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MOBILE LEARNING WITH GAMIFICATION AND AUGMENTED REALITY IN PORTUGUESE HIGH EDUCATION
Author(s) -
Fernando Moreira,
Natércia Durão,
Carla Santos Pereira,
Maria João Ferreira
Publication year - 2017
Publication title -
edulearn proceedings
Language(s) - English
Resource type - Conference proceedings
eISSN - 2340-1125
pISSN - 2340-1117
DOI - 10.21125/edulearn.2017.0192
Subject(s) - portuguese , computer science , augmented reality , multimedia , human–computer interaction , philosophy , linguistics
The new technologies such as devices and mobile internet are becoming mainstream at a massive new scale. They are disrupting the ways organizations; namely higher education has operated for decades. Higher education schools must transform their teaching learning process and approaches to change how they engage with their students, innovate around new techniques and models and rethink how they operate. To lead in this digital era, higher education professors must use IT to enable students’ intimacy at a massive scale, establish high-value in and out of the school. The future is promising for higher education transforming and overcome in this era. In this context is critical to understand whether users (students and professors) are receptive and aware to adapt to this new trends before deciding to implement teaching-learning approaches on mobile technology. The aim of this study is to investigate the perception if the Portuguese Universities professors using Mobile Learning with gamification and augmented reality and if so how they can be used to promote student’s engagement inside and outside of the classroom.

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