Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies
Abstract
:1. Introduction
Justification, Aims, and Research Questions
- RQ1: What are the benefits of combining and integrating augmented reality and gamification into the educational process?
- RQ2: What is the distribution among empirical studies, proposal and prototype papers, as well as review, conceptual, and theoretical papers?
- RQ3: In which countries have most related studies been carried out?
- RQ4: What have been the main findings of the related studies regarding the use of augmented reality and gamification in education?
- RQ5: At which educational stage is the use of augmented reality and gamification more commonly applied?
- RQ6: What is the main focus of the studies regarding students’ cognitive and social–emotional development?
- RQ7: What sample has mostly been used in the experiments of the related research?
- RQ8: What have been the most relevant objectives and aims of the studies concerning the use of augmented reality and gamification in education?
- RQ9: Which are the main areas, topics, and subjects the use of augmented reality and gamification is more widely studied and applied?
- RQ10: What measurements (research instruments, tools, methods, and variables) are mostly used in the studies regarding the use of augmented reality and gamification in education?
- RQ11: What development tools, methodologies, and operating systems are mostly used to develop educational augmented reality applications?
- RQ12: What devices are mostly used to carry out augmented reality experiments?
- RQ13: What gamification mechanisms and elements are mostly used in gamified educational augmented reality applications?
- RQ14: What areas, topics, and subjects do the proposed applications, frameworks, methodologies, and models focus on?
- RQ15: Do the main findings of the different types of studies (empirical studies, proposals, and prototype papers, as well as review, conceptual, and theoretical papers) examined lead to the same conclusions?
2. Augmented Reality in Education
3. Gamification in Education
4. Methodology
4.1. Research Design
4.2. Systematic Literature Review Process
- Country in which the experiments were conducted;
- Educational stage;
- Focus area;
- Developmental category;
- Sample;
- Main aims;
- Research method;
- Main variables;
- Measurement—research instruments and tools;
- Application name;
- Application development methodology;
- Development tools;
- Operating system;
- Devices used in the experiment;
- Gamification elements;
- Main findings.
5. Results
Ref. | Country | Aims |
---|---|---|
[232] | Malaysia | To explore how using gamification and augmented reality can engage students in language learning. |
[234] | Australia | To examine how augmented reality and tangible user interfaces can assist in learning computer science concepts and programming skills, such as debugging. |
[235] | Hungary | To showcase how gamified elements and augmented reality can provide immersive practicing exercises. |
[236] | Spain | To enhance the educational process of teaching and learning mathematics through the combinational use of gamification and augmented reality. |
[237] | United States | To showcase how the use of blockchain and augmented reality can assist in keeping track of digital assets in virtual spaces. |
[238] | Germany | To present a gamification concept for augmented reality virtual laboratories to increase students’ practical skills. |
[239] | Hungary | To explore how augmented reality tools that utilize gamification elements can increase students’ spatial skills. |
[240] | Greece | To showcase how an extended reality platform that uses gamification can support conventional educational practices in laboratory-based training. |
[241] | Italy | To present an augmented reality application enriched with game design elements to facilitate university students’ learning about human anatomy. |
[242] | India | To design and create an augmented reality game that promotes primary school students’ programming skills development. |
[243] | Spain | To showcase the potential of using gamified augmented reality experiences through mobile applications in educational context. |
[244] | United States | To propose an interdisciplinary approach using augmented reality and gamification elements to support students’ mathematics learning. |
[245] | The Netherlands | To present a framework for creating mixed reality gamification applications to allow students to train in immersive 3D environments. |
[246] | Finland | To show how an augmented reality application can support and guide students during their orientation week. |
[247] | United States | To suggest how an augmented reality escape room could support and enrich a wide range of learning experiences. |
[248] | Greece | To present the developmental process of creating an augmented reality application that uses gamification aspects to support learning and teaching activities. |
[249] | Argentina | To present a gamified augmented reality application that aims at supporting collaborative learning, enriching students’ learning experiences, and increasing teacher–student interaction. |
[250] | Thailand | To propose a gamified augmented reality application to enhance students’ grit. |
[251] | Mexico | To explore how augmented reality applications that use gamification elements can support and increase students’ reading abilities as a means to further strengthen their personal, work, and social relations. |
[252] | Greece | To evaluate whether mixed reality digital games can support and enhance future learning and teaching of various educational contexts. |
[253] | Italy | To show a prototype gamified augmented reality application that aims to improve cultural heritage learning. |
[254] | Romania | To showcase the results of applying a gamified augmented reality application to facilitate foreign language learning while making it more enjoyable. |
[255] | Brazil | To propose an augmented reality framework that uses gamification elements to facilitate and support the learning process of students with intellectual disabilities. |
[256] | Taiwan | To present the benefits of using content-aware augmented reality applications in educational settings. |
[257] | Greece | To explore how gamified augmented reality experiences can support lifelong learning and cultural education based on an augmented reality application, which focuses on the subject of science. |
[258] | Greece | To explore how augmented reality and gamification can facilitate and support the comprehension of subject-specific matters while engaging learners in an enjoyable experience. |
[259] | Mexico | To present the development of an augmented reality mobile application that uses gamification elements to improve students’ geography knowledge. |
Ref. | Country | Aims | Main Findings |
---|---|---|---|
[260] | United States | To discuss the history of instructional design and technology field in four time periods while presenting technologies such as augmented reality, gamification, mobile learning, etc. | In order for new technologies to be adopted in education, teachers should realize their value, experience positive effects themselves, and feel confident and comfortable when using them. Learning and instructional design theories have evolved to technology-centered to address the new requirements. |
[261] | Philippines | To propose a supplementary learning tool framework for developing educational applications using augmented reality, Unity, and Vuforia to enhance the learning process. | Augmented reality and gamification as supplementary learning tools are effective. |
[262] | Spain | To present the key elements that must be taken into account when creating online tools that utilize gamification and augmented reality. | When combined with gamification, mixed reality applications can offer several benefits to students and the educational process. |
[263] | Portugal | To comprehend and analyze the gaming strategies that can be used in immersive technologies to improve foreign language learning. | Using gaming strategies along with immersive technologies, and particularly augmented reality can facilitate and enhance foreign language learning. |
[264] | Spain | To present a research project that applies an instructional technology-based model in a bilingual education context using augmented reality and gamification. | The use of gamification and augmented reality resulted in several educational benefits, such as improved health awareness, engagement, and linguistic skills, and increased physical exercise. |
[265] | Portugal | To provide an overview of the concepts of immersive learning systems and gamification strategies. | n/a |
[266] | United Kingdom | To analyze the existing virtual and augmented reality taxonomies while focusing on their interconnection with gamification elements. | A proposed taxonomy and its facets were presented, which classify immersive technologies based on several attributes, including gamification. |
[267] | Australia | To present the advances made in the educational sector via the Unity game engine and to showcase how it can contribute to teaching students to use immersive technologies. | Practices were suggested to better implement gamification and mixed reality applications in education during the COVID-19 pandemic. |
[268] | China | To examine the factors of an augmented reality application design that can better support students’ early language acquisition. | The main augmented reality learning activities and design strategies were presented. Specifically, the use of game mechanisms with a discovery strategy improved students’ motivation. |
[269] | United States | To showcase how gaming technology innovations in the form of digital games and augmented reality can impact education and particularly in the field of health and physical education. | n/a |
[270] | Spain | To present and analyze some indicative applications and activities that use ICT, including games and augmented reality in teaching activities. | Augmented reality, gamification, and mobile learning have the potential to reshape educational practices and offer improved learning outcomes. |
[271] | India | To examine how augmented reality, gamification, and adaptive learning can increase the engagement of Massive Open Online Courses (MOOCs). | When adopted by MOOCs, augmented reality, gamification, and adaptive learning can lead to more interactive, pervasive, and engaging learning environments in diverse educational domains. |
[272] | United States | To present instructional design principles that can assist in the development of improved augmented reality learning experiences. | Fantasy, challenge, and curiosity are the main design principles that can leverage the unique affordances of augmented reality in education. |
Summary of the Results and Main Findings
6. Discussion
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Ref. | Country | Educ. Stages | Focus Area | Develop. Category | Sample | Aims |
---|---|---|---|---|---|---|
[81] | Canada | Higher education | Language learning (French) | Cognitive | 11 first-year higher school students | To assess the potential of a mobile application that uses augmented reality and gamification to bridge the gap between education and gaming. |
[137] | Spain | n/a | Music | Cognitive | 5 teachers and 13 students from a musical school | To break the initial curve of learning music by motivating students and facilitating the learning process through an augmented reality application. |
[138] | Indonesia | Primary education | Art | Cognitive | n/a | To create an augmented reality application to introduce batik design as a form of cultural art to primary school students. |
[139] | Indonesia | Primary education | Culture | Cognitive | Primary school students and teachers | To develop an application that uses augmented reality and gamification and to analyze its impact on primary school students’ knowledge of Indonesian culture learning. |
[140] | Malaysia | Primary education | Science | Cognitive | 9 primary school students and 1 teacher | To design and develop an augmented reality application that utilizes gamification elements to improve primary school students’ knowledge of microorganisms. |
[141] | Peru | Primary education | Mathematics | Cognitive | 21 sixth-grade primary school students | To assess the impact of gamification and augmented reality on motivating primary school students to learn mathematics. |
[142] | Brazil | Primary education | Association of images with words | Cognitive | 2 students | To gamify a crucial clinic activity for children on the autistic spectrum, namely the correlation of words with images. |
[143] | Romania | Higher education | Medical education | Cognitive | 9 university medical students | To promote self-learning, increase the learning desire, and facilitate the identification of skin-related medical conditions. |
[144] | Spain | Primary education | Emotion detection | Cognitive and social–emotional | 38 fifth-grade primary school students | To compare the impact that competitive and collaborative gameplay styles have on students’ communication and motivation. |
[145] | Taiwan | Secondary education | Health education | Cognitive and social–emotional | 52 senior high school students | To design an educational augmented reality board game that capitalizes on card games, slides, and learning sheets to promote health education and compare its influence on students’ different emotions. |
[146] | Hong Kong | Higher education | History and culture | Cognitive | 35 university students | To present preliminary results regarding the use of an augmented reality application with gamification elements to improve students’ educational experiences when learning history and culture during field trips. |
[147] | Korea | Higher education | Language learning (English) | Cognitive | 40 college students | To look into the way technology facilitates language learning and how students use the physical properties and context of a digital learning environment. |
[148] | Taiwan | Secondary education | Health education | Cognitive | 52 high school students | To discuss the effectiveness of integrating augmented reality into board games to increase learning motivation and acceptance. |
[149] | Portugal | Higher education | Culinary | Cognitive | n/a | To present the benefits of using gamification and immersive technologies in the learning process to motivate self-learning and continuous improvement. |
[150] | Malaysia | Primary education | Science | Cognitive | 20 public primary school students | To investigate the impact of utilizing augmented reality on students’ learning of the solar system. |
[151] | Canada | Higher education | Language learning (French) | Cognitive | 58 university students | To analyze students’ viewpoints regarding their learning experiences and their collaboration in immersive learning environments. |
[152] | Greece | Primary education | Language learning (English) | Cognitive | 20 first-grade primary school students | To investigate how augmented reality and gamified activities can enrich students’ vocabulary in foreign language learning. |
[153] | Brazil | Secondary education | Entomology | Cognitive | 21 middle school students | To examine how gamified augmented reality experiences impact students’ comprehension of entomological nomenclature and concepts and the development of skills that make them more focused on details. |
[154] | Spain | Primary education | Mathematics | Cognitive | 37 primary school students | To showcase that gamified augmented reality applications can make multiplication table learning more enjoyable and less monotonous for primary school students. |
[155] | Japan | Higher education | Language learning (Japanese) | Cognitive | 18 university students | To examine how using gamification and augmented reality can affect beginner language learners of Japanese and assist them in preparing for disastrous encounters. |
[156] | Hong Kong | Higher education | Chemistry | Cognitive | 46 university students with 37 valid responses | Showcase the potential of using augmented reality along with gamification to support Chemistry learning in flipped classrooms. |
[157] | Greece | Primary education | Language learning (Greek) | Cognitive | Primary school teachers and students | To utilize a game-based learning and augmented reality approach to raise students’ awareness regarding recycling and COVID-19 and simultaneously enhance their related to the topic vocabulary. |
[158] | Greece | Primary education | Computer science (Programming) | Cognitive | 15 primary school students | To examine whether primary school students could understand the concept of intelligent environments and their programmable features through a gamified augmented reality application. |
[159] | Spain | Higher education | Computer science (Distributed architectures) | Cognitive | University students | To create a fun and playful experience to motivate students to review their acquired knowledge on given subjects through an augmented reality serious game. |
[160] | Sri Lanka | Higher education | Biology | n/a | n/a | To introduce an augmented reality application that utilizes real-time image processing and recognition to support Biology learning. |
[161] | China | Higher education | Language learning (English) | Cognitive | 50 vocational college students | To study how gamified augmented reality learning experiences can affect students’ learning motivation and collaboration in English courses. |
[162] | United Kingdom | Secondary education | Geometry | Cognitive | 120 middle school students | To analyze the motivational effects that various gamification elements have on educational augmented reality applications. |
[163] | Germany | K-12 education | Culture and language learning | n/a | n/a | To showcase how augmented reality combined with gamification and machine learning can create immersive and interactive learning experiences for K-12 students. |
[164] | Brazil | Higher education | Anatomy | Cognitive | 6 participants (university students and/or professionals) | To present and evaluate an augmented reality application that uses game concepts to facilitate bone anatomy learning. |
[165] | Australia | Higher education | Computer science (Cybersecurity) | Cognitive | 91 university students (41 Bachelor, 34 Master, 16 Ph.D.) | To develop and present a game design that uses an augmented reality application to motivate students to be more aware and cautious of cybersecurity attacks. |
[166] | China | Higher education | Language learning (English) | Cognitive | 5 college students, 5 English teachers, and 5 technicians | To assess students’ acceptance levels of integrating an augmented reality application that uses gamification elements in English language learning. |
[167] | Germany | Higher education | Environmental engineering | Cognitive | 19 university students | To assess the impact of a location-based augmented reality application, which uses game mechanisms on university students’ learning about environmental engineering. |
[168] | Greece | Primary education | Computer science (Programming) | Cognitive | primary school students | To examine whether primary school students find gamified augmented reality applications enjoyable and if they help them create rules to overcome learning problems. |
[169] | Spain | Higher education | Chemical Engineering | Cognitive | 179 university students throughout a period of 4 years | To showcase how the use of gamification elements and augmented reality can support and improve students’ learning and comprehension of diverse topics while also increasing their academic results. |
[170] | Spain | K-12 education | Computer science (Programming) | Cognitive | 12 primary school students | To present an easy-to-use gamified augmented reality application that supports students’ knowledge acquisition while increasing their computational thinking and motivation. |
[171,172] | Portugal | Higher education | General knowledge | Cognitive | 212 university professors (80 from S. Europe, 61 from S. America, and 71 from Asia) | To investigate how higher education professors in southern Europe, South America, and Asia view the use of mobile technologies and particularly the use of augmented reality and gamification applications within education. |
[173] | Taiwan | Secondary education | ATM skills | Cognitive | 3 junior high school students | To increase ATM skills in students with intellectual disabilities. |
[174] | Portugal | Primary education | Astronomy | Cognitive | 90 primary school students and teachers | To showcase an educational augmented reality game, which aims at raising students’ awareness of astronomy concepts and promoting their learning regarding the planetary systems in formal and informal learning environments. |
[175] | Greece | Primary education | Computational thinking | Cognitive | 26 primary school students | To showcase a collaborative mobile augmented reality application that implements game elements to assist primary school students in developing their critical thinking skills. |
[176] | Taiwan | Secondary education | Language learning (English) | Cognitive | 65 junior high school students | To examine how iMap-enhanced and AR-enhanced learning within a gamified language learning context affects low achievers’ learning attitudes and performance. |
[177] | Thailand | Higher education | Digital literacy | Cognitive | 197 university students (1st experiment) and 80 university students (2nd experiment) | To create interactive augmented reality experiences using gamification elements to influence learners’ digital literacy skills, learning achievements, and satisfaction, and to compare their results with those that follow conventional teaching methods. |
[178] | Malaysia | Primary education | Language learning (Tajweed) | Cognitive and social–emotional | 198 primary school students | To compare the impact of using gamification and augmented reality in Tajweed learning with other novel approaches. |
[179] | New Zealand | Higher education | Music | Cognitive | 23 university students | To analyze the potential of implementing gamified augmented reality applications in music education. |
[180] | China | Higher education | Environmental education | Cognitive | 98 first-year university students | To assess the influence of leveraging mobile augmented reality and gamification in environmental education and comprehend what university students think of this approach. |
[181] | Thailand | Higher education | STEAM | Social–emotional | 138 first-year university students | To enhance students’ grit using an augmented reality application and compare their grit scores with their learning achievements to comprehend their relationship. |
[182] | Taiwan | K-12 education | STEM | Social–emotional | 177 students | To analyze and comprehend the behavioral intentions of users that utilize the GAR-STEM teaching application. |
[183] | China | Higher education | Language learning (Chinese) | Cognitive | 76 sophomore university students | To describe how a mobile-augmented reality sandbox game can affect learning students’ Chinese characters learning. |
[184] | United States | Higher education | Spatial ability | Cognitive | 56 freshman university students | To evaluate the impact of an augmented reality application on students’ performance and compare the results with those of students who followed conventional educational processes. |
[185] | Colombia | Primary education | Language learning (English) | Cognitive | 163 primary school students | To present how integrating augmented reality through gamification into education can offer better learning results. |
[186] | United Arab Emirates | Primary education | Learning to write | Cognitive | Primary school students | To suggest an augmented reality system that facilitates students’ learning by allowing them to learn at their own pace, encouraging the involvement of their parents in it, and presenting instantaneous feedback. |
[187] | Portugal | Primary education | Astronomy | Cognitive | Four groups of primary school students | To showcase the results of a preliminary study involving a mobile augmented reality astronomy game that takes place in an informal learning context and supports students’ knowledge acquisition. |
[188] | Italy | Secondary education | Astronomy | Cognitive | 14 secondary school students | To present a tool and methodology for creating augmented reality geo-localized learning activities and evaluate its effectiveness based on students’ viewpoints. |
[189] | Malaysia | Higher education | Language learning | Cognitive | 66 university students | To comprehend students’ viewpoints regarding the use of augmented reality and gamification in creating exciting learning experiences that promote active and collaborative learning. |
[190] | United Kingdom | Primary education | Asthma care education | Cognitive | 18 primary school students | To propose a mobile augmented reality application that uses game elements to assist students’ self-management in asthma education. |
[191] | Germany | n/a | Language learning (Japanese kanji) | Cognitive | 13 students | To train students in all aspects of Kanji by capitalizing on the concept of flow to immerse students in a rich Japanese mythology game, which takes place in an augmented reality environment. |
[192] | Malaysia | Higher education | Architecture | Cognitive | 87 university students | To investigate how instructional design can assist in developing mobile augmented reality applications that create enjoyable learning environments, which promote students’ active participation. |
[193] | Argentina | n/a | General knowledge | Cognitive | 50 secondary and higher education students | To propose a framework for designing augmented reality applications and validating it by creating and assessing an application using the specific framework on a goose board game to reinforce the learning of concepts presented in a traditional classroom. |
[194] | United Arab Emirates | Primary education | Learning to write | Cognitive | Primary school students | To propose an augmented reality application that supports students by enabling them to learn at their own pace and to actively involve their parents. |
[195] | Ukraine | Secondary education | Physics and English | Cognitive | Four groups of secondary school students | To showcase the potential of using gaming elements and augmented reality to support the conduct of binary lessons, such as Physics and English, in secondary education. |
[196] | Portugal | K-12 education | Interdisciplinary themes | Cognitive | 24 K-12 education students and 46 higher education ones | To analyze students’ perception of the gamified augmented reality application regarding its usability and learning values, and to comprehend their viewpoints. |
[197] | China | Higher education | Computer science (Web design) | Cognitive | 221 university students | To present the benefits of using gamification and augmented reality to create personalized learning experiences in a classroom. |
[198] | Thailand | Higher education | Teamwork | n/a | 5 specialists selected by purposive sampling | To create an augmented reality application that promotes and increases students’ teamwork and to evaluate its effectiveness. |
[199] | Egypt | K-12 education | Mathematics | Cognitive | 18 diagnosed Down syndrome teenagers | To present an interactive AR-based game as an instructional means for Down syndrome teenagers. |
[200] | Indonesia | Secondary education | Language learning (French) | Cognitive | 60 secondary school students | To create a gamified mobile learning system using augmented reality to improve French language learning. |
[201] | Portugal | Higher education | Teaching and learning process | n/a | 37 university professors | To examine university professors’ viewpoints regarding the use of mobile learning when combined with augmented reality and gamification to improve students’ learning motivation. |
[202] | Portugal | K-12 education | Interdisciplinary themes | Cognitive | 74 primary and secondary school students | To design, develop, and evaluate an augmented reality game to promote students’ learning in smart urban parks. |
[203] | United States | Higher education | Language learning (English) | Cognitive | 3 university students | To improve students’ cultural understanding, language development, and communication skills through an augmented reality mobile game. |
[204] | United States | Secondary education | Engineering | Cognitive | 20 high school students | To present the design process of an augmented reality gamified learning experience and assess its impact on creating sustainable learning opportunities by increasing university students’ sensory capacities. |
[205] | United States | K-12 education | Mathematics | Cognitive | 5 primary school teachers | To find and showcase the benefits and challenges of personalized gamified augmented reality experiences in K-12 education. |
[206] | Cyprus | Higher education | General knowledge | n/a | 97 undergraduate university students | To examine the impact of augmented reality in learning in a classroom based on students’ perceptions. |
[207] | Taiwan | Secondary education | Chemistry | Cognitive | 152 high school students | To investigate the impact of different augmented reality types and guiding strategies on high school students’ learning performance and motivation when studying electrochemistry concepts. |
[208] | Malaysia | n/a | General knowledge | Cognitive | 150 participants | To investigate the potential of using augmented reality games to support the development of learning through games. |
Ref. | Research Method | Main Variables | Measurement Tools—Research Tools |
---|---|---|---|
[81] | Mixed | Participants’ assessments, learning experience, and evaluation of the application playability | Ad hoc pre-questionnaire and post-questionnaire, focus groups interviews, audio and video recordings, and data and statistics collection through the ARIS engine |
[137] | Quantitative | Students’ and teachers’ viewpoints regarding the perceived ease of use, levels of agreement, and usefulness | Ad hoc Likert scale survey following the Technology Acceptance Model (TAM) [209] |
[138] | Quantitative | Media validation | Ad hoc survey |
[139] | Quantitative | Systems usability and students’ knowledge acquisition | Black box tests, ad hoc questionnaire regarding teachers’ judgment and students’ usability assessment |
[140] | Quantitative | Usability and effectiveness | 10-item questionnaire presented in [210] |
[141] | Quantitative | Students’ comprehension of spatial geometry | Pre-test and post-test questions regarding spatial geometry |
[142] | Quantitative | Students’ ability to link words with images | Ad hoc questionnaire |
[143] | Quantitative | Students’ viewpoints | Ad hoc Likert scale survey |
[144] | Quantitative | Students’ viewpoints and observers’ assessment | Ad hoc questionnaire, 7 items regarding game mode evaluation, 5 items about observations, and 9 items regarding communication and collaboration |
[145] | Quantitative | Students’ learning effectiveness, emotions, and flow experience | 3 questionnaires, a 56-item ad hoc questionnaire with pre- and post-learning performance scale, the Achievement Emotions Questionnaire (AEQ) [211], and the Flow Experience Questionnaire designed by [212], as well as the Chinese version designed by [213] |
[146] | Qualitative | Students’ perspectives | Open-ended questions |
[147] | Qualitative | How the application promotes meaningful language learning and how students use place mechanisms within it | Students’ learning outcomes assessment, post-surveys, and reflections, as well as qualitative data regarding application logs and open-ended questions |
[148] | Quantitative | Students’ acceptance level and learning motivation | The Instructional Material Motivation Survey (IMMS) [214] and the Technology Acceptance Model (TAM) [215] |
[149] | Quantitative | Control, sensory, distraction, and realism factors of the overall experience | The Presence Questionnaire [216] |
[150] | Quantitative | Students’ pre-test and post-test scores | 3 ad hoc pre-test and post-test quizzes, one for each class |
[151] | Mixed | Time on task, engagement, and collaborative learning | Pre-play and post-play questionnaires, interviews, and video recordings |
[152] | Mixed | Retention rate, communication and interaction, learners’ attitudes, and overall effect on the educational process | Post-test, teachers’/researchers’ journals, and semi-structured interviews |
[153] | Quantitative | Students’ knowledge of entomological terms and concepts | Multiple-choice learning tests adapted from the History Word Association Test (HWAT) [217] |
[154] | Quantitative | Learning effectiveness and usability | Ad hoc pre-test and post-test questionnaires |
[155] | Quantitative | The impact of gamified augmented reality application on beginner language learners | Ad hoc survey with open-ended questions |
[156] | Quantitative | Students’ attitudes | 26-item questionnaire [64] |
[157] | Qualitative | Vocabulary development, students’ active participation, and topic awareness | Interviews with open-ended questions and observations |
[158] | Mixed | Students’ comprehension of intelligent environments | Open-ended questions, pre-test, post-test, and observations |
[159] | Quantitative | Students’ viewpoints | Ad hoc questionnaire |
[160] | Quantitative | Image detection model accuracy | Cross-validation |
[161] | Qualitative | The impact of gamified augmented reality on learning motivation and collaboration | Interviews |
[162] | Quantitative | Effects of different gamification mechanisms on learning experiences in augmented reality learning applications | Ad hoc 3-item questionnaire, measuring interest, confidence, and intention |
[163] | Quantitative | Deep learning model performance | 3-part questionnaire, including demographic information, user experience, and information comprehension |
[164] | Quantitative | System usability and learning aspects | Two ad hoc questionnaires regarding the systems interface, interactions, and learning aspects |
[165] | Quantitative | Students’ viewpoints | 7-item ad hoc questionnaire |
[166] | Quantitative | Users’ acceptance and application performance | Ad hoc questionnaire to evaluate the performance and acceptance of the application following the suggestions made by [218] |
[167] | Qualitative | Students’ viewpoints, motivation, attitudes, and learning-related outcomes | Ad hoc questionnaire, observations, protocols, and guided interviews |
[168] | Qualitative | Students’ errors made, interactions and hints used for each task | Observations |
[169] | Quantitative | 4-year academic results in the form of grades and overall module completion rate | Academic performance assessment |
[170] | Mixed | Students’ motivation and interest in programming and their perceptions regarding the usefulness, intention, and usability of the augmented reality application | Ad hoc questionnaire inspired by the Technology Acceptance Model (TAM) [209] and open-ended questions |
[171,172] | Quantitative | Professors’ viewpoints | 41-item online ad hoc questionnaire about students’ demographic information, prior knowledge, engagement, use of mobile devices in the classroom, and self-efficacy |
[173] | Mixed | Number of independently completed tasks when using the ATM | Datasheets, observations, and video recordings |
[174] | Mixed | Students’ and teachers’ viewpoints | Ad hoc questionnaire, open-ended questions, and observations |
[175] | Mixed | Overall collaboration, enjoyment, interactivity, and comprehensibility | Ad hoc 4-item questionnaire, think-aloud feedback, observations, and performance recordings |
[176] | Quantitative | Students’ learning performance and attitude | Ad hoc questionnaire regarding students’ attitudes as well as an achievement test |
[177] | Quantitative | Students’ learning achievements, digital literacy skills development, and satisfaction | Ad hoc 20-item subjective test, rubric scoring based on the Likert scale [219] |
[178] | Quantitative | Students’ emotional engagement and learning performance | Pre-test and post-test during design sessions and ad hoc questionnaire adopted from [220,221] |
[179] | Mixed | Students’ viewpoints and system usability | Recorded comments and feedback and the System Usability Scale (SUS) [222] |
[180] | Mixed | Students’ perceived usefulness, ease of use, attitudes, and behavioral intentions | Observations, interviews, and ad hoc survey with questions adopted from [215,223,224] |
[181] | Quantitative | Students’ learning grit | Self-evaluation pre-tests and post-tests regarding students’ grit using scoring rubrics |
[182] | Quantitative | Media interactivity, entertainment, practicability, attitude, and behavioral intention | Ad hoc questionnaire |
[183] | Quantitative | Students’ learning style, learning interest, interactivity, and immersion | Ad hoc questionnaire |
[184] | Mixed | Factors that affect students’ spatial reasoning performance when using the augmented reality application | Pre-test and post-test, data collection through the application, and ad hoc survey based on Intrinsic Motivation Inventory (IMI) [225] |
[185] | Quantitative | Students’ ability to learn the numbers in English | Diagnosis and final verbal tests following a traditional grading system |
[186] | Quantitative | Students’ ability to write the English letters | Ad hoc survey |
[187] | Qualitative | Students’ viewpoints | Ad hoc survey |
[188] | Qualitative | Students’ viewpoints regarding the support that the tool provides in learning activities | Ad hoc questionnaire |
[189] | Qualitative | Students’ perceptions | Ad hoc online survey and open-ended questions |
[190] | Quantitative | Students’ knowledge | Ad hoc multiple-choice quiz |
[191] | Quantitative | Students’ knowledge of Japanese language | Pre-test and post-test ad hoc questionnaire |
[192] | Mixed | Students’ viewpoints and insights | Ad hoc questionnaire |
[193] | Quantitative | Students’ knowledge retention | 20 question quiz |
[194] | Quantitative | Students’ ability to write the English letters | Ad hoc survey |
[195] | Qualitative | Students’ evaluation of the use of gamified augmented reality in binary lessons | Observations |
[196] | Mixed | Learning value and usability | System Usability Scale (SUS) [222], interviews, and usage data of the application |
[197] | Quantitative | Students’ engagement, learning outcomes, task completion rate, and final grade | Collection of quantitative data from the final grade and the overall learning path during the experiment |
[198] | Qualitative | Specialists’ inputs and opinions | Observations and scoring rubric |
[199] | Quantitative | Learning gains, outcomes, control and joy | 9-item questionnaire adopted from [226] |
[200] | Quantitative | Students’ motivation and learning results | Pre-test and post-test ad hoc questionnaires |
[201] | Quantitative | Higher education professors’ viewpoints | Ad hoc questionnaire regarding students’ demographic information, prior knowledge, engagement, and use of mobile devices within the classroom |
[202] | Qualitative | Students’ viewpoints and perception of joy | Observation reports and transcripts |
[203] | Qualitative | Students’ viewpoints | Video recordings and interviews |
[204] | Mixed | Learners’ engagement and the application functionality and features | Game analytics, video recordings, and photographs of learners, artifacts, and pre- and post-assessment |
[205] | Qualitative | Teachers’ viewpoints | Interviews |
[206] | Quantitative | Students’ opinions | 16-item ad hoc questionnaire |
[207] | Quantitative | The effect of different augmented reality and guiding strategy types on learning performance and motivation | Prior knowledge test, performance test, and ad hoc questionnaire adapted from the Motivated Strategies for Learning Questionnaire (MSLQ) [227] |
[208] | Quantitative | Main factors that motivate participants to play and urge them to continue playing | Ad hoc survey |
Ref. | Application Name | Development Tools | Operating System | Device | Gamification Elements |
---|---|---|---|---|---|
[81] | Explorez | ARIS | iOS | Mobile devices | Game-like features, badges, and quests |
[137] | HoloMusic XP | Vuforia | Windows Holographic OS | Microsoft HoloLens | Scores and points |
[138] | BATIK-AR | ASSEMBLR Studio | Android | Mobile devices | Points and badges |
[139] | n/a | n/a | n/a | Mobile devices | Game-like features |
[140] | Microorganisms | Unity, Autodesk 3Ds Max, Vuforia and Firebase | Android | Mobile devices | Quiz questions, timer, and scores |
[141] | Voluminis | ARCore, Unity, Firebase and Blender | Android | Mobile devices | Points and leaderboards |
[142] | AssociAR | Unity and Vuforia | Android | Mobile devices | Game-like features |
[143] | n/a | OpenCV and Unity | Android | Mobile devices | Points and leaderboards |
[146] | n/a | Aurasma | Android and iOS | Mobile devices | Virtual rewards |
[144] | EmoFindAR | Unity, Photon Unity Networking and Placenote SDK | Android | Mobile devices | Competitive and collaborative game modes, points, and quiz questions |
[145] | n/a | n/a | n/a | Mobile devices | Board game, game-like features, quiz questions, points, cards, slides, and learning sheets |
[147] | n/a | n/a | n/a | Mobile devices | Digital stories |
[148] | Get ahead in medical knowledge | RAVVAR app | iOS | Mobile devices | Cards, slides, and learning sheets |
[149] | n/a | ARFoundation library and Unity | Android | Mobile devices | Points, levels, badges, and achievements |
[150] | SoLAR Kid | n/a | Android | Mobile devices | Achievements and points |
[151] | Explorez and VdeUVic | ARIS | iOS | Mobile devices | Levels and quests |
[152] | n/a | n/a | n/a | Mobile devices | n/a |
[153] | n/a | n/a | n/a | Mobile devices | Objectives, levels, points, timer, virtual rewards, collaboration, feedback, challenges, and progression |
[154] | n/a | Unity and Vuforia | Android and iOS | Mobile devices | Mini games and game-like features |
[155] | n/a | ARIS | iOS | Mobile devices | n/a |
[156] | n/a | Unity and Vuforia | Android and iOS | Mobile devices | Game-like features |
[157] | n/a | ARFoundation, Unity and ARCore | Android | Mobile devices | Game-like features |
[158] | n/a | n/a | n/a | Mobile devices | Points and game-like features |
[159] | vAnswer | Unity and Vuforia | Android | Mobile devices | Quiz questions and points |
[160] | Amazon Biology | Unity and Android Studio | Android | Mobile devices | Quiz questions and puzzles |
[161] | n/a | n/a | n/a | Mobile devices | Game-like features, quests and points |
[162] | n/a | Unity, Vuforia and Autodesk Maya | Android | Mobile devices | Quiz questions, timer, badges, and points |
[163] | Arsinoë | Android Studio and TensorFlow | Android | Mobile devices | Quiz questions and points |
[164] | BN Anatomy | ARFoundation, ARCore, Unity and Manomotion | Android | Mobile devices | Quiz questions, scores, timer, virtual rewards, progression, feedback, and competition |
[165] | CybAR | Unity and Vuforia | Android | Mobile devices | Quiz questions and points |
[166] | GARMA | Unity and Alibaba Cloud Elastic Compute Service | Android | Mobile devices | Game-like features, scores, and leaderboards |
[167] | PlayVisit | n/a | n/a | Mobile devices | Points and virtual rewards |
[168] | MagiPlay | Unity and ARKit | iOS | Mobile devices | Points and levels |
[169] | n/a | n/a | n/a | n/a | Game-like features, tasks, and role-playelements |
[170] | RoboTIC | Unity | Windows Holographic OS | Microsoft HoloLens | Game-like features, badges, and achievements |
[171,172] | n/a | n/a | n/a | n/a | n/a |
[173] | n/a | HP Reveal | Android and iOS | Mobile devices | Game-like features |
[174] | PlanetarySystemGO | Unity and Vuforia | Android | Mobile devices | Game-like features, quiz questions, and points |
[175] | ARQuest | Unity and Vuforia | Android | Mobile devices | Virtual tokens, digital stories, and challenges |
[176] | n/a | n/a | n/a | Mobile devices | Virtual rewards and points |
[177] | n/a | n/a | n/a | Mobile devices | Game-like features, quiz questions, and scores |
[178] | TARGaLM | n/a | n/a | Mobile devices | Points, badges, and leaderboards |
[179] | MRPT | Unity | Android | HTC Vive Pro HMD | Game-like features, scores, and feedback |
[180] | n/a | n/a | n/a | Mobile devices | Game-like features |
[181] | STEAM-GAAR | n/a | n/a | Mobile devices | Points, leaderboards, and virtual rewards |
[182] | GARSTEM | n/a | n/a | n/a | n/a |
[183] | n/a | n/a | n/a | Mobile devices | Game-like features, feedback, points, and virtual rewards |
[184] | n/a | n/a | n/a | Mobile devices | Scores and mini games |
[185] | n/a | n/a | n/a | Leap Motion Controller | Levels, tasks, and virtual rewards |
[186] | n/a | OpenCV | n/a | Mobile devices | Game-like features |
[187] | SolarSystemGO | n/a | n/a | Mobile devices | Game-like features, quiz questions, points, and virtual rewards |
[188] | Hunting Game Generator | n/a | n/a | Mobile devices | Game-like features and quiz questions |
[189] | Xplorerafe+ | n/a | n/a | Mobile devices | Game-like features and quests |
[190] | MySpira | Univty, Vuforia, ARKit and ARCore | Android | Mobile devices | Game-like features, quiz questions, and points |
[191] | Dragon Tale | n/a | n/a | Mobile devices | Game-like features, mini games, quiz questions, points, and puzzles |
[192] | n/a | n/a | n/a | Mobile devices | Quiz questions and points |
[193] | n/a | Unity and Vuforia | Android | Mobile devices | Quiz questions and board games |
[194] | n/a | OpenCV | n/a | Mobile devices | Game-like features |
[195] | n/a | n/a | n/a | Mobile devices | Quests, puzzles, and levels |
[196] | EduPARK | Unity and Vuforia | Android | Mobile devices | Quiz questions, points, and tasks |
[197] | n/a | n/a | n/a | Mobile devices and SmartBands | Game-like features and tasks |
[198] | AAR Book Model | n/a | n/a | n/a | n/a |
[199] | Galaxy Shop | Unity | n/a | Touchizer [228] | Game-like features, quiz questions, scores, feedback, and levels |
[200] | GaMbAR | Node.js, MySQL and HTML5 | n/a | Mobile devices and web-based environment | Game-like features, mini games, and levels |
[201] | n/a | n/a | n/a | n/a | n/a |
[202] | EduPARK | Unity and Vuforia | Android | Mobile devices | Quiz questions, points, and tasks |
[203] | Guardians of the Mo’ o | ARIS | iOS | Mobile devices | Game-like features, levels and tasks |
[204] | GreenDesigners | n/a | n/a | Mobile devices | Progression, challenges, virtual rewards, badges, role-play elements, collective intelligence responses, and scene settings |
[205] | n/a | n/a | n/a | Mobile devices | Quiz questions and levels |
[206] | n/a | n/a | n/a | n/a | n/a |
[207] | n/a | Unity and Vuforia | Android | Mobile devices | Game-like features and objectives |
[208] | Ingress (Niantic) | n/a | Android and iOS | Mobile devices | Game-like features, badges, points, and tasks |
Ref. | Main Findings |
---|---|
[81] | Students found their augmented reality learning experience engaging, relevant, useful, and fun and regarded the quest completion and collaborative activities as highly motivating. |
[137] | The overall experience was viewed as useful, motivating, and satisfactory by students. A friendly competition was created between students and teachers to see who would obtain the highest score. |
[138] | By promoting exploratory behaviors, the augmented reality application provided students with learning benefits, who in turn developed positive attitudes and found the application absorbing and enjoyable. |
[139] | Increased learning outcomes were observed for students who used the augmented reality game. |
[140] | Students found the learning experience engaging and satisfactory; thus, the augmented reality application was characterized as a helpful learning tool. |
[141] | Students’ learning motivation increased and the teaching process was more enjoyable. |
[142] | Although the application might not have the same outcomes in all contexts, positive learning results were observed in students with ASD. |
[143] | Based on the survey responses, the augmented reality application promoted self-learning, deepened students’ knowledge, and increased their desire to learn. |
[144] | The experience was intrinsically satisfactory with students showcasing positive emotions, which improved their mood and increased their involvement. Students who participated in the collaborative game demonstrated greater emotional affection, interest, and social interactions. |
[145] | Significant differences were found between the control and experimental groups. Students who used the augmented reality application were deeply immersed in the experience and, hence, showcased improved learning outcomes, decreased negative emotions, and better flow state. |
[146] | Students showcased a positive attitude toward using augmented reality in learning contexts as it positively impacted their engagement and motivation. Although the novelty of the activity attracts students, the challenge of designing and implementing augmented reality in the educational process effectively still remains. |
[147] | The results indicated that the augmented reality application supported students’ language learning in the affective, social, and cognitive domains, and contributed to their learning outcomes. The application was regarded as satisfactory, motivational, and enjoyable. |
[148] | Students found the learning experience motivating and demonstrated a high acceptance level. |
[149] | By incorporating audiovisual elements in real time, the augmented reality application helped students gain new experiences, acquire new knowledge, and hone their skills. |
[150] | Students who used the augmented reality application showcased improved scores during post-tests while simultaneously the number of low performers decreased. |
[151] | Students spent most of their time carrying out learning tasks and demonstrated higher interactivity and engagement in co-regulation activities. Opportunities to promote and increase collaborative learning were also showcased. |
[152] | Students found the application motivating and easy to use, appreciated the fact that they could learn at their own pace, and developed a positive attitude toward language learning. Using multimodal material, students acquired new vocabulary in a playful manner while their vocabulary retention rate also improved. |
[153] | Students found the overall activity entertaining and were motivated to play the augmented reality game. After using the application, students showcased improved learning outcomes and increased retention rate. |
[154] | Students assessed the application as an enjoyable, intriguing, and attractive way to improve their skills at Mathematics. |
[155] | Students actively participated in the learning process and found the immersion element beneficial to their learning. |
[156] | Students found the experience satisfactory and engaging, viewed the application positively, and regarded it as an invaluable learning tool in flipped classroom contexts. A positive correlation between students’ perceptions of the augmented reality application and their learning attitude was found. |
[157] | Students who used the augmented reality game were more creative and focused during the learning process. Their active participation and enthusiasm increased when they noticed the existence of rewards. |
[158] | Students found the experience enjoyable and interesting and were able to comprehend the concept of intelligent environments and how to program their behavior. |
[159] | The majority of students found the application useful as it helped them comprehend the subject taught better. They also positively valued the motivating aspects, which urged them to repeat tasks and revise the material studied. |
[160] | Augmented reality applications can be combined with image recognition to expand their utilities, functionalities, and use cases, and to enrich the learning and teaching processes via visual objects. |
[161] | The gamified augmented reality application improved students’ motivation and created a relaxed learning atmosphere, which fostered collaborative learning and strengthened their willingness to discuss. |
[162] | Although major differences in terms of motivation were not observed between the gamified and non-gamified applications, students who used the gamified version demonstrated higher knowledge gain. Points were the determining gamification element that urged students to participate when compared to virtual badges and timers. |
[163] | By providing students with interactive images and information that can easily be repeated, promising learning outcomes can be yielded. |
[164] | Students showcased satisfactory results and enthusiasm and highlighted that the experience stood out from conventional teaching methodologies. The system was flexible, intuitive, presented clear commands, and had acceptable latency. |
[165] | The application was regarded as useful to the students who acquired a better comprehension of cybersecurity and learned how to stay safe online. |
[166] | The application performance was good and the participants showed good acceptance levels, found it useful and interesting, and quoted that it could be used as an effective supporting tool in the implementation of various teaching aims. |
[167] | Students demonstrated increased learning motivation and positive attitudes toward the application. |
[168] | Students enjoyed the overall experience while being more engaged and presenting positive emotions. |
[169] | The results indicated higher student motivation, participation, and learning outcomes. |
[170] | The application increased students’ motivation and interest in programming. |
[171,172] | Most university professors are acquainted with the use of augmented reality and can perform the most trivial tasks with ease. Additionally, they believe that mobile learning using augmented reality can be incorporated into education and increase students’ engagement. Small differences between genders and continents were found. |
[173] | Students’ task completion improved and teachers regarded the augmented reality game as helpful and useful. |
[174] | The majority of students enjoyed the augmented reality game experience and would be more than willing to participate in similar activities. Teachers confirmed that the application fulfilled the contents and aims of the syllabus. |
[175] | Students were really engaged and motivated during the learning activities. The size of the mobile device affected their collaboration. |
[176] | Students who used the augmented reality application performed better, were more focused, and demonstrated more positive attitudes. Technology-enhanced contextualized learning can promote and increase students’ learning attitudes and performance. |
[177] | Students felt a sense of satisfaction, regarded the experience as suitable for their learning needs, and achieved better learning outcomes. |
[178] | Students found the overall approach more engaging, motivating, and interesting in comparison to traditional approaches and exhibited better learning outcomes. |
[179] | Students felt more motivated while using the application particularly due to the positive reinforcement text and regarded it as fun, interesting, and intuitive. |
[180] | The participants viewed the application positively as it promoted their environmental awareness and improved their language learning experience. |
[181] | The results indicated the correlation between grit and learning achievement as well as the application positive impact on improving students’ internal factors of grit—that is hope, purpose, practice, and interest. |
[182] | Students’ attitude toward the application, their intention of using it, as well as its practicability and entertainment aspects were the best predictors for its effective design. |
[183] | The results indicated that the augmented reality game positively affected students’ learning interests and motivations. |
[184] | The application helped students increase their spatial reasoning skills, helped narrow the gender gap in spatial reasoning, and was mostly helpful for students with lower prior spatial reasoning performance. |
[185] | Students showcased great empathy with the augmented reality tool and demonstrated increased learning outcomes and better performance in comparison to traditional approaches. |
[186] | Students displayed improved writing skills and learning outcomes. |
[187] | The augmented reality approach managed to effectively engage students, draw their attention, and promote interdisciplinary subject matter learning. |
[188] | Students were motivated by the augmented reality tool and regarded it as a supportive tool to traditional teaching that trigger their interest and enjoyment. |
[189] | The augmented reality application intrigued students’ motivation and excitement and increased their collaborative learning by instilling teamwork and discussions. |
[190] | Students who used the augmented reality application were more engaged in the learning activity and answered questions more accurately. |
[191] | The augmented reality application improved students’ learning outcomes while creating a fun and entertaining environment and integrating mini games. |
[192] | The application supported technology-enhanced active learning and provided students with interactive visualizations in a more exciting and gratifying way. Students were more actively and passionately involved in their activities and preferred this teaching method over traditional ones as it was more efficient and intriguing. |
[193] | Students exhibited improved knowledge retention and learning results. Better outcomes were observed for students who played the augmented reality game more times. |
[194] | Students who used the augmented reality tool had better learning results and honed their writing skills. |
[195] | The use of gamification and augmented reality supports binary lessons and increases students’ cognitive ability. |
[196] | The application promoted active learning in an enjoyable manner and it was assessed as interactive and easy to use. |
[197] | The application offered students more personalized learning opportunities, freedom, and choices in their learning, and increased their active involvement, satisfaction, positive attitude toward learning, exercise completion rate, and grades. |
[198] | The specialists regarded the application as a suitable solution to engage and motivate students and increase their teamwork and communication skills. |
[199] | The results indicated that using augmented reality games instead of computer games engages students more effectively. |
[200] | The gamified augmented reality application improved students’ motivation and satisfaction. |
[201] | Gamified augmented reality applications meet the essential requirements to be adopted in the educational process to better engage and motivate students. |
[202] | Students perceived the application positively while regarding it as easy to use and enjoyable. Although negative perceptions were also found, the benefits of positive game characteristics outnumbered them. |
[203] | Gamified augmented reality affects the educational process positively as it creates new immersive learning environments. Students’ feedback regarding their overall learning experience was positive. |
[204] | When used in conjunction with gamification, augmented reality creates new learning opportunities as it constitutes an impactful learning approach for real-world and classroom settings and it enables a preparatory transition from informal learning activities to formal design-focused ones. |
[205] | Based on teachers’ viewpoints, personalized gamified augmented reality experiences enable students to form a deeper learning of the given subject while increasing their engagement and to improve their learning outcomes through real-time feedback. |
[206] | Gamified augmented reality experiences were positively viewed by students as they provide them with a sense of independence in their learning, they create more enjoyable learning environments, and can be applied to numerous courses. |
[207] | There are learning differences between static and dynamic augmented reality learning experiences. Although students are motivated in both cases, they perform better and achieve greater learning outcomes in dynamic augmented reality environments. |
[208] | Using gamified augmented reality has the potential to yield several educational benefits due to its motivational nature. |
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Lampropoulos, G.; Keramopoulos, E.; Diamantaras, K.; Evangelidis, G. Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. Appl. Sci. 2022, 12, 6809. https://doi.org/10.3390/app12136809
Lampropoulos G, Keramopoulos E, Diamantaras K, Evangelidis G. Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. Applied Sciences. 2022; 12(13):6809. https://doi.org/10.3390/app12136809
Chicago/Turabian StyleLampropoulos, Georgios, Euclid Keramopoulos, Konstantinos Diamantaras, and Georgios Evangelidis. 2022. "Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies" Applied Sciences 12, no. 13: 6809. https://doi.org/10.3390/app12136809
APA StyleLampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. Applied Sciences, 12(13), 6809. https://doi.org/10.3390/app12136809