Publications Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
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Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education

Abstract

The study aims to provide a cohesive overview and summary of the COVID-19 pandemic impact on primary education, secondary education, and K-12 education through an extensive literature review. The review focused on global educational stakeholders’ perspectives, attitudes, sentiments, opinions, and experiences. This study includes and analyzes 205 articles published from January 2020 to December 2022. The scientific databases SCOPUS and Web of Science were used. Specifically, the 15 research questions to be addressed and the methodology are presented. An in-depth synthesis of the related studies is provided based on the educational level and educational stakeholders’ type. The results of the data extracted from the articles (e.g., main findings, aims, focus group, research method, sample, measurement-research tools, etc.) are examined. The findings are summarized, discussed, and compared to those of previous review articles about online learning prior to the COVID-19 pandemic. Conclusive statements, implications, and future research directions are also provided.

Keywords


Reference

2023

Journal Articles

  1. [J24] Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023). Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education. Education Sciences, 13(6), 618. https://doi.org/10.3390/educsci13060618