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Potential of Augmented Reality and Gamification in Higher Education. A Case Study on Usability

Education is constantly evolving, and the use of information technologies offers opportunities to implement new methodologies and tools that improve the effectiveness of the educational process. This study evaluates the usability of an educational application that uniquely combines augmented reality...

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Bibliográfalaš dieđut
Váldodahkkit: César Augusto Mejía-Gracia, Rodrigo Aryan Hernández-García, Maridalia Ladrón de Guevara-Smith
Materiálatiipa: Artigo
Giella:Espanhol
Almmustuhtton: Universidad del Magdalena 2025-05-01
Ráidu:Praxis
Fáttát:
Liŋkkat:https://revistas.unimagdalena.edu.co/index.php/praxis/article/view/6184
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