This paper presents the achievements made in the development of a project entitled application of augmented reality (AR) tools to strengthen the skills and abilities of engineering students at the Universidad del Valle de México (UVM) Campus Querétaro and improve their academic performance. The project was the winner of the international stage of the David Wilson Award 2018–2019, an educational research contest sponsored by Laureate International Universities. For this project, a 24-month period was established for its completion and execution (August 2019–August 2021); however, due to the pandemic, there were delays in the execution time. In Stage 1, the work plan of the project was shown at a general level; this research corresponds to Stages 2 and 3. As a result of the COVID-19 crisis, there was a paradigmatic change in higher education institutions throughout the world. There was a shift from face-to-face education schemes to emergency remote teaching (ERT) [
1]. The use of electronic educational resources in the teaching–learning process is growing, especially in higher or university education [
2]. This has increased the need to apply new technologies for the development of educational materials and the use of technological tools that support the strengthening of skills, such as data analysis and problem solving, in higher education students and, in our particular case, students of industrial and systems engineering (IIS) and mechatronics engineering (IMEC) [
3,
4]. There is a need for quality digital learning resources that are effective and can be used by teachers in their educational practices. Their design must take into account ease of use; ease of learning; and, above all, the integration with the knowledge involved, with the need for a process of digital literacy for the development and application of knowledge that is increasingly framed in the field of digital platforms, information exchange, access to open resources, and free access to educational software [
5,
6]. It is necessary to design virtual learning environments that can examine individual traits and that are adapted to the behavioral characteristics of students to the greatest possible degree, benefiting those who, due to their cognitive style and personality traits, tend to have low academic performance and experience difficulties with adaptation to certain educational environments [
7]. This can translate into students more actively participation in the classroom, and consequently in the improvement of academic performance. One of these emerging technologies is augmented reality (RA, with AR being its acronym in English) [
8].
1.1. Literature Review
Some of the first AR publications appeared in 1993, and several works related to the educational field and teaching–learning with AR support tools include: “Tracking Requirements for Augmented Reality” (Azuma, 1993) [
9]; “Knowledge-Based Augmented Reality” [
10]; and “Augmenting Reality-Adding Computational Dimensions to Paper” [
11]. Currently, AR offers endless new possibilities for interaction and is present in many areas [
12]. Thus, it represents a recent form of visualization that functionally combines virtuality with reality itself, generating new possibilities for the interpretation of previously unavailable information, which opens up novel ways to learn and recognize data, process them into information, and easily convert them into knowledge. The different methods used to carry out experiences in augmented reality are produced by different computer and telecommunications platforms, which facilitate projects quickly and economically [
13].
AR is not a new concept; it gained presence in the scientific world in the early 1990s using technology based on (a) fast-processing computers, (b) real-time graphics rendering techniques, and (c) systems’ portable precision tracking devices that allow the combination of images generated by the computer to be implemented in the user’s vision of the real world. In 2005, the Massachusetts Institute of Technology (MIT) and Harvard University developed applications of AR in game format in their programs and education groups; these games sought to engage high school students in situations that combined real-world experiences with additional information presented to them on their mobile devices. Students could interact with virtual objects in an augmented real environment and develop their learning abilities by experimenting with new methods of gaining knowledge. In 2010, the HIT Lab in New Zealand developed the MagicBook, where a student could read a real book through a handheld viewer and see virtual content on the real pages [
14].
AR emerged for the first time in the 1970s as technology-oriented experiences in virtual worlds. AR is a term used to describe the set of technologies that allow a user to visualize part of the real world through a technological device, with graphic information added by this device. The term was coined by Tom Caudell in 1992, and from then on, different applications and platforms followed one another to develop more augmented reality technology and applications. Between 2006 and 2008, owing to the world of video games and the improvement in the computational capabilities of computers and graphics cards, it was possible to create high-quality augmented reality experiences. These machines were capable of moving three-dimensional scenes of more than 100,000 polygons while simultaneously tracking the visual elements. Marketing applications were very popular in those years, both at points of sale and events on-stage, as well as integrated into web pages. Then, the first high-level augmented reality programming tools appeared on the market (D’Fusion by Total Immersion or Metaio SDK) and companies specializing in this field proliferated. In this project, the development of augmented reality (AR) and LO applications for the teaching–learning process was proposed to increase the speed of the process of generating knowledge and improve the academic performance of students in IIS and IMEC programs at the UVM Campus Querétaro.
The use of AR in training activities and teaching–learning processes depends on a series of variables, such as the degree of motivation, which, according to [
14], refers to the magnitude and direction of the behavior. According to the premises established by Keller, there are three variables that will decisively determine the motivation that a subject has to learn: attention, relevance, and confidence. These variables are directly related to the degree of satisfaction achieved by the students, which will condition a greater or lesser continued motivation to learn, understanding motivation as “the personal perception of usefulness that leads the individual to develop actions and involves him or her in activities, which in the educational context would be the reasons that predispose students to participate in the activities that take place in the class” [
15].
The educational approach to AR applications should consider:
In each subject that is defined for the development of the project, the correct application of pedagogical models will have a common axis, which allows for the development of special skills, incorporation of animations and audiovisual effects to generate an environment that promotes learning, and inclusion of evaluations to keep track of the impact it has on users. Through AR, real environments mixed with virtual environments can be developed for various different platforms, from computers to mobile devices. They are all easily accessible and inexpensive.
The teaching and learning sequence, enriched with AR, proposes the manipulation, interaction, and integration of three-dimensional information formats, which allows a better connection between the theoretical aspects and the practical experience that guides the process of transformation of scientific phenomena. Thus, learning, linked to access mediated by augmented reality towards mental representations, takes a step forward compared to other known and studied processes, such as attention, concentration, and memory, and gives rise to the elaboration of mental representations that are the basis of learning and in direct relation to the “embodied” representations already investigated. Thus, augmented reality, by using virtual objects that simulate a real environment, could have a far-reaching influence on education [
15].
Appendix A.2. shows examples of the applications that have been developed by teachers and students at UVM since 2019, when the AR application project began.
1.2. Purpose of the Study and Research Questions
Based on the need to improve the academic performance of IIS and IMEC students, achieve better results in evaluations, such as the general examination for bachelor’s degree (CENEVAL, 2018) [
16,
17], and strengthen students’ competence in analysis and problem solving, it is feasible to use AR tools and applications through LO in the teaching–learning process to encourage the attention and concentration of students in their eighth and ninth semesters, complying with the knowledge and skills established in the graduate profile [
3,
4] and achieving the goals and objectives outlined in the proposal. Higher education in Mexico, in the international context, is contrasting. On the one hand, it has similar or higher investment than most developed countries, such as Germany, Japan, and England; on the other hand, it presents serious drawbacks, with reduced graduation rates, lower educational achievement among the adult population, and the lowest percentages of schooling, according to the indicators of the Organization for Economic Cooperation and Development (OECD). The level of schooling is not the only factor that reflects the educational backwardness of Mexico compared to the rest of the world. While in Mexico, the graduation rate at the undergraduate level is 20%, in countries such as Germany, Austria, Italy, and Spain, this percentage is equal to or greater than 30%. Iceland’s graduation rate of 60% stands out as the highest in the OECD. A fundamental aspect of higher education in engineering is to develop young peoples’ ability to generate innovative solutions that involve the use of technology. This aspect favors the adoption of technological alternatives in a space where the articulation and application of knowledge to solve problems converge.
1.3. Learning Assessment
Understood as a process, education requires inputs, where the process is planned depending on what is to be obtained (output), based on a study of needs. For Lieberman, Levin and Luna-Bazaldua [
18], the evaluation of student learning is “the process of collecting and evaluating information about what students know, understand and can do, in order to make informed decisions about the next steps to take in the educational process” [
18]. In this understanding, evaluation represents a feedback mechanism, where stakeholders verify progress and compliance with the objectives by monitoring the process created for the resolution of a previously identified situation, or as stated by Norman and Vand der Vlauten, Christie and De Graaf, various modalities of assessments should be aligned with assessment methods that are compatible with learning processes [
19,
20].
Assessment becomes relevant by understanding the particular learning needs and those of all learners as a whole, taking into account the environment in which that need arises. Assessment conducted prior to the health crisis, by teachers themselves in the classroom, ranged from instructor observations to constant feedback to assignments [
18]. After the closure of schools due to the health contingency, it has been necessary to look for alternatives for feedback.
While all types of assessment of student learning are critical, having substantive assessments at this time is important because learning needs to take place outside the classroom, and both teachers and parents need to understand whether students understand the content that has been delivered to them in formats that are contrasted with those to which they have become accustomed [
18]. During confinement, objectives and new forms of organization and planning must be incorporated given the circumstances. That is, needs must be identified for the current context, as well as the contents or the way they are addressed and evaluated. This does not necessarily mean that the social needs of professionals with duly developed knowledge and skills change, but rather those circumstances in which such knowledge and skills must be developed. In this regard, Lintorf et al. (2021) say that “As tutors, we have to consider how the learning environment supports the student’s development of learning, and the skills and attitudes that shape professional identity and practice” [
21], considering that changes should also be made in the format of examinations and in the principles of the selection of materials [
22]. In this way, “the model will be a coherent structural practice” (p. 28).
The evaluation must be timely since it is concerned with taking quick actions and helping to meet the learning objectives, i.e., there is a formative assessment to identify opportunity areas for students. Finally, the specificity of formative assessment refers to its ability to inform teachers and students whether specific learning goals are being achieved or, if so, what is needed if they are not yet achieved, i.e., feedback is required.
The results of the EGEL represent the level of achievement of professional skills developed by UVM students. In particular, the level represents their ability to analyze data and solve problems under the guidance of teachers throughout their studies, measured with respect to high-quality standards. The EGEL results for the IIS and IMEC students during the period 2017–2021 are shown in
Table 1.
One way to measure achievement levels at UVM’s institutional level is through the EGEL.
Appendix A explains what the EGEL is and the areas of knowledge that are evaluated. The results of the EGEL (
Table 1) represent the level of achievement of professional skills developed by UVM students, in particular, their ability to analyze data and solve problems under the guidance of teachers throughout their studies, measured with respect to high-quality standards. The necessary EGEL scores for the IIS and IMEC students are shown in
Table A2.