Backing the Right Horse: Gamification and Mixed Realities in Higher Education
Marina Mattera, Luana Gava, Raquel Ureña, Eva Ropero Moriones · 2021
The present paper focuses on studying which are the key elements that need to be taken into consideration when designing online tools that can improve a learners’ knowledge-acquisition process. The implementation of gamification and augmented reality in specific adult learning environments have not yet been largely implemented, and thus require greater understanding. Through a previous study in the framework of the Erasmus+ Project number 2019-1-ES01-KA203-065558, AR was deemed a great success in helping to increase students’ motivation. Following on those results and considering the elements needed to fully develop knowledge, a comprehensive detail of the key elements for online platform design are outlined. Through a greater advancement of these type of digitalization processes, the industry of education can provide better environments to consolidate and enlarge learning acquisition practices.