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Uso de la realidad aumentada, gamificación y m-learning

Resumen

La realidad aumentada, la gamificación y m-learning ocupan hoy en día un lugar importante en la educación, dadas las ventajas que ha supuesto el uso de las tecnologías móviles, de manera independiente o en combinación con otros escenarios tecnológicos y los diferentes dispositivos que inciden en la enseñanza y el aprendizaje de las disciplinas o que sirven de puente para mejoras diversos procesos mediados por las TIC en la enseña y/o el aprendizaje. En este sentido el artículo que aquí se presenta, muestra un estudio analítico que se desarrolló bajo una metodología exploratoria, descriptiva de corte interpretativo de las categorías realidad aumentada, gamificación y m-learning, a partir de una caracterización en las bases de datos, se realizó una revisión de la literatura en las principales bases de datos tales como, Sciencedirect, Scopus y web Science, obteniendo 100 artículos de referencia. De esta manera se encontró que estas tres categorías determinadas como estrategias de enseñanza influyen significativamente en la motivación, el interés por el conocimiento, la retención y la comprensión de la información para el desarrollo de los procesos de enseñanza aprendizaje. El método utilizado permitió desarrollar la descripción del panorama acerca del uso la realidad aumentada, m-learning y gamificación en la enseñanza básica, media y superior.

Palabras clave

enseñanza, gamificación, m-learning, realidad aumentada

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Biografía del autor/a

Danna Camila Claros-Perdomo

Roles: Investigación, Validación, Escritura – borrador original.

Edwin Eduardo Millán-Rojas, Ph. D.

Roles: Metodología, Escritura – revisión y edición.

Adriana Patricia Gallego-Torres, Ph. D.

Roles: Metodología, Escritura – revisión y edición.


Referencias

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