## 8 Conclusions and Future Work  
The analysis of this research was developed during the months of January and February of this year. The design and construction of the mobile application was carried out by a group of teachers and students as their own research project. A requirements analysis was carried out for its construction and it was based on an agile methodology (SCRUM). Once the application was finished, it was distributed free of charge to teachers and students. It should be noted that the mobile application is still in the process of improvement; accessibility issues will be addressed so that it can be used by people with disabilities. Once this last step is completed, it will be uploaded to the Google Play Store for free download. AR is one of the technological innovations that make it possible for the real world and the virtual world to merge and work in an integrated way. Through this technology, blended learning environments can be created, where the real world can be enriched with dynamic virtual content. This learning environment offers new ways of acquiring knowledge and skills. Two important results were obtained through this study, one concerning the usability of the application and the other related to the learning performance caused by the use of the application. Both are related to the objective of creating enriching experiences for students through technology. Regarding the results obtained in terms of usability, the participants stated that they had a positive experience with the application and had no major problems in its use. The SYSUSE, INFOQUAL, and INTERQUAL results of the IBM CSUQ questionnaire showed positive values. Therefore, it can be concluded that the application was easy to use for students. On the other hand, the statistical analysis between the EG and CG showed a significant difference for the participants who used NetAR as part of their learning. This indicates that the use of NetAR helped the students to have a better learning experience and a deeper understanding of the topics studied in class. Finally, the work performed was successful and corroborated the two hypotheses stated at the beginning of the study: H3 (there is a significant difference in the mean score of the questionnaire between the EG and CG) and Ha (there is a significant difference between the scores of the two groups because of the teaching method used) with very favorable results, which are reaffirmed with previous studies reviewed in the background. For future work, the study should conduct experimentation with a larger group of students and for a longer period of time in order to analyze long-term usability and analyze what type of content produces the best results for students. In the previous background review, it was evident that the main focus of AR applications is on elementary and high school students and that very few applications have support options for people with disabilities. For this reason, the accessibility of NetAR is an issue that should be considered for improvement, so that the greatest number of people will be able to use it and benefit from its features. In addition, the application should be migrated to be functional in other platforms such as iOS. In addition, it is proposed to optimize the application in such a way that it consumes as few resources as possible and can be executed in a greater number of mobile devices. Finally, it will be important to implement an internal storage structure (database) that allows saving evaluation parameters such as: grades, time of use, and learning progress in the application, so that the application becomes a fully featured tool and can be used as a support for both teachers and students.