DIGITAL LIBRARY
DIGITAL TECHNOLOGIES AND METHODOLOGIES THAT CAN ENSURE KNOWLEDGE-ACQUISITION AND HIGHER MOTIVATION DURING COVID-19 LOCKDOWN: AUGMENTED REALITY & GAMIFICATION
Universidad Europea (SPAIN)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 4479-4484
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0987
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
During 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.
Keywords:
Augmented Reality, Erasmus+ Project, Innovation, Higher Education.