Gamification as Support for Educational Inclusion: The Case of AR-mBot

Jairo Quintero, S. Baldiris, Jhoni Cerón, Juan Garzón, D. Burgos, Gloria Liliana Velez Saldarriaga
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引用次数: 2

Abstract

Today’s education must offer multiple opportunities to address the individual needs of all students. In this context, educational innovation plays an important role in guiding the processes of creating strategies to achieve more inclusive learning and teaching. Many studies have analyzed the affordances of augmented reality, gamification, and the adoption of Universal Design for Learning as separate strategies to improve education. In turn, this paper presents the combination of these three strategies as a positive alternative to address diversity in the classroom. A gamified augmented educational application has been designed that considers the principles of Universal Design for Learning to teach robotics in secondary education. The results show the application facilitates the inclusion of students, improving the fulfillment of the academic challenges.
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游戏化作为教育共融的支持:AR-mBot的案例
今天的教育必须提供多种机会来满足所有学生的个性化需求。在这种背景下,教育创新在指导制定策略的过程中发挥着重要作用,以实现更具包容性的学习和教学。许多研究分析了增强现实、游戏化和采用通用学习设计作为改善教育的单独策略的可行性。反过来,本文提出了这三种策略的结合,作为解决课堂多样性的积极选择。设计了一个游戏化的增强教育应用程序,它考虑了学习通用设计的原则,在中学教育中教授机器人。结果表明,该应用程序促进了学生的融入,提高了学业挑战的实现。
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