dc.creatorQuintero, Jairo
dc.creatorBaldiris, Silvia
dc.creatorCerón, Jhoni
dc.creatorGarzón, Juan
dc.creatorBurgos, Daniel
dc.creatorVelez, Gloria
dc.date.accessioned2023-03-06T09:56:12Z
dc.date.accessioned2023-03-07T19:41:11Z
dc.date.available2023-03-06T09:56:12Z
dc.date.available2023-03-07T19:41:11Z
dc.date.created2023-03-06T09:56:12Z
dc.identifierQuintero, 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.
dc.identifier9781665495196
dc.identifierhttps://reunir.unir.net/handle/123456789/14273
dc.identifierhttps://doi.org/10.1109/ICALT55010.2022.00088
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5908515
dc.description.abstractToday'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.
dc.languageeng
dc.publisherProceedings - 2022 International Conference on Advanced Learning Technologies, ICALT 2022
dc.relationhttps://ieeexplore.ieee.org/document/9853768
dc.rightsopenAccess
dc.subjectaugmented reality
dc.subjectco-creation
dc.subjectcooperative learning
dc.subjecteducational inclusion
dc.subjectgamification
dc.subjectUniversal Design for Learning
dc.subjectScopus(2)
dc.titleGamification as Support for Educational Inclusion: The Case of AR-mBot
dc.typeconferenceObject


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