Use of Augmented Reality, Gamification and M-learning

被引:3
作者
Claros-Perdomo, Danna-Camila [1 ]
Millan-Rojas, Edwin-Eduardo [1 ]
Gallego-Torres, Adriana-Patricia [2 ]
机构
[1] Univ Amazonia, Florencia Caqueta, Colombia
[2] Univ Dist Francisco Jose de Caldas, Bogota, Colombia
来源
REVISTA FACULTAD DE INGENIERIA, UNIVERSIDAD PEDAGOGICA Y TECNOLOGICA DE COLOMBIA | 2020年 / 29卷 / 54期
关键词
augmented reality; gamification; m-learning; teaching; STUDENTS; EDUCATION;
D O I
10.19053/01211129.v29.n54.2020.12264
中图分类号
T [工业技术];
学科分类号
08 ;
摘要
Augmented reality, gamification and M-learning occupy an important place in education today, given the advantages that the use of mobile technologies has brought, independently or in combination with other technological scenarios and different devices that affect the teaching and learning of the different disciplines or that serve as a bridge for improvements to various processes mediated by ICT in teaching and / or learning. In this sense, the article presented here shows an analytical study that was developed under an exploratory, descriptive, interpretative methodology of the categories augmented reality, gamification, and m-learning, based on a characterization in the databases, carried out an exploratory review in the main databases such as ScienceDirect, Scopus and web Science, obtaining 100 reference articles. In this way, it was found that these three categories determined as teaching strategies significantly influence motivation, interest in knowledge, retention and understanding of information for the development of teaching-learning processes. The method used allowed to develop the description of the panorama or superficial knowledge about the use of augmented reality, m-learning, and gamification in basic, secondary, and higher education.
引用
收藏
页数:16
相关论文
共 41 条
[1]   Students' perception of mobile augmented reality applications in learning computer organization [J].
Abd Majid, Nazatul Aini ;
Mohammed, Hazura ;
Sulaiman, Rossilawati .
INTERNATIONAL EDUCATIONAL TECHNOLOGY CONFERENCE, IETC 2014, 2015, 176 :111-116
[2]   Technology Acceptance Model in M-learning context: A systematic review [J].
Al-Emran, Mostafa ;
Mezhuyev, Vitaliy ;
Kamaludin, Adzhar .
COMPUTERS & EDUCATION, 2018, 125 :389-412
[3]   Gamification in software engineering education: A systematic mapping [J].
Alhammad, Manal M. ;
Moreno, Ana M. .
JOURNAL OF SYSTEMS AND SOFTWARE, 2018, 141 :131-150
[4]  
Alhumaidan Haifa., 2018, International Journal of Child-Computer Interaction, V15, P24, DOI [10.1016/j.ijcci.2017.11.005, DOI 10.1016/J.IJCCI.2017.11.005]
[5]   Mobile Augmented Reality in Vocational Education and Training [J].
Bacca, Jorge ;
Baldiris, Silvia ;
Fabregat, Ramon ;
Kinshuk ;
Graf, Sabine .
2015 INTERNATIONAL CONFERENCE VIRTUAL AND AUGMENTED REALITY IN EDUCATION, 2015, 75 :49-58
[6]   Computer hardware course application through augmented reality and QR code integration: achievement levels and views of students [J].
Bal, Erkan ;
Bicen, Huseyin .
12TH INTERNATIONAL CONFERENCE ON APPLICATION OF FUZZY SYSTEMS AND SOFT COMPUTING, ICAFS 2016, 2016, 102 :267-272
[7]   Mobile learning in higher education: an experience from Engineering Education [J].
Ballesteros Ballesteros, Vladimir Alfonso ;
Ivan Rodriguez-Cardoso, Oscar ;
Lozano-Forero, Sebastien ;
Luis Nisperuza-Toledo, Jorge .
REVISTA CIENTIFICA, 2020, 2 (38)
[8]  
Beltran A. F. Cadena, 2020, NORIA INVESTIGACION, V1, P54, DOI [10.1016/j.cag.2015.08.009, DOI 10.1016/J.CAG.2015.08.009]
[9]   Learning with mobile technologies - Students' behavior [J].
Briz-Ponce, Laura ;
Pereira, Anabela ;
Carvalho, Lina ;
Antonio Juanes-Mendez, Juan ;
Jose Garcia-Penalvo, Francisco .
COMPUTERS IN HUMAN BEHAVIOR, 2017, 72 :612-620
[10]  
Cabero Almenara J., 2017, Educacion Medica, V18, P203, DOI [10.1016/j.edumed.2016.06.015, DOI 10.1016/J.EDUMED.2016.06.015]