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Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies

期刊

APPLIED SCIENCES-BASEL
卷 12, 期 13, 页码 -

出版社

MDPI
DOI: 10.3390/app12136809

关键词

educational technology; augmented reality; gamification; education; technology-enhanced learning; extended reality; immersive technologies; digital games; 21st-century pedagogy; review

资金

  1. Hellenic Foundation for Research and Innovation (HFRI) [6454]

向作者/读者索取更多资源

This study systematically reviews the literature on the use of augmented reality and gamification in education, highlighting the benefits and potential of these approaches. The results indicate that when applied in a student-centered manner and following proper educational approaches and strategies, augmented reality and gamification can improve student engagement, motivation, academic performance, and learning outcomes. Additionally, the study emphasizes the need for further development of appropriate tools and theories.
This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement was conducted. To provide complete and valid information, all types of related studies for all educational stages and subjects throughout the years were investigated. In total, 670 articles from 5 databases (Scopus, Web of Science, Google Scholar, IEEE, and ERIC) were examined. Based on the results, using augmented reality and gamification in education can yield several benefits for students, assist educators, improve the educational process, and facilitate the transition toward technology-enhanced learning when used in a student-centered manner, following proper educational approaches and strategies and taking students' knowledge, interests, unique characteristics, and personality traits into consideration. Students demonstrated positive behavioral, attitudinal, and psychological changes and increased engagement, motivation, active participation, knowledge acquisition, focus, curiosity, interest, enjoyment, academic performance, and learning outcomes. Teachers also assessed them positively. Virtual rewards were crucial for improving learning motivation. The need to develop appropriate validation tools, design techniques, and theories was apparent. Finally, their potential to create collaborative and personalized learning experiences and to promote and enhance students' cognitive and social-emotional development was evident.

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