Gamification in higher education through virtual and augmented reality
Moreno-López G.; Rodríguez-Correa P.A.; Fuentes E.N.C.; Bermeo-Giraldo M.C.; Valencia-Arias A.; Gallegos A. · RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao (2023)
Resumen
Gamification has positioned itself, in recent years, as one of the main technological trends in the education sector, making use of other tools such as virtual and augmented reality. However, despite its importance and validity, there are no literature review studies that consolidate this tool in the educational sector, so the present study aims to identify the thematic trends around the use of the gamification technique and its integration with virtual reality and augmented reality in higher education, for which a bibliometric analysis based on PRISMA is carried out. Among the main trends are concepts such as E-learning and serious games, and as emerging themes are concepts such as virtualization of learning, of which a greater volume of future research is required.
Instituciones: Universidad Ricardo Palma