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

    Autor: 
    Quintero, Jairo
    ;
    Baldiris, Silvia
    ;
    Cerón, Jhoni
    ;
    Garzón, Juan
    ;
    Burgos, Daniel
    ;
    Velez, Gloria
    Fecha: 
    2022
    Palabra clave: 
    augmented reality; co-creation; cooperative learning; educational inclusion; gamification; Universal Design for Learning; Scopus(2); WOS(2)
    Revista / editorial: 
    Proceedings - 2022 International Conference on Advanced Learning Technologies, ICALT 2022
    Citación: 
    Quintero, J., Baldiris, S., Cerón, J., Garzón, J., Burgos, D., & Vélez, G. (2022, July). Gamification as Support for Educational Inclusion: The Case of AR-mBot. In 2022 International Conference on Advanced Learning Technologies (ICALT) (pp. 269-273). IEEE.
    Tipo de Ítem: 
    conferenceObject
    URI: 
    https://reunir.unir.net/handle/123456789/14273
    DOI: 
    https://doi.org/10.1109/ICALT55010.2022.00088
    Dirección web: 
    https://ieeexplore.ieee.org/document/9853768
    Open Access
    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.
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