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The Impact of Gender on the Use of Augmented Reality and Virtual Reality in Students with ASD

Today’s education is in the process of transformation as a consequence of the inclusion of educational technology in learning spaces. Among the most prominent technologies is augmented and virtu...

Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms

Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience ...

Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies

This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following t...

Semantically Enriched Augmented Reality Applications: A Proposed System Architecture and a Case Study

With a view to creating a mixed reality that combines coexisting real and virtual objects and to providing users with real-time access to information in an interactive manner, augmented reality ...

Social Media in Education: A Case Study Regarding Higher Education Students' Viewpoints

The digital prevalence on everyday life caused by the coronavirus pandemic (COVID-19) has drastically impacted the whole world. The educational domain was no exception and has been affected by t...