Use of Augmented Reality with Game Elements in Education

IF 0.3 Q4 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Journal of Information and Organizational Sciences Pub Date : 2021-12-15 DOI:10.31341/jios.45.2.7
Tamara Ređep, Goran Hajdin
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引用次数: 2

Abstract

This paper reviews the literature and analyzes the research topics on the use of augmented reality technology in education with possible integration of game elements, in order to obtain a synthesis of previous knowledge related to the topic in the period from 2010 to 2020. Fifty-two papers describing different aspects of augmented reality used in the field of education were selected for the analysis. The main conclusions of the systematization and synthesis were: a) five basic thematic categories were identified; b) 2019 was recognized as the year with the largest publication of papers; c) the use of augmented reality in teaching activities, and especially with game elements, improves student efficiency, stimulates attention and interest, brings improvements in collaboration and perception of fun, improves teaching and learning processes and in general encourages innovation and improvement through educational technology.
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增强现实与游戏元素在教育中的应用
本文回顾文献,分析了增强现实技术在教育中的应用,并可能整合游戏元素的研究主题,以综合2010年至2020年期间与该主题相关的先前知识。52篇描述增强现实在教育领域使用的不同方面的论文被选中进行分析。系统化和综合的主要结论是:a)确定了五个基本主题类别;B) 2019年被公认为论文发表最多的一年;C)在教学活动中使用增强现实,特别是结合游戏元素,提高了学生的效率,激发了注意力和兴趣,改善了协作和对乐趣的感知,改善了教学和学习过程,总体上鼓励通过教育技术进行创新和改进。
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来源期刊
Journal of Information and Organizational Sciences
Journal of Information and Organizational Sciences COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
1.10
自引率
0.00%
发文量
14
审稿时长
12 weeks
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