Gamification as Support for Educational Inclusion: The Case of AR-mBot

Jairo Quintero, Silvia Baldiris, Jhoni Ceron, Juan Garzon, Daniel Burgos, Gloria Velez

Producción científica: Capítulo del libro/informe/acta de congresoPonencia publicada en las memorias del evento con ISBNrevisión exhaustiva

3 Citas (Scopus)

Resumen

Today's education must offer multiple opportunities to address the individual needs of all students. In this context, educational innovation plays an important role in guiding the processes of creating strategies to achieve more inclusive learning and teaching. Many studies have analyzed the affordances of augmented reality, gamification, and the adoption of Universal Design for Learning as separate strategies to improve education. In turn, this paper presents the combination of these three strategies as a positive alternative to address diversity in the classroom. A gamified augmented educational application has been designed that considers the principles of Universal Design for Learning to teach robotics in secondary education. The results show the application facilitates the inclusion of students, improving the fulfillment of the academic challenges.

Idioma originalInglés
Título de la publicación alojadaProceedings - 2022 International Conference on Advanced Learning Technologies, ICALT 2022
EditoresMaiga Chang, Nian-Shing Chen, Mihai Dascalu, Demetrios G Sampson, Ahmed Tlili, Stefan Trausan-Matu
EditorialInstitute of Electrical and Electronics Engineers Inc.
Páginas269-273
Número de páginas5
ISBN (versión digital)9781665495196
DOI
EstadoPublicada - 2022
Publicado de forma externa
Evento22nd International Conference on Advanced Learning Technologies, ICALT 2022 - Bucharest, Rumanía
Duración: 1 jul. 20224 jul. 2022

Serie de la publicación

NombreProceedings - 2022 International Conference on Advanced Learning Technologies, ICALT 2022

Conferencia

Conferencia22nd International Conference on Advanced Learning Technologies, ICALT 2022
País/TerritorioRumanía
CiudadBucharest
Período1/07/224/07/22

Nota bibliográfica

Publisher Copyright:
© 2022 IEEE.

Huella

Profundice en los temas de investigación de 'Gamification as Support for Educational Inclusion: The Case of AR-mBot'. En conjunto forman una huella única.

Citar esto