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dc.contributor.authorLampropoulos, Georgios-
dc.contributor.authorKeramopoulos, Euclid-
dc.contributor.authorDiamantaras, Konstantinos I.-
dc.contributor.authorEvangelidis, Georgios-
dc.date.accessioned2022-08-28T08:50:05Z-
dc.date.available2022-08-28T08:50:05Z-
dc.date.issued2022-
dc.identifier10.3390/app12136809en_US
dc.identifier.issn2076-3417en_US
dc.identifier.urihttps://doi.org/10.3390/app12136809en_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/1214-
dc.description.abstractThis 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.en_US
dc.language.isoenen_US
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.sourceApplied Sciencesen_US
dc.subjectFRASCATI::Natural sciences::Computer and information sciencesen_US
dc.subject.othereducational technologyen_US
dc.subject.otheraugmented realityen_US
dc.subject.othergamificationen_US
dc.subject.othereducationen_US
dc.subject.othertechnology-enhanced learningen_US
dc.subject.otherextended realityen_US
dc.subject.otherimmersive technologiesen_US
dc.subject.otherdigital gamesen_US
dc.subject.other21st-century pedagogyen_US
dc.subject.otherreviewen_US
dc.titleAugmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studiesen_US
dc.typeArticleen_US
dc.contributor.departmentΤμήμα Εφαρμοσμένης Πληροφορικήςen_US
local.identifier.volume12en_US
local.identifier.issue13en_US
local.identifier.firstpage6809en_US
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