Main Article Content
AutoresDanna Camila Claros-Perdomo https://orcid.org/0000-0003-1220-1670
Edwin Eduardo Millán-Rojas, Ph. D. https://orcid.org/0000-0002-4258-4601
Adriana Patricia Gallego-Torres, Ph. D. https://orcid.org/0000-0002-6654-3177
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.
This work is licensed under a Creative Commons Attribution 4.0 International License.
All articles included in the Revista Facultad de Ingeniería are published under the Creative Commons (BY) license.
Authors must complete, sign, and submit the Review and Publication Authorization Form of the manuscript provided by the Journal; this form should contain all the originality and copyright information of the manuscript.
The authors who publish in this Journal accept the following conditions:
a. The authors retain the copyright and transfer the right of the first publication to the journal, with the work registered under the Creative Commons attribution license, which allows third parties to use what is published as long as they mention the authorship of the work and the first publication in this Journal.
b. Authors can make other independent and additional contractual agreements for the non-exclusive distribution of the version of the article published in this journal (eg, include it in an institutional repository or publish it in a book) provided they clearly indicate that the work It was first published in this Journal.
c. Authors are allowed and recommended to publish their work on the Internet (for example on institutional or personal pages) before and during the process.
review and publication, as it can lead to productive exchanges and a greater and faster dissemination of published work.
d. The Journal authorizes the total or partial reproduction of the content of the publication, as long as the source is cited, that is, the name of the Journal, name of the author (s), year, volume, publication number and pages of the article.
e. The ideas and statements issued by the authors are their responsibility and in no case bind the Journal.
 M. T. Coimbra, T. Cardoso, A. Mateus, “Augmented reality: an enhancer for higher education students in math's learning?,” Procedia Computer Science, vol. 67, pp. 332-339, 2015. https://doi.org/10.1016/j.procs.2015.09.277
 Ó. Rodríguez-Cardoso, V. Ballesteros-Ballesteros, S. Lozano-Forero, “Tecnologías digitales para la innovación en educación: una revisión teórica de procesos de aprendizaje mediados por dispositivos móviles,” Pensamiento y Acción, (28), pp. 83-103, 2019
 T. C. Huang, C.C.Chen, Y.W. Chou, “Animting eco-education: To see, feel, and discover in an augment reality-based experiential learning environment,” Computadoras y educación, vol. 96, pp. 72-82., May. 2016. https://doi.org/10.1016/j.compedu.2016.02.008
 C. H. Cheng, C.-H. Su, “A mobile gamification learning system for improving the learning motivation and achievements,” Journal of Computer Assisted Learning, vol. 31 pp. 268–286, Nov. 2015. https://doi.org/10.1111/jcal.12088
 M. M. Alhammad, A. M. Moreno, “Gamification in software engineering education: A systematic mapping,” Journal of Systems and Software, vol. 141, pp. 131-150, Jul. 2018. https://doi.org/10.1016/j.jss.2018.03.065
 J. A. Swanson, “Assessing the Effectiveness of the Use of Mobile Technology in a Collegiate Course: A Case Study in M-learning,” Technology, Knowledge and Learning, vol. 25 pp. 1-20, Jul. 2018. https://doi.org/10.1007/s10758-018-9372-1
 L. F. Mendes, G. Pedro, C. Barbosa, C. M. Das Nebes Santos, “A critical review of mobile learning integration in formal educational contexts,” International Journal of Educational Technology in Higher Education, vol. 15, e10, Mar. 2018. https://doi.org/10.1186/s41239-018-0091-4
 S. S. Jamali, M. F. Shiratuddin, K. W. Wong, C. L. Oskam, “Utilising mobile-augmented reality for learning human anatomy,” Procedia-Social and Behavioral Sciences, vol. 197, pp. 659-668, Jul. 2015. https://doi.org/10.1016/j.sbspro.2015.07.054
 K. Lee, “Augmented reality in education and training,” TechTrends, vol. 56, pp. 13-21, Feb. 2012. https://doi.org/10.1007/s11528-012-0559-3
 M. L. Okimoto, P. C. Okimoto, C. E. Goldbach, “User Experience in Augmented Reality applied to the Welding Education,” Procedia Manufacturing, vol. 3, pp. 6223-6227, 2015. https://doi.org/10.1016/j.promfg.2015.07.739
 N. Önal, E. Ibili, E. Çaliskan, “Does Teaching Geometry with Augmented Reality Affect the Technology Acceptance of Elementary School Mathematics Teacher Candidates?,” Online Submission, vol. 8, pp. 151-163., 2017
 N. A. Majid, H. Mohammed, R. Sulaiman, “Students’ perception of mobile augmented reality applications in learning computer organization,” Procedia-Social and Behavioral Sciences, vol. 176, pp. 111-116., Feb. 2015. https://doi.org/10.1016/j.sbspro.2015.01.450
 S. C. Chang, G. J, Hwang, “Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions,” Computers & Education, vol. 125, pp. 226-239, Oct. 2018. https://doi.org/10.1016/j.compedu.2018.06.007
 A. Estapa, L. Nadolny, “The effect of an augmented reality enhanced mathematics lesson on student achievement and motivation,” Journal of STEM education, vol. 16, pp. 40-48, Sep. 2015
 T. C. Hsu, “Learning English with Augmented Reality: Do Learning styles matter?,” Computers y education, vol. 106, pp. 137-149, Mar. 2017. https://doi.org/10.1016/j.compedu.2016.12.007
 H. Alhumaidan, K. P. Y. Lo, A. Selby, “Co-designing with children a collaborative augmented reality book based on a primary school textbook,” International Journal of Child-Computer Interaction, vol. 15, pp. 24-36, Mar. 2018. https://doi.org/10.1016/j.ijcci.2017.11.005
 A. Iftene, D. Trandabăţ, “Enhancing the Attractiveness of Learning through Augmented Reality,” Procedia Computer Science, vol. 126, pp. 166-175, Sep. 2018. https://doi.org/10.1016/j.procs.2018.07.220
 J. Joo-Nagata, F. M. Abad, J. G. B. Giner, F. J. García-Peñalvo, “Augmented reality and pedestrian navigation through its implementation in m-learning and e-learning: Evaluation of an educational program in Chile,” Computers & Education, vol. 111, pp. 1-17, Ago. 2017. https://doi.org/10.1016/j.compedu.2017.04.003
 A. F. Cadena Beltrán, “Realidad aumentada en el desarrollo del postconflicto colombiano,” Noria Investigación y Educación, vol. 1 (5), pp. 54-76, 2020. https://doi.org/10.1016/j.cag.2015.08.009
 M. B. Ibáñez, C. Delgado-Kloos, “Augmented reality for STEM learning: A systematic review,” Computers Education, vol. 123, pp. 109-123, Ago. 2018. https://doi.org/10.1016/j.compedu.2018.05.002
 J. L. Bacca Acosta, S. M. Baldiris Navarro, R. Fabregat Gesa, S. G. Kinshuk, “Mobile Augmented Reality in Vocational Education and Training,” Procedia Computer Science, pp. vol. 75, p. 49-58., 2015. https://doi.org/10.1016/j.procs.2015.12.203
 C. H. Chen, I. J. Lee, L. Y. Lin, “Augmented reality-based video-modeling storybook of nonverbal facial cues for children with autism spectrum disorder to improve their perceptions and judgments of facial expressions and emotions,” Annals of Anatomy, vol. 215, pp. 71–77, Feb. 2016. https://doi.org/10.1016/j.aanat.2017.09.011
 E. Bal, H. Bicen, “Computer hardware course application through augmented reality and QR code integration: achievement levels and views of students,” Procedia computer science, vol. 102, pp. 267-272, 2016. https://doi.org/10.1016/j.procs.2016.09.400
 Y. Turkan, R. Radkowski, A. Karabulut-Ilgu, A. H. Behzadan, A. Chen, “Mobile augmented reality for teaching structural analysis,” Advanced Engineering Informatics, vol. 34, pp. 90-100, Oct. 2017. https://doi.org/10.1016/j.aei.2017.09.005
 R. Van Roy, B. Zaman, “Need-supporting gamification in education: An assessment of motivational effects over time,” Computers & Education, vol. 127, pp. 283-297, Dec. 2018. https://doi.org/10.1016/j.compedu.2018.08.018
 J. Martí-Parreño, D. Seguí-Mas, E. Seguí-Mas, “Teachers’ attitude towards and actual use of gamification,” Procedia-Social and Behavioral Sciences, vol. 228, pp. 682-688, Jul. 2016. https://doi.org/10.1016/j.sbspro.2016.07.104
 F. García, O. Pedreira, M. Piattini, P. Cerdeira, “A framework for gamification in software engineering,” Journal of Systems and Software, vol. 132, pp. 21-40, Oct. 2017. https://doi.org/10.1016/j.jss.2017.06.021
 G. P. Kusuma, E. K. Wigati, Y. Utomo, L. K. P. Suryapranata, “Analysis of Gamification Models in Education Using MDA Framework,” Procedia Computer Science, vol. 135, pp. 385-392, 2018. https://doi.org/10.1016/j.procs.2018.08.187
 Z.-G. Ge, “The impact of a forfeit-or-prize gamiﬁed teaching on e-learners' learning performance,” Computers & Education, vol. 126, pp. 143-152, 2018. https://doi.org/10.1016/j.compedu.2018.07.009
 B. Perry, “Gamifying French Language Learning: Gamifying French Language Learning: a case study examining a quest-based, augmented reality mobile learning-tool,” Procedia - Social and Behavioral Sciences, vol. 174, pp. 2308-2315, Feb. 2015. https://doi.org/10.1016/j.sbspro.2015.01.892
 T. Jagušt, I. Botički, H. J. So, “Examining competitive, collaborative and adaptive gamification in young learners' math learning,” Computers & Education, vol 125, pp. 444-457, Oct. 2018. https://doi.org/10.1016/j.compedu.2018.06.022
 A. Manuela, O. Tiago, B. Fernando, P. Marco, “Gamification: A key determinant of massive open online course (MOOC) success,” Information & Management, vol. 56, pp. 39-54, Jun. 2018. https://doi.org/10.1016/j.im.2018.06.003
 J. Kasurinen, A. Knutas, “Publication trends in gamification: a systematic mapping study,” Computer Science Review, vol. 27, pp. 33-44, Feb. 2018. https://doi.org/10.1016/j.cosrev.2017.10.003
 M. Al-Emran, V. Mezhuyev, A. Kamaludin, “Technology Acceptance Model in M-learning context: A systematic review,” Computers & Education, vol. 125, pp. 389-412, Oct. 2018. https://doi.org/10.1016/j.compedu.2018.06.008
 N. M. Sabah, “Exploring students' awareness and perceptions: Influencing factors and individual differences driving m-learning adoption,” Computers in Human Behavior, vol. 65, pp. 522-533, Dec. 2016. https://doi.org/10.1016/j.chb.2016.09.009
 L. Briz-Ponce, A. Pereira, L. Carvalho, J. A. Juanes-Méndez, F. J. García-Peñalvo, “Learning with mobile technologies–Students’ behavior,” Computers in Human Behavior, vol. 72, pp. 612-620, Jul. 2017. https://doi.org/10.1016/j.chb.2016.05.027
 Y. Liu, J. Rao, P. Liu, P. Zhou, "An Empirical Study on Factors Influencing Stendents' Intention on M-Learning in Middle School of China," In IEEE 18th International Conference on Advanced Learning Technologies (ICALT), Mumbai, 2018, pp. 79-83. https://10.1109/ICALT.2018.00025
 A. Spiegel, G. Rodríguez, “Students at University have Mobile Technologies. Do they do m-learning?,” Procedia-Social and Behavioral Sciences, vol. 217, pp. 846-850, Feb. 2016. https://doi.org/10.1016/j.sbspro.2016.02.006
 V. Ballesteros-Ballesteros, Ó. Rodríguez-Cardoso, “El aprendizaje móvil en educación superior: una experiencia desde la formación de ingenieros,” Revista científica, (38), pp. 243-257, 2020. https://doi.org/10.14483/23448350.15214
 C. H. Tsai, J. Y. Huang, “Augmented reality display based on user behavior,” Computer Standards & Interfaces, vol. 55, pp. 171-181, 2018. https://doi.org/10.1016/j.csi.2017.08.003