Application of augmented reality, gamification and m-learning

Danna-Camila Claros-Perdomo, Edwin-Eduardo Millán-Rojas, Adriana-Patricia Gallego-Torres

Article ID: 1775
Vol 3, Issue 2, 2022
DOI: https://doi.org/10.54517/m.v3i2.1775
Received: 11 July, 2022; Accepted: 3 August, 2022; Available online: 31 August, 2022; Issue release: 31 December, 2022


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Abstract

Augmented reality, gamification and m-learning occupy today an important place in education, 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 disciplines or that serve as a bridge to improve 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 and interpretative methodology of the categories augmented reality, gamification and m-learning, based on a characterization in the databases, a literature review was conducted in the main databases such as Science direct, Scopus and web Science, obtaining 100 reference articles. Thus, 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 and learning processes. The method used allowed to develop the description of the panorama about the use of augmented reality, m-learning and gamification in elementary, middle and higher education.


Keywords

teaching; gamification; m-learning; augmented reality


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