Systematic Analysis of Gamification Tools with Augmented Reality Applied to Education

Education is constantly evolving and the implementation of new methodologies and tools brings significant changes. The objective of this study is to carry out a systematic analysis of the gamification and augmented reality tools applied in education, thus showing an overview of how these tools are being applied in the educational environment. Firstly, a review of articles published in English and Spanish between 2015 and 2024 was carried out, searching databases from international organizations such as Dialnet, Semantic Scholar, Scopus, Redalyc, Google Scholar, Web of Science, Latindex, Scielo, Elsivier, IEEE Xplod, using the keywords “Gamification + Augmented reality + education” and “Gamification + augmented reality + education”, subsequently the information was analyzed and classified for interpretation. The results show a greater use of augmented reality in education than gamification, as well as that the level where it is most used is higher education, highlighted in areas such as computer science and those related to health. In conclusion, the effectiveness of the tools is highlighted, highlighting the ability to increase training and improve academic performance.

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Publication Details

Published
2025-01-28
DOI
https://doi.org/10.1109/ife63672.2025.11024851
Primary Topic
Augmented Reality Applications
Type
article
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article

Systematic Analysis of Gamification Tools with Augmented Reality Applied to Education

César Augusto Mejía Gracia, Rodrigo Aryan Hernández García
Augmented Reality Applications
article

Systematic Analysis of Gamification Tools with Augmented Reality Applied to Education

César Augusto Mejía Gracia, Rodrigo Aryan Hernández García
article en

Abstract

Education is constantly evolving and the implementation of new methodologies and tools brings significant changes. The objective of this study is to carry out a systematic analysis of the gamification and augmented reality tools applied in education, thus showing an overview of how these tools are being applied in the educational environment. Firstly, a review of articles published in English and Spanish between 2015 and 2024 was carried out, searching databases from international organizations such as Dialnet, Semantic Scholar, Scopus, Redalyc, Google Scholar, Web of Science, Latindex, Scielo, Elsivier, IEEE Xplod, using the keywords “Gamification + Augmented reality + education” and “Gamification + augmented reality + education”, subsequently the information was analyzed and classified for interpretation. The results show a greater use of augmented reality in education than gamification, as well as that the level where it is most used is higher education, highlighted in areas such as computer science and those related to health. In conclusion, the effectiveness of the tools is highlighted, highlighting the ability to increase training and improve academic performance.

Universidad Veracruzana (MX)
Openalex Percentile: Top 88%
Augmented Reality Applications
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