Gamification as Support for Educational Inclusion: The Case of AR-mBot.
Jairo QuinteroSilvia BaldirisJhoni CerónJuan GarzónDaniel BurgosGloria Liliana Velez SaldarriagaPublished in: ICALT (2022)
Keyphrases
- collaborative virtual environments
- augmented reality
- educational resources
- lifelong learning
- data sets
- multimedia
- knowledge management
- human computer interaction
- virtual reality
- learning community
- critical mass
- educational activities
- inquiry learning
- serious games
- learning design
- decision support
- digital libraries
- e learning
- neural network