Serviços Personalizados
Journal
Artigo
Indicadores
- Citado por SciELO
- Acessos
Links relacionados
- Citado por Google
- Similares em SciELO
- Similares em Google
Compartilhar
Revista Facultad de Ingeniería
versão impressa ISSN 0121-1129versão On-line ISSN 2357-5328
Resumo
CLAROS-PERDOMO, Danna-Camila; MILLAN-ROJAS, Edwin-Eduardo e GALLEGO-TORRES, Adriana-Patricia. Use of Augmented Reality, Gamification and M-learning. Rev. Fac. ing. [online]. 2020, vol.29, n.54, e12264. Epub 30-Dez-2020. ISSN 0121-1129. https://doi.org/10.19053/01211129.v29.n54.2020.12264.
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.
Palavras-chave : augmented reality; gamification; m-learning; teaching.