Use of Augmented Reality, Gamification and M-learning

Augmented reality, gamification and M-learning occupy an important place in education today, given the advantages that the use of mobile technologies has brought, independently or in combination with other technological scenarios and different devices that affect the teaching and learning of the dif...

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Autori principali: Claros-Perdomo, Danna Camila, Millán-Rojas, Edwin Eduardo, Gallego-Torres, Adriana Patricia
Natura: Online
Lingua:spa
Pubblicazione: Universidad Pedagógica y Tecnológica de Colombia 2019
Soggetti:
Accesso online:https://revistas.uptc.edu.co/index.php/ingenieria/article/view/12264