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...

Full description

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
id doaj-62568194471a4fca9b428b9c52e5c065
record_format Article
spelling doaj-62568194471a4fca9b428b9c52e5c0652021-04-08T23:06:09ZengMDPI AGInformatics2227-97092021-04-018252510.3390/informatics8020025Technological Aspects for Pleasant Learning: A Review of the LiteratureRamiro Quezada0Luis Rivera1Rosa Delgadillo2Byron Hidalgo Cajo3Technical University of Machala, Machala 070213, EcuadorCenter of Sciences and Technology (CCT), Laboratory of Mathematical Sciences (LCMAT), State University of North Fluminense, Campos dos Goytacazes-RJ 28015-602, BrazilFacultad de Ingeniería de Sistemas (FISI), National University of San Marcos, Lima District 15081, PeruNational University of Chimborazo, Chimborazo 1407, EcuadorThe 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.https://www.mdpi.com/2227-9709/8/2/25enjoyable learningaugmented realityeducational gameslearning modelslearning tools
collection DOAJ
language English
format Article
sources DOAJ
author Ramiro Quezada
Luis Rivera
Rosa Delgadillo
Byron Hidalgo Cajo
spellingShingle Ramiro Quezada
Luis Rivera
Rosa Delgadillo
Byron Hidalgo Cajo
Technological Aspects for Pleasant Learning: A Review of the Literature
Informatics
enjoyable learning
augmented reality
educational games
learning models
learning tools
author_facet Ramiro Quezada
Luis Rivera
Rosa Delgadillo
Byron Hidalgo Cajo
author_sort Ramiro Quezada
title Technological Aspects for Pleasant Learning: A Review of the Literature
title_short Technological Aspects for Pleasant Learning: A Review of the Literature
title_full Technological Aspects for Pleasant Learning: A Review of the Literature
title_fullStr Technological Aspects for Pleasant Learning: A Review of the Literature
title_full_unstemmed Technological Aspects for Pleasant Learning: A Review of the Literature
title_sort technological aspects for pleasant learning: a review of the literature
publisher MDPI AG
series Informatics
issn 2227-9709
publishDate 2021-04-01
description 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.
topic enjoyable learning
augmented reality
educational games
learning models
learning tools
url https://www.mdpi.com/2227-9709/8/2/25
work_keys_str_mv AT ramiroquezada technologicalaspectsforpleasantlearningareviewoftheliterature
AT luisrivera technologicalaspectsforpleasantlearningareviewoftheliterature
AT rosadelgadillo technologicalaspectsforpleasantlearningareviewoftheliterature
AT byronhidalgocajo technologicalaspectsforpleasantlearningareviewoftheliterature
_version_ 1721533333853175808