Gamificação e realidade aumentada em processos de ensino-aprendizagem: uma revisão sistemática da literatura

IF 0.1 Q4 EDUCATION & EDUCATIONAL RESEARCH
Orlando Rosa Junior, Tiago De Oliveira, E. Zorzal
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引用次数: 0

Abstract

This paper presents a Systematic Literature Review (RSL) on the use of Gamification and Augmented Reality applied in Education. RSL enabled mapping and knowledge of the current state of related studies. Thirty articles related to the state of the art were analyzed. From the analysis, it was found that there is no specific learning assessment methodology when applying the Augmented Reality and Gamification tools. An analysis of the results was made to answer the research questions. The study showed that lack of programming knowledge is also a factor that hinders the advancement of research since the researcher must know how to develop the application or have in his team someone who has the competence to do so. Finally, we present the comparatives and analyzes of the studies to obtain answers based on the research questions developed.
教学过程中的游戏化与增强现实:文献的系统综述
本文对游戏化和增强现实技术在教育中的应用进行了系统的文献综述。RSL支持绘制和了解相关研究的当前状态。我们分析了30篇与技术状况有关的文章。从分析中发现,在应用增强现实和游戏化工具时,没有具体的学习评估方法。对结果进行了分析,以回答研究问题。研究表明,缺乏编程知识也是阻碍研究进展的一个因素,因为研究人员必须知道如何开发应用程序或在他的团队中有能力这样做的人。最后,我们对研究进行了比较和分析,以得出基于研究问题的答案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Cadernos Educacao Tecnologia e Sociedade
Cadernos Educacao Tecnologia e Sociedade EDUCATION & EDUCATIONAL RESEARCH-
自引率
0.00%
发文量
1
审稿时长
16 weeks
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