The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents

Detalhes bibliográficos
Autor(a) principal: Durão, Natércia
Data de Publicação: 2020
Outros Autores: Moreira, Fernando, Ferreira, Maria João, Santos-Pereira, Carla, Annamalai, Nagaletchimee
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/11328/3066
Resumo: The pervasive digitization is now a reality for organizations and society at large. In the last decade, for example, smartphones have been gradually transforming their scope from just voice communications providers to powerful media and computing devices. This transformation has led to a growth in business initiatives, namely in the services provision throughmobile applications. In this context, higher education asanorganizationandpartofsociety is compelled to change its operant mode in general and in particular in the teaching‐learning process making it more digital and at the same time more motivating for students. The aim of this study is to investigate the perception that higher education professors in the area of technology, across Southern Europe, South America, and Asia have about the use of mobile technologies such as gamification and augmented reality and how they can be used to promote student’sengagementinsideandoutsideoftheclassroom.
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spelling The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continentsAugmentedrealityGamificationHigher educationMobile learningProfessorsAprendizagem móvelEducação superiorGamificaçãoProfessoresRealidade aumentadaThe pervasive digitization is now a reality for organizations and society at large. In the last decade, for example, smartphones have been gradually transforming their scope from just voice communications providers to powerful media and computing devices. This transformation has led to a growth in business initiatives, namely in the services provision throughmobile applications. In this context, higher education asanorganizationandpartofsociety is compelled to change its operant mode in general and in particular in the teaching‐learning process making it more digital and at the same time more motivating for students. The aim of this study is to investigate the perception that higher education professors in the area of technology, across Southern Europe, South America, and Asia have about the use of mobile technologies such as gamification and augmented reality and how they can be used to promote student’sengagementinsideandoutsideoftheclassroom.A digitalização generalizada é atualmente uma realidade das organizações e da sociedade em geral. Na última década, por exemplo, os smartphones foram gradualmente transformando o seu âmbito passando de apenas fornecedores de comunicação de voz para poderosos dispositivos de media e computação. Essa transformação deu origem a um crescimento de iniciativas empresariais, nomeadamente o fornecimento de serviços por meio de aplicações móveis. Neste contexto, o ensino superior enquanto organização e parte da sociedade está “obrigado” a alterar o seu modo operante em geral e em particular no processo de ensino‐aprendizagem, tornando‐o mais digital e ao mesmo tempo mais motivador para os alunos. O objetivo deste estudo é investigar a perceção de professores de ensino superior na área de tecnologia, na Europa do Sul, América do Sul e Ásia sobre o uso de tecnologias móveis, como gamificação e realidade aumentada, e como elas podem ser usadas para promover envolvimento do aluno dentro e fora da sala de aula.La digitalización generalizada es ahora una realidad para las organizaciones y la sociedad en general. En la última década, por ejemplo, los teléfonos inteligentes han ido transformando gradualmente su alcance de proveedores de comunicaciones de voz a medios poderosos y dispositivos informáticos. Esta transformación ha llevado a un crecimiento en las iniciativas comerciales, es decir, en la provisión de servicios a través de aplicaciones móviles. En este contexto, la educación superior como organización y parte de la sociedad se ve obligada a cambiar su modo operante en general y en particular en el proceso de enseñanza‐aprendizaje, haciéndolo más digital y al mismo tiempo más motivador para los estudiantes. El objetivo de este estudio es investigar la percepción que los profesores de educación superior en el área de tecnología, en el sur de Europa, América del Sur y Asia tienen sobre el uso de tecnologías móviles como la gamificación y la realidad aumentada y cómo se pueden utilizar para promover participación delalumnodentroyfueradelaula.2020-05-04T16:18:55Z2020-01-01T00:00:00Z2020-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/11328/3066por2176‐171X10.29276/redapeci.2020.20.112211.130-147Durão, NatérciaMoreira, FernandoFerreira, Maria JoãoSantos-Pereira, CarlaAnnamalai, Nagaletchimeeinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-06-15T02:11:30ZPortal AgregadorONG
dc.title.none.fl_str_mv The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
title The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
spellingShingle The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
Durão, Natércia
Augmentedreality
Gamification
Higher education
Mobile learning
Professors
Aprendizagem móvel
Educação superior
Gamificação
Professores
Realidade aumentada
title_short The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
title_full The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
title_fullStr The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
title_full_unstemmed The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
title_sort The state of mobile learning supported by gamification and augmented reality in higher education institutions across three continents
author Durão, Natércia
author_facet Durão, Natércia
Moreira, Fernando
Ferreira, Maria João
Santos-Pereira, Carla
Annamalai, Nagaletchimee
author_role author
author2 Moreira, Fernando
Ferreira, Maria João
Santos-Pereira, Carla
Annamalai, Nagaletchimee
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Durão, Natércia
Moreira, Fernando
Ferreira, Maria João
Santos-Pereira, Carla
Annamalai, Nagaletchimee
dc.subject.por.fl_str_mv Augmentedreality
Gamification
Higher education
Mobile learning
Professors
Aprendizagem móvel
Educação superior
Gamificação
Professores
Realidade aumentada
topic Augmentedreality
Gamification
Higher education
Mobile learning
Professors
Aprendizagem móvel
Educação superior
Gamificação
Professores
Realidade aumentada
description The pervasive digitization is now a reality for organizations and society at large. In the last decade, for example, smartphones have been gradually transforming their scope from just voice communications providers to powerful media and computing devices. This transformation has led to a growth in business initiatives, namely in the services provision throughmobile applications. In this context, higher education asanorganizationandpartofsociety is compelled to change its operant mode in general and in particular in the teaching‐learning process making it more digital and at the same time more motivating for students. The aim of this study is to investigate the perception that higher education professors in the area of technology, across Southern Europe, South America, and Asia have about the use of mobile technologies such as gamification and augmented reality and how they can be used to promote student’sengagementinsideandoutsideoftheclassroom.
publishDate 2020
dc.date.none.fl_str_mv 2020-05-04T16:18:55Z
2020-01-01T00:00:00Z
2020-01
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/11328/3066
url http://hdl.handle.net/11328/3066
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv 2176‐171X
10.29276/redapeci.2020.20.112211.130-147
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
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instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
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reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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