Now showing items 1-4 of 4

    • Augmented Reality for Quechua Language Teaching-Learning: A Systematic Review 

      Cardenas-Valdivia, Jhonatan; Flores-Alvines, Jean; Iparraguirre-Villanueva, Orlando; Cabanillas-Carbonell, Michael (International Journal of Interactive Mobile Technologies (iJIM), 2023)
      Acceso abierto
      With the passage of time, the advancement of technology is evident, Augmented Reality (AR) is an innovative technological tool that has emerged and has been highly attractive to users, allowing the sharing of information ...
    • Mobile Application with Augmented Reality as a Support Tool for Learning Human Anatomy 

      Iparraguirre-Villanueva, Orlando; Andia-Alcarraz, Jhenifer; Saba-Estela, Fathzy; Epifanía-Huerta, Andrés (International Journal of Engineering Pedagogy (iJEP), 2023)
      Acceso abierto
      Learning the anatomy of the human skeletal system presents several challenges in understanding the complexity of the human body. One of the most common issues is the absence of effective and accessible learning methods ...
    • Mobile Application with Augmented Reality to Improve Learning in Science and Technology 

      Gamboa-Ramos, Miriam; Gómez-Noa, Ricardo; Iparraguirre-Villanueva, Orlando; Cabanillas-Carbonell, Michael; Herrera Salazar, José Luis (Science and Information Organization, 2021)
      Acceso abierto
      Education has taken a big turn due to the current health situation, and as a result the use of technology has become a great ally of education, achieving important benefits. Augmented reality is being used by teachers and ...
    • Student Perceptions of the Gamification Process in Virtual Learning Environments at University Level 

      Navas Gotopo, Soratna; Garces Rosendo, Eduardo Jesús; Flores Perozo, Inés del Carmen; Ramírez Sáenz, Carmen Soto; Raez Martínez, Haymin Teresa (Springer Link, 2023)
      Acceso restringido
      Gamification strategies are proved to motivate students while helping them develop the key skills related to a particular subject, especially when work- ing in virtual environments. During gamification students move forward, ...