Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

A systematic literature review: learning with visual by the help of augmented reality helps students learn better

RA Liono, N Amanda, A Pratiwi… - Procedia Computer …, 2021 - Elsevier
Studying is a part of a student's life, but not everyone enjoys studying. The long texts and
unappealing content make the students lose their interest. To resolve this problem, we …

Perancangan Game OTW SARJANA Menggunakan Metode Forward Chaining

MB Firdaus, DS Habibie, F Suandi… - Jurnal Sistem …, 2021 - e-jurnal.stmikbinsa.ac.id
Perancangan game ini bertujuan untuk memberikan gambaran perkuliahan kepada
siapapun yang memainkannya. Data yang digunakan pada game ini berdasar pada …

What is the effect of using mobile augmented reality in K12 inquiry-based learning?

M Pedaste, G Mitt, T Jürivete - Education Sciences, 2020 - mdpi.com
A systematic review of the potential of implementing augmented reality (AR) in inquiry-based
learning was conducted. We considered the purposes, potential advantages, application …

Teaching and learning natural sciences using augmented reality in preschool and primary education: A literature review

G Lampropoulos - Advances in Mobile Learning Educational Research, 2024 - syncsci.com
Augmented reality has the potential to transform and enrich Natural Sciences education.
This is particularly true in preschool and primary education. This study aims to provide a …

Leveraging Physical Activities to Support Learning for Young People via Technologies: An Examination of Educational Practices Across the Field

J Yu, T Xu, C Kelley, J Ruppert… - Review of Educational …, 2024 - journals.sagepub.com
Many technological interventions have leveraged physical activity (PA, ie, activities that
involve whole-body movements) to provide young people with active and productive …

Gamification opportunity in augmented reality-based learning media: A review

AD Ramadhan, AE Permanasari… - 2022 2nd International …, 2022 - ieeexplore.ieee.org
Gamification and augmented reality are currently widely used in education. These
technologies improve the attractiveness and engagement of the learning process by …

The Use of Immersive Technologies in Industry 4.0: A State-of-Art Review

D Huamanchahua, RG de la Cruz-Chavez… - 2022 IEEE …, 2022 - ieeexplore.ieee.org
This research reviews the main immersive technologies used in the scientific field of Industry
4.0. In the investigation, an account of the type of Industry 4.0 technology used in …

Using virtual learning objects in educational content

Z Nurbekova, B Nurbekov, M Maulsharif… - Proceedings of the 23rd …, 2022 - dl.acm.org
Today, virtual learning objects and virtual learning environments are influencing changes in
educational content as well as the emergence of new learning models. The improvement of …

The Mobile Augmented Reality Application for Improving Learning of Electronic Component Module in TVET

N Muthu, FA Aziz, LN Abdullah… - … Journal of Software …, 2023 - journal.ump.edu.my
Teens and young adults may get training in anything from the basics to advanced skills in
various workplace and academic settings at Technical and Vocational Education Training …