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...
Auteurs principaux: | Claros-Perdomo, Danna Camila, Millán-Rojas, Edwin Eduardo, Gallego-Torres, Adriana Patricia |
---|---|
Format: | Online |
Langue: | spa |
Publié: |
Universidad Pedagógica y Tecnológica de Colombia
2019
|
Sujets: | |
Accès en ligne: | https://revistas.uptc.edu.co/index.php/ingenieria/article/view/12264 |
- Documents similaires
-
Use of augmented reality, virtual reality and artificial intelligence in secondary education: a systematic review
par: Lancheros-Bohorquez, Wilson Ferney, et autres
Publié: (2024) -
Orientation System Using Augmented Reality for Universities
par: Ortiz-Martinez, Elkin-Faber, et autres
Publié: (2023) -
Auditive Navigation System for Visually Impaired Individuals in Indoor Spaces Using Augmented Reality
par: Díaz, Edwin-Alfonso, et autres
Publié: (2023) -
Photogrammetry for Augmented Reality, A Low-Cost Method Applied to 3D Modeling in Secondary Schools
par: Quintero-Madroñero, Jairo-Hernando, et autres
Publié: (2021) -
Didactic units with augmented reality for teaching of management
par: Díaz Aldana, Ana Patricia; Universidad Pedagógica y Tecnológica de Colombia, et autres
Publié: (2023)