Descriptive and Parametric Analysis of Gamification with Augmented Reality as a Strategy to Enhance Student Motivation in a Higher Education Course

 

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Detalles Bibliográficos
Autores: Mejía Gracia, Cesar Agusto, Hernández García, Rodrigo Aryan
Formato: artículo original
Estado:Versión publicada
Fecha de Publicación:2024
Descripción:The objective of this investigation is to conduct a descriptive and parametric analysis on the technical and pedagogical aspects required to increase the motivation of students in the Business Management and Management and Administrative Computer Systems programs at Veracruzana University, through the development of a gamification application based on augmented reality. This exploratory and descriptive research specifies the aspects of the phenomenon under analysis, employing a quantitative approach for data collection and analysis. Statistical analyses were used to determine the guidelines and requirements for the proposed application. The sample included 83 students who completed the Digital Marketing course or its equivalent during the period from February to July 2023. The instrument development process ranged from concept design to operationalization to determine indicators and their items. Questionnaires, divided into main indicators—use of technologies, preferred didactics, and learning motivation—were employed, featuring multiple-choice answers to gauge students' habits and Likert scale items to assess their preferences. Results indicate that laptops are the most used device for academic activities, followed by cell phones, highlighting the importance of mobility for accessing educational experiences anytime and anywhere with internet access. Consequently, it is recommended to consider these devices for creating educational and interactive content for students, such as augmented reality applications.
País:Portal de Revistas UCR
Institución:Universidad de Costa Rica
Repositorio:Portal de Revistas UCR
Lenguaje:Español
OAI Identifier:oai:portal.ucr.ac.cr:article/55969
Acceso en línea:https://revistas.ucr.ac.cr/index.php/educacion/article/view/55969
Palabra clave:Learning
Higher Education
Gamification
Augmented Reality
Technology
Aprendizaje
Educación superior
Gamificación
Realidad aumentada
Tecnología