DIGITAL LIBRARY
GAMIFICATION THROUGH AUGMENTED REALITY TO ASSIST THE LEARNING PROCESS OF ECUADORIAN STUDENTS
Universidad de Guayaquil (ECUADOR)
About this paper:
Appears in: ICERI2021 Proceedings
Publication year: 2021
Pages: 7392-7398
ISBN: 978-84-09-34549-6
ISSN: 2340-1095
doi: 10.21125/iceri.2021.1656
Conference name: 14th annual International Conference of Education, Research and Innovation
Dates: 8-9 November, 2021
Location: Online Conference
Abstract:
Information communication technology (ICT) has become one of the key aspects that promote innovation in education. There are several technologies that have been applied in many educational scenarios to enhance the learning process of students. However, most of the recent technologies have not been effectively implemented by academics in Ecuador due to the ignorance of use of the technology in addition to the continuous traditional approach used in Ecuadorian education. Therefore, this research gives insights into how to effectively apply an innovative technology such as augmented reality in combination with gamification to assist the learning process of Ecuadorian students and aid Ecuadorian professors and academics.

This research leads students to use educational mobile applications in collaborative learning. The following work was developed for students in the 8th year of Basic General Education of a school in Ecuador. Through the use of augmented reality, students will have access to virtual worlds in order to achieve a notable improvement in learning; Thus, students could form their own learning by playing through gamification techniques.

The methodology of the study is based on qualitative and quantitative research methods, combined with surveys and observation in which a questionnaire was applied. Data collected from surveys including students, teachers and academic authorities was analysed and interpreted. Results show how the use of Augmented Reality combined with gamification techniques affects meaningful learning and how the inclusion of technology in teaching-learning methodology works as an effective tool that generates great benefits to Ecuadorian academic institutes.
Keywords:
Gamification, education, augmented reality, technology.