 females and 29 males in the control group, and 22 females and 31 males in the
experimental group. The students in the control group used the ARGeo learning tool
while the students in the experimental group used ARGeoITS. The data collected from five
students were removed from the sample due to missing values (they did not participate
in the post-test evaluation). A text document was provided to students and their parents
outlining the purpose of the research and their right to withdraw at any moment. Informed
Information2023,
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the purpose
consent of the research
was obtained and their
from every right to withdraw
participant. at any moment.
Figure 3 illustrates Informed
two students consent
interacting
the purpose of the research and their right to withdraw at any moment. Informed consent
was obtained
with from
the learning every
tool andparticipant. Figure
Figure 4 shows 3 illustrates
two two students
students solving interacting
volume with
of regular the
prism
was obtained from every participant. Figure 3 illustrates two students interacting with the
learning tool and Figure 4 shows two students solving volume of regular prism exercises.
exercises.
learning tool and Figure 4 shows two students solving volume of regular prism exercises.

Figure3.
3. Students using
using the learning
learning tool.
Figure 3. Students
Figure Students usingthe
the learningtool.
tool.

Figure 4. Students solving volume of regular prism exercises.


Figure4.4. Students
Figure Studentssolving
solvingvolume
volumeof
ofregular
regularprism
prismexercises.
exercises.

4.2. Measurement
4.2. Measurement Instruments
4.2. MeasurementInstruments
Instruments
4.2.1.
4.2.1. Pretest and Post-test Questionnaires
4.2.1. Pretest
Pretest and
and Post-Test
Post-test Questionnaires
Questionnaires
Twoquestionnaires
Two questionnaires(pretest
(pretestandand post-test) were designed byby
thethe researchers to meas-
Two questionnaires (pretest andpost-test) were
post-test) weredesigned
designed by researchers
the to measure
researchers to meas-
ure students’
students’ knowledge
knowledge of of
basicbasic geometry
geometry concepts
concepts before
before and
and after
after the
the learning
learning activity.
ure students’ knowledge of basic geometry concepts before and after the learning activity.
Middle
Middle school teachers who participated in this study examined and validated both pre-
Middleschool
schoolteachers
teacherswhowhoparticipated inin
participated this study
this studyexamined
examined andandvalidated both
validated pretest
both pre-
test (see
(see Appendix
Appendix A) and
A) and post-test
post-test questionnaires
questionnaires (see
(see AppendixB).
Appendix B). Pretestand
and post-test
test (see Appendix A) and post-test questionnaires (see Appendix B).Pretest
Pretest andpost-test
post-test
instruments consisted
instruments consisted of 88 multiple-choice
multiple-choice questions, eacheach worth 1.251.25 points. Next,
Next, we
instruments consisted of of 8 multiple-choice questions,
questions, each worth
worth 1.25points.
points. Next, we
we
presentan
present anexample
exampleof ofaaquestion
questionfromfromthese
thesequestionnaires:
questionnaires:
present an example of a question from these questionnaires:
What is
What is the
the volume
volume of of aa square
square prism
prism considering
considering that
that each
each side
side measures
measures 55 cm
cm and
and
What is the volume of a square prism considering that each side measures 5 cm and
has aa height
has height ofof 10
10 cm?
cm?
has a height33 of 10 cm?
150
150 cm
cm
150 cm333
250
250 cm
cm 3
250 cm33
225
225 cm
cm
225 cm333
200
200 cm
cm
200 cm3
4.2.2.
4.2.2. Motivational
Motivational Survey
Survey
4.2.2. Motivational Survey
We
We used the IMMSsurvey
used the IMMS surveyto to measure
measurethetheimpact
impactof of the
the AR
AR application
application on
on motivation
motivation
toward We used the IMMS survey to measure the impact of the AR application on motivation
toward the instructional material. The goal of this instrument is to assess howmotivated
the instructional material. The goal of this instrument is to assess how motivated
toward the instructional
students material. The goal ofmeasures
this instrument is to assess how motivated
studentsarearefor
fora aparticular
particularcourse
course[68]. IMMS
[68]. IMMS measures fourfour
motivation factors:
motivation Attention,
factors: Atten-
students areConfidence,
Relevance, for a particular course [68]. IMMS measures four36motivation factors: Atten-
tion, Relevance, Confidence, and Satisfaction (ARCS). It contains 36 questions with5-point
and Satisfaction (ARCS). It contains questions with 5-point
tion,
Likert Relevance, Confidence, and Satisfaction (ARCS). It contains 36 questions with 5-point
Likert scale
scale items.
items. Thus,
Thus, total
total scores
scores ranged
ranged fromfrom 111
111 to
to 168.
168. An
An example
example ofof aa question
question
Likert
from scale
this items. Thus,
questionnaire is:total scores ranged from 111 to 168. An example of a question
from this questionnaire is:
from this questionnaire is:
Information
Information2023,
2023,14,
14,x245
FOR PEER REVIEW 10 10
ofof1918

The
Theway
waythe
thematerial
materialwas
waspresented
presentedusing
usingaugmented
augmentedreality
realitytechnology
technologyhelped
helpedme
me
keep my attention.
keep my attention.

4.3.
[Link]
Procedure
Theexperiment
The experimentwas wasconducted
conductedinintwo twosessions.
[Link]
Duringthe thefirst
firstsession,
session,allallstudents
students
received a 50 min lesson on
received a 50 min lesson on the basicthe basic principles of geometry.
geometry. Later, all students receiveda
Later, all students received
a20
20min
mintutorial
tutorial on
on augmented reality,
reality, covering how it works works andand how
howto touse
usethe
themarkers
markers
correctly. For
correctly. For the final
final activity
activityofofthe
thefirst
firstsession,
session,thethe
students
studentswere given
were 20 min
given to respond
20 min to re-
to the to
spond pretest.
the pretest.
Duringthe
During thesecond
secondsession,
session,each
eachstudent
studentreceived
receivedaatablet
tabletwith
withtheir
theirrespective
respectivelearn-
learn-
ing tool: ARGeo for students allocated to the control group and
ing tool: ARGeo for students allocated to the control group and ARGeoITS for students ARGeoITS for students
allocatedtotothe
allocated theexperimental
[Link] Thegroup
groupofofresearchers
researchersprovided
providedbothbothgroups
groupswithwith
instructions to carry out the intervention. The students interacted with
instructions to carry out the intervention. The students interacted with the learning tools the learning tools
for50
for 50min.
[Link]
thislapse
lapseofoftime,
time,thethestudents
studentssolved
solvedthe thegeometry
geometryproblems
problemsdisplayed
displayedon on
theirrespective
their respective tablets.
tablets. Whenever
Whenever therethere were
weredoubts
doubtsor ortechnical
technicalissues
issueswith
withthe
theinteraction
interac-
withwith
tion the learning tools,tools,
the learning the research groupgroup
the research was available to offertosupport
was available and helpand
offer support students
help
continue with the interaction. Later, the students answered a 20 min
students continue with the interaction. Later, the students answered a 20 min post-test post-test and a 20 min
survey
and a 20 to
minmeasure
surveytheir learning
to measure andlearning
their motivationand levels, respectively.
motivation Figure 5 shows
levels, respectively. the
Figure
steps of the entire intervention.
5 shows the steps of the entire intervention.

Figure
[Link]
Stepsofofthe
theintervention.
intervention.

[Link]
Results
[Link]
5.1. ResearchQuestion
Question11
IsIsthere
thereany
anydifference
differenceininstudents’
students’learning
learningoutcomes
outcomesdepending
dependingon onwhich
whichofofthe
thetwo
two
learning applications they used?
learning applications they used?
TheShapiro–Wilk
The Shapiro–Wilktest
testwas
wasapplied
appliedtotoexamine
examinethethenormality
normalitydistribution
distributionofofthe
thedata
data
obtained from the pretest. The result (W = 0.964, p-value = 0.109) indicates a normal
obtained from the pretest. The result (W = 0.964, p-value = 0.109) indicates a normal data data
distribution. Therefore, parametric tests can be used for the rest of the analysis. Table 1
distribution. Therefore, parametric tests can be used for the rest of the analysis. Table 1
shows the descriptive analysis of students’ pretest scores for both the control (M = 5.79,
shows the descriptive analysis of students’ pretest scores for both the control (M = 5.79,
SD = 1.489) and the experimental (M = 5.64, SD = 1.688) groups.
SD = 1.489) and the experimental (M = 5.64, SD = 1.688) groups.
Information 2023, 14, 245 11 of 18

Table 1. Descriptive statistics of pretest data.

Group N M SD ED Var Skewness Kurtosis


Control 53 5.79 1.489 0.205 2.839 0.151 −0.454
Experimental 53 5.64 1.688 0.232 2.850 −0.005 −0.656

The ANOVA test was carried out to compare the knowledge background between
the students that used the ARGeo learning tool (control group) and the students that used
the ARGeoITS learning tool (experimental group). The test result showed that there was
no statistically significant difference between the groups (F(1106) = 0.182, p-value = 0.670).
Therefore, it can be assumed that both groups had similar background knowledge of the
basic concepts of geometry.
The Shapiro–Wilk test was conducted to demonstrate the normality distribution of the
data obtained from the post-test. The result (W = 0.962, p-value = 0.090) indicates a normal
data distribution. Therefore, parametric tests can be used for the rest of the analysis.
Table 2 shows the descriptive analysis of both groups’ post-test scores. As we can
observe, students in both groups (control and experimental) show an increment in the
outcome from the pretest to the post-test; the mean in both groups is higher in the post-test.

Table 2. Descriptive statistics of post-test data.

Group N M SD ED Var Skewness Kurtosis


Control 53 6.83 1.424 0.196 2.028 −0.104 −0.503
Experimental 53 7.47 1.601 0.220 2.562 −0.415 −0.323

The ANOVA test conducted aimed to compare the main effect of the type of experiment
(control, experimental). The results of the analysis revealed that the experiment using
ARGeoITS (experimental group) had a statistically significant difference (F(1106) = 4.752
and p-value = 0.032). The mean achievement score was higher in the experimental group
(M = 7.47, SD = 1.601) compared with the control group (M = 6.83, SD = 1.424), indicating a
better learning outcome for students in the experimental group.
Table 3 shows the results of applying the univariate ANOVA test to compare the effects
of the post-test and the type of school the students come from.

Table 3. ANOVA test of post-test data and type of school.

Group N M SD F p-Value
Public 64 6.84 1.566
6.765 0.011 *
Private 42 7.62 1.396
* p-value < 0.05.

The conducted ANOVA test aimed to compare the post-test scores between the two
groups of students based on the type of school they attended (public or private). The results
of the ANOVA showed that there was a statistically significant difference between the
two groups of students (F (1106) = 6.675, p-value = 0.011). The students that came from
private schools (M = 7.62, SD = 1.396) performed significantly better compared with those
who came from public schools (M = 6.84, SD = 1.566). These results indicate that there is
a significant difference in learning outcomes between students from private and public
schools, with private school students performing better in the post-test.

5.2. Research Question 2


Is there any difference in students’ motivation toward the instructional material
depending on which of the two learning applications proposed they used?
Information 2023, 14, 245 12 of 18

The minimum and maximum scores of the IMMS instrument [68] are 36 and 180,
respectively, since the instrument has 36 items and each item was scored on a five-point
categorical scale. The total scores in the control group ranged from 111 to 159, and the scores
in the experimental group ranged from 128 to 168. These results indicate that students
were moderately motivated when the module was taught within the AR-based learning
environment and more motivated when it was taught within the ITS-enhanced AR learning
environment.
The Shapiro–Wilk test of normality distribution was used to examine the distribution
of the difference in the motivation considering the two teaching scenarios (W = 0.960,
p-value = 0.079). It can be assumed that the difference in motivation presents a normal
distribution [69]. Therefore, parametric tests can be used for the rest of the analysis.
A two-factor ANOVA test was conducted to compare the results of the type of experi-
ment and students’ score of motivation. Results indicate that there is a statistically signif-
icant difference in motivation between students from the experimental group (M = 4.36,
SD = 0.346) and students from the control group (M = 4.24, SD = 0.032), F(1106) = 5.70,
p-value = 0.019. According to the results, students using ARGeoITS were more motivated
towards the learning activity compared with those using ARGeo.

5.3. Research Question 3


Are there any differences in the four factors that measure student motivation depend-
ing on which of the two teaching scenarios proposed were used?
To measure the internal consistency of motivation items, a coefficient Cronbach’s
Alpha was calculated for the items belonging to each IMMS motivation factor. To consider
the internal reliability of statements considering the same factor as satisfactory, Cronbach’s
Alpha should be greater than 0.7 [70]. The obtained Alpha values for each factor are at a
satisfactory level of reliability (α > 0.7), as shown in Table 4.

Table 4. Reliability analysis to each factor ARCS of IMMS.

Factor M SD Cronbach’s Alpha


Attention 4.27 0.58 0.814
Relevance 4.24 0.50 0.742
Confidence 4.19 0.72 0.788
Satisfaction 4.35 0.66 0.929
Total 4.26 0.61 0.818

Table 5 shows the descriptive statistics for all subscales of each factor from the IMMS
motivational survey to determine the motivational impact in both groups of students. For
the four scales that describe motivation toward the learning activities, the highest mean
values were attained by students in the experimental group.

Table 5. Descriptive statistics for all subscales of IMMS results.

Control Group Experimental Group


Factor
M1 SD1 M2 SD2
Attention 4.23 0.333 4.42 0.359
Relevance 4.24 0.331 4.31 0.327
Confidence 4.04 0.343 4.19 0.377
Satisfaction 4.30 0.322 4.46 0.311

An ANOVA univariate test was carried out to compare motivation results between the
control group and the experimental group across each factor measured by the IMMS survey
test. The results indicate that for the Attention and Confidence motivation factors, there
was a statistically significant difference in favor of the experimental group (see Table 6).
Information 2023, 14, 245 13 of 18

This suggests that the students in the experimental group had higher motivation than those
in the control group.

Table 6. ANOVA univariate test results by each factor of IMMS survey test.

Factor Experiment F p-Value


Attention Control vs. Experimental 8.150 0.005 ***
Relevance Control vs. Experimental 1.069 0.304
Confidence Control vs. Experimental 4.089 0.046 *
Satisfaction Control vs. Experimental 1.151 0.286
* p-value < 0.05, *** p-value < 0.01.

6. Discussions and Conclusions


In this study, we examined whether learning activities guided by an intelligent tutor-
ing system that is enhanced with an augmented reality interface improves: (1) students’
learning outcomes and (2) the motivation toward the learning activities compared with an
equivalent application that does not include the ITSs module. The main findings and their
implications are discussed below.
Regarding the learning effectiveness of both applications, after conducting a statistical
analysis on the pretest and post-test scores, we identified that the students who used
ARGeoITS scored significantly higher compared with students that used ARGeo. This
result is consistent with the findings of previous studies [45,48]. The personalization of
the learning activities suggested to students—based on participants’ present knowledge
state [46,71], participant’s actions [72], psychological states of students [73], and comparing
participants’ behavior with the behavior of an expert [74]—has a positive impact on learning
outcomes [41,75]. Further studies are required to understand the factors that contribute
to the impact of ITS on learning outcomes. In this sense, mixed-method studies including
qualitative information could be useful.
The quantitative results of this research study also showed that the use of AR tech-
nology in both learning environments studied had a positive effect on the motivation
toward learning activities [76,77]. This was an expected result since motivation has been
highlighted in the educational area as an affordance of this emerging technology [11,78,79].
Moreover, when comparing the impact of two AR-based learning applications on students’
motivation toward learning activities, we identified that students who were guided by
the intelligent tutoring system enhanced with AR were significantly more motivated than
those that were using the learning application without the ITS.
The support of the ITS when the student is presented with exercises according to
their skills and knowledge is essential, so that they improve their spatial skills step by step
within the field of geometry. This invokes greater confidence and motivation in the student
when using the tool applied by an intelligent motor to infer or forecast their next exercises
and could be an indication of the importance of managing the student’s learning progress
according to how and when they solved the proposed exercises. Additionally, the difference
in motivation can be achieved through the personalized guidance and monitoring that
the ITSs provide to the student. However, further studies are necessary to confirm this
hypothesis.
Based on the results of this study, the ITS application enhanced with AR technology
was more effective than the AR-based learning application without the ITS module [48], in
both promoting students’ knowledge of the basic principles of geometry and in fostering
motivation to learn activities.
Despite the above-mentioned findings, this work has some limitations. First, the
assessment involved short-term retention of the basic principles of geometry. Further work
should include long-term evaluations to verify that the knowledge has been effectively
acquired. Second, a major limitation in this study is potential biases that may have occurred
during the collection process since the data collected were self-reported, and we did not
independently verify their accuracy. Third, this study had a small sample of students in the
Information 2023, 14, 245 14 of 18

evaluation. It is necessary to increase the sample size with more students to analyze the
impact of the tool in different contexts. For future work, we want to deepen the referential
framework on how to make intersections to 3D figures such as cones or cylinders and
deepen the qualitative impact of learning on students.

Author Contributions: All authors contributed to the study, conceptualization, and methodology
of this work; the software was developed by A.U.-P.; the validation and the formal analysis by
M.B.I. and A.U.-P.; the investigation and resources by M.B.I., R.Z.-C., M.L.B.-E. and L.-M.G.-B.; the
writing—original draft preparation by A.U.-P. and M.B.I.; the writing—review and editing by all the
authors; the supervision by M.B.I., R.Z.-C. and M.L.B.-E. All authors have read and agreed to the
published version of the manuscript.
Funding: The work described in this paper was fully supported by a scholarship from CONACYT
(Consejo Nacional de Ciencia y Tecnología) in México and a grant from PRODEP (511-6/2019-8474).
This work was also co-founded by the Madrid Regional Government, Spain, through the Project
e-Madrid-CM (P2018/TCS-4307) and by the Spanish Ministry of Science, Innovation, and Universities
through Project Smartlet (TIN2017-85179-C3-1-R). The publication is part of the I+D+i project “H2 O
Learn” (PID2020-112584RB-C31). These three projects have also been co-founded by the Structural
Funds (FSE and FEDER), Spain.
Informed Consent Statement: Informed consent was obtained from all subjects involved in the study.
Data Availability Statement: The data presented in this study are available on request from the
corresponding author.
Acknowledgments: We appreciate the support provided by teachers, principals, and students from
middle schools who participated in this experiment.
Conflicts of Interest: The authors declare no conflict of interest.
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Appendix A. Pretest Questionnaire

Appendix B

Posttest Questionnaire
Information 2023, 14, 245 15 of 18

Information 2023, 14, x FOR PEER REVIEW 16 of 19

Appendix B. Posttest Questionnaire

b) d)

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The ScenesSet and ScenesManager components are significant in the ARGeoITS framework as they manage the flow and content of educational scenes presented to students. ScenesSet organizes the educational content into structured scenarios, while ScenesManager controls the transition and configuration of these scenes based on student interactions and needs. This structuring ensures that learning progresses in a coherent and personalized manner, enhancing understanding and retention .

The ARGeoITS user interface is adapted based on the student's performance utilizing components like the SharedViewGUI, ScenesControl, and VuforiaModel. SharedViewGUI adjusts the screen content dynamically, while ScenesControl manages scene interactions triggered by user actions. VuforiaModel updates the GUI with augmented reality elements, ensuring the interface remains responsive to the learning context and is aligned with fuzzy rule inferences from the Fuzzy Engine .

Integrating the VuforiaModel in ARGeoITS offers several advantages for geometry education, including enhanced visualization of 3D geometric figures through AR technology. It allows students to interact with and manipulate virtual objects in real-time, reinforcing spatial understanding and engagement. This integration also facilitates contextual learning by presenting complex geometric concepts in a tangible form, which aids cognitive processing and retention .

The StudentModel in ARGeoITS collects data such as personal information, topics visited, exercise difficulty levels, number of errors per exercise, time spent on tasks, and test scores. This data is used by the ITS to tailor the learning experience by updating the student model, making fuzzy inferences, and adjusting instructional materials to match the student's knowledge level and performance .

Augmented Reality (AR) enhances student motivation and learning by providing immersive and interactive experiences. AR systems can increase engagement through visualization of complex subjects, as shown in visual art courses where AR increased students' motivation significantly. Moreover, AR integration in educational contexts like geometry teaching has shown to improve comprehension and retention by offering dynamic and real-world referenced experiences .

Fuzzy logic aids decision-making in educational environments by handling uncertainty and variability in student performance data. In systems like ARGeoITS, it uses linguistic variables to assess multiple aspects of student interaction, such as correctness of responses and need for help. These assessments enable the system to make informed decisions about instructional adjustments, providing personalized and adaptive learning experiences .

In the absence of physical teacher-student interaction, fuzzy logic in ITS contexts like ARGeoITS is beneficial because it proficiently manages the uncertainties and subjectivity inherent in assessing student performance. It effectively customizes learning experiences based on comprehensive, nuanced understanding derived from student data, making intelligent inferences that emulate human decision-making processes. This leads to better tailored and adaptive educational interventions, enhancing student learning outcomes .

Within the Pedagogical Model of ARGeoITS, the ITSController acts as the central manager handling various processes such as object instantiation, communication with other models, and managing user interactions. The HelpManager component complements this by providing contextual assistance, displaying formulas, concepts, or motivational messages when the fuzzy rules indicate the student's need for support, thereby enhancing the educational experience .

The Fuzzy Engine in the ARGeoITS system personalizes the learning experience by using four fuzzy input variables: the number of correct answers, the number of mistakes made, the number of assistance requests, and the time spent on the last exercise. These variables assess the student's current state in solving exercises, allowing the system to adapt the instructional content dynamically. The Fuzzy Engine employs 81 fuzzy rules to calculate an output level value, which adjusts the complexity of subsequent tasks based on the student's performance .

The Pedagogical Model in the ARGeoITS architecture manages the teaching-learning process by adapting instruction to the user's needs. It provides help or empathetic messages during tasks by interacting with the StudentModel and KnowledgeModel. It also includes components like ITSController and HelpManager, which ensure the instruction aligns with real-time student interactions and requirements .

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