Digital technologies and methodologies that can ensure knowledge acquisition and higher motivation during covid-19 lockdown: augmented reality & gamification

dc.contributor.authorMattera, Marina
dc.contributor.authorRopero Moriones, Eva
dc.contributor.authorGava, Luana
dc.contributor.authorUreña Joyanes, Raquel
dc.date.accessioned2024-04-07T10:15:17Z
dc.date.available2024-04-07T10:15:17Z
dc.date.issued2020
dc.description.abstractDuring the past few decades there has been an increase in the usage of augmented, virtual and mixed technologies to support and enhance the learning experience. Currently, the COVID-19 lockdown has forced the educational sphere to transform into a fully digital environment using as many tools as possible and modifying the methodologies implemented in order to ensure proper learning acquisition processes. The present paper tackles these matters in the framework of Erasmus+ Project number 2019-1-ES01-KA203-065558 by introducing augmented reality activities to diverse classroom settings in the areas of Business. This study consisted of the implementation of specific augmented reality tools in three courses: Decision Making I and Decision Making II pertaining to the core courses of the BSc in Business Analytics, and Operations and Production Planning which is a required course of the BSc in Business Management. Students were provided the image they had to scan from their homes with their smartphones and from there interact with the diverse elements. The results of the present study also provide greater insight to the OECD’s skills initiative by consolidating the usage of these novel technologies in the context of higher education and in particular during a lockdown situation. Furthermore, these techniques can be applied for current and future students, as the context of higher education is currently evaluating strategies to implement during the 2020/2021 course and future academic years. With greater advancement of these type of digitalization processes, the world of education can always be ready to switch from one environment to another without major issues.spa
dc.description.filiationUEMspa
dc.description.impactNo data SPI 2022spa
dc.description.sponsorshipERAMUS + proyect 2019-1-ES01-KA203-065558spa
dc.identifier.citationMattera, M., Ropero, E., Gava, L., & Ureña, R. (2020). Digital technologies and methodologies that can ensure knowledge-acquisition and higher motivation during covid-19 lockdown: augmented reality & gamification. 4479-4484 https://doi.org/10.21125/iceri.2020.0987spa
dc.identifier.doi10.21125/iceri.2020.0987
dc.identifier.isbn978-84-09-24232-0
dc.identifier.issn2340-1095
dc.identifier.urihttp://hdl.handle.net/11268/12751
dc.language.isoengspa
dc.peerreviewedSispa
dc.publisherIATEDspa
dc.relation.publisherversionhttps://doi.org/10.21125/iceri.2020.0987spa
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.accessRightsrestricted accessspa
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject.unescoEnseñanza superiorspa
dc.subject.unescoMétodo de aprendizajespa
dc.subject.unescoTecnología educacionalspa
dc.titleDigital technologies and methodologies that can ensure knowledge acquisition and higher motivation during covid-19 lockdown: augmented reality & gamificationspa
dc.typeconference outputspa
dspace.entity.typePublication
relation.isAuthorOfPublicationbebf620d-a489-4991-9dad-fa306d00c08c
relation.isAuthorOfPublication04f14eb8-daed-4d1d-8bbd-ae3adc0e6ba9
relation.isAuthorOfPublicationfef609ef-438d-44ee-92a0-c99023870c08
relation.isAuthorOfPublication0dc13a12-f80d-42dd-acd6-3befe0b40ffa
relation.isAuthorOfPublication.latestForDiscoverybebf620d-a489-4991-9dad-fa306d00c08c

Files