Technological Aspects for Pleasant Learning: A Review of the Literature
Abstract
:1. Introduction
2. Method
- Q1: Are used acceptable parameters for effective learning applications?
- Q2: How are the teaching–learning technology tools classified?
- Q3: What elements are considered to make a learning technology tool entertaining, interesting, and intriguing?
- Q4: How does AR contribute to improved learning?
- Q5: What educational models are used in AR-based assistive learning technology tools?
3. Information Technology and Education
3.1. Elements for a Pleasant Technological Learning Tool
3.1.1. Learning Methods
3.1.2. Motivational Psychology
3.1.3. Usability in Learning Tools
3.1.4. Learning Games
3.1.5. Augmented Reality
3.2. AR-Based Educational Tools
3.2.1. Classroom
3.2.2. Laboratory
3.2.3. Complementary
3.2.4. Disabled
4. Augmented Reality and Games in Education
4.1. Educational Models with Technologies
4.2. Interactive Learning Model
4.3. Augmented Reality in Learning
4.4. Games and AR for Pleasant Learning
5. Topics Analysis According to the Questions Asked
5.1. Q1: Are Used Acceptable Parameters for Effective Learning Applications?
5.2. Q2: How Are the Teaching–Learning Technology Tools Classified?
5.3. Q3: What Elements Are Considered to Make a Learning Technology Tool Entertaining, Interesting, and Intriguing?
5.4. Q4: How Does AR Contribute to Improved Learning?
5.5. Q5: What Educational Models Are Used in AR-Based Assistive Learning Technology Tools?
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Model and Technology | Results |
---|---|
5E + mobile | Develop scientific inquiry skills, learning motivation [64]; improves educational achievement [65]; improves reasoning ability, facilitates research, improves student participation [45]. |
5E + website | In mobile [66]: prolonged engagement in the mobile learning, enhances students’ scientific knowledge, understanding, and motivation. In computer [61]: engage attention of students, make concepts more meaningful. |
5E + conceptual play | In [67]: develop scientific knowledge and understand scientific ideas. |
5E mobile + AR | In [60]: learning motivation, significantly improves educational achievement, construct mental images of the microcosmic world. |
Elements | Sources | Results |
---|---|---|
AR | [18] | Effective learning experience in abstract courses. |
[36,68] | Meaningful learning and increased effectiveness for low-achieving students. | |
[34] | Improving the teaching–learning process in a fun and interactive way. | |
[85] | Improves performance in learning abstract content. | |
[86] | Improves attitude and learning outcome through interaction. | |
AR-Games | [8] | Intrinsic motivation in learning. |
[19] | Students significantly increased their conceptual understanding. | |
[18,20] | Motivation to learn and work collaboratively. | |
Games | [76] | Motivation to participate and better understand the content. |
[32] | Improved learning and problem solving. |
Sources | Parameter | Purposes |
---|---|---|
[87,88] | Perception easiness, perceived usefulness, perceived enjoyment, collaborative, social factor | Social factor influencing attitude and behavioral intention using mobile devices in education. |
[8,34,38,71,89,90] | Gameplay, emotion, attention, motivation, competence, autonomy, gamification | Student attention capture, science understanding with AR and games in learning projects. |
[19,91] | Interactivity, feedback | Mobile devices for student participation in the class. |
[18] | Interactivity by physical and virtual handlers | Importance of physical, cognitive, and teaching contextual dimensions. |
[27] | Intuitive interaction and tangible interfaces | Effective development of class in the room and less learning effort. |
[9,18,36,37,41] | Motivation, constructivism, reflective, retention, investigative, cognitive, realism | Interaction of students visualizing virtual contents plays actions in real time. |
[27,29,49,51,92] | Gameplay, motivation, psychology, pedagogy | Education easiness for children with handicaps. |
[44,93] | Motivational, perceived utility | Mobile devices use in education. |
[9,29,39] | Usability, collaborative | Interaction between systems and students. |
[30] | Cognitive | Mental effort and mental load in games with AR. |
[25] | Skills, reflective, research | Digital technology incorporated in PBL. |
[94] | Study levels, pedagogy, psychology, collaboration | Gradual application of educational technology on each education levels. |
Elements | References |
---|---|
Attention | [8,17] |
Availability | [20,35,38,70,95,96] |
Cognition | [30,35,37] |
Collaboration | [18,19,20] |
Competition | [90] |
Constructivism | [11,27,43,97] |
Extrinsic | [36] |
Feedback | [19,20] |
Funny | [38,60,70,71,95] |
Gradualism | [60,96] |
Incentives | [17,35] |
Interaction | [9,18,45,97] |
Interactive | [2,29,68,69] |
Intrigue | [38,92,97] |
Intuition | [9,69] |
Research | [11,20,27,45,60,69,97] |
Location | [35,38,95] |
Motivation | [8,32,35,36,70,90] |
Narrative | [8] |
Pedagogy | [8,17,35,60,71] |
Reality | [9,69,71] |
Social factor | [35,37,38] |
Spontaneity | [18] |
Simulation | [9,32,68,69,96] |
Temporality | [90] |
Usability | [9,29] |
Understanding | [2,32,43] |
Virtual | [9,68,69] |
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Quezada, R.; Rivera, L.; Delgadillo, R.; Cajo, B.H. Technological Aspects for Pleasant Learning: A Review of the Literature. Informatics 2021, 8, 25. https://doi.org/10.3390/informatics8020025
Quezada R, Rivera L, Delgadillo R, Cajo BH. Technological Aspects for Pleasant Learning: A Review of the Literature. Informatics. 2021; 8(2):25. https://doi.org/10.3390/informatics8020025
Chicago/Turabian StyleQuezada, Ramiro, Luis Rivera, Rosa Delgadillo, and Byron Hidalgo Cajo. 2021. "Technological Aspects for Pleasant Learning: A Review of the Literature" Informatics 8, no. 2: 25. https://doi.org/10.3390/informatics8020025
APA StyleQuezada, R., Rivera, L., Delgadillo, R., & Cajo, B. H. (2021). Technological Aspects for Pleasant Learning: A Review of the Literature. Informatics, 8(2), 25. https://doi.org/10.3390/informatics8020025