Technological Aspects for Pleasant Learning: A Review of the Literature

The teaching–learning process, at each educational level, is often an open problem for educators and researchers related to the stated topic. Researchers combine emerging technologies to formulate learning tools in order to understand the abstract contents of the subjects; however, the problem still...

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Bibliographic Details
Main Authors: Ramiro Quezada, Luis Rivera, Rosa Delgadillo, Byron Hidalgo Cajo
Format: Article
Language:English
Published: MDPI AG 2021-04-01
Series:Informatics
Subjects:
Online Access:https://www.mdpi.com/2227-9709/8/2/25
Description
Summary:The teaching–learning process, at each educational level, is often an open problem for educators and researchers related to the stated topic. Researchers combine emerging technologies to formulate learning tools in order to understand the abstract contents of the subjects; however, the problem still persists. A technological learning tool would be effective when projected into an educational model that looks at motivation, usability, engagement, and technological acceptability. Some of these aspects could be attributed through the use of augmented reality and games. The aim of this work is to analyze, in the literature, the trends of learning models based on computer technologies for an effective and enjoyable learning activity. The analysis of the literature in that context—emphasizing acceptability, categories, entertainment, educational models—shows that it is still not well explored.
ISSN:2227-9709