This study presents a systematic review of the literature on augmented reality (AR) used in educational settings. We consider factors such as publication year, learner type (e.g., K-12, higher ...education, and adult), technologies in AR, and the advantages and challenges of using AR in educational settings. The full range of SSCI journals was surveyed and a total of 68 research articles were selected for analysis. The findings reveal an increase in the number of AR studies during the last four years. The most reported advantage of AR is that it promotes enhanced learning achievement. Some noted challenges imposed by AR are usability issues and frequent technical problems. We found several other challenges and numerous advantages of AR usage, which are discussed in detail. In addition, current gaps in AR research and needs in the field are identified, and suggestions are offered for future research.
•We conducted a systematic review of literature on AR used in educational settings.•Numerous studies have indicated that AR promotes enhanced learning performance.•The most reported challenge is that AR is difficult for students to use.•Most of the problems were experienced in location-based AR applications.
The value and methods of online learning have changed tremendously over the last 25 years. The goal of this paper is to review a quarter-century of experience with online learning by the author in ...the field of biomedical and health informatics, describing the learners served and the lessons learned. The author details the history of the decision to pursue online education in informatics, describing the approaches taken as educational technology evolved over time. A large number of learners have been served, and the online learning approach has been well-received, with many lessons learned to optimize the educational experience. Online education in biomedical and health informatics has provided a scalable and exemplary approach to learning in this field.
Este estudio sobre la gamificación surge ante la falta de interés que muestran los estudiantes hacia la mejora y adquisición de nuevos conocimientos, por lo tanto, se identifica la necesidad de ...revisar la literatura sobre estrategias innovadoras para fortalecer el proceso de enseñanza-aprendizaje. El objetivo consistió en analizar el uso de las herramientas tics de gamificación para el fortalecimiento del interés en el aprendizaje de los estudiantes. El estudio consistió en una revisión bibliográfica utilizando métodos científicos como el analítico-sintético, se realizaron búsquedas en diversas bases de datos, se seleccionaron artículos de los últimos cinco años para capturar tendencias recientes y se siguieron directrices editoriales para incorporar investigaciones actuales sobre Tics, gamificación y el interés de aprendizaje de los estudiantes. Los resultados del estudio permitieron evidenciar que la gamificación motiva a los estudiantes, mejora la atención y el rendimiento académico, desarrolla habilidades y competencias, y proporciona retroalimentación inmediata. Aunque algunos estudios señalan desafíos, como la falta de habilidades digitales de los docentes, se concluye que la gamificación es una herramienta efectiva para transformar el proceso educativo y fomentar el interés de los estudiantes.