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The Gamification of Physical Education Using Augmented Reality Technology

Authors

SOLAS MARTINEZ, JOSE LUIS, Martínez-Redecillas T. , Rusillo-Magdaleno A. , Ruiz-Ariza A.

External publication

Si

Means

Augmented Reality Games Ii: The Gamification Of Education, Medicine And Art, Second Edition

Scope

Capítulo de un Libro

Nature

Científica

JCR Quartile

0

SJR Quartile

0

Publication date

01/01/2024

Scopus Id

2-s2.0-85199880271

Abstract

Physical education plays a vital role in the well-being of students; however, problems related to lack of engagement and motivation are on the rise. To address these motivational challenges, it is crucial to look for innovative approaches. Two methods on the rise that excel in achieving this goal are gamification and the use of augmented reality (AR). Augmented reality provides students with interactive and stimulating experiences by superimposing virtual elements on their physical environ-ment. Devices such as tablets, mobile phones and augmented reality glasses can use this technology. Likewise, the combination of gamification and augmented reality in physical education allows the creation of an innovative educational environment that motivates students to actively participate in physical activities, develop their motor skills, adopt healthy habits and understand theoretical concepts. In this chapter, the possibilities of using augmented reality to gamify physical education are explored, with a detailed overview of the benefits and challenges. It also discusses in detail how this technology can be introduced into the classroom and provides examples of previous implementations. Finally, an example of a practical proposal for physical education using augmented reality technology is presented, accompanied by detailed and sequential instructions for its implementation. © Springer Nature Switzerland AG 2019, 2024.

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