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Carlo H. Godoy Jr

Publications and source records attributed to Carlo H. Godoy Jr.

3 recordsLinked to original sources

Augmented Reality and Gamification: A Framework for Developing Supplementary Learning Tool

The main purpose of the study is to develop a supplementary learning tool framework by the use of a dynamic mobile application using Unity AR and Vuforia for Senior High School (SHS) students and teachers to help the learning process in SHS Earth Science. The researchers will be using the Software Development Life Cycle (SDLC) Model of methodology to ensure the quality of the software as well as the correctness of the development process. The expected result of the study is that Augmented Reality and Gamification will now be used as a supplementary learning tool in SHS Earth Science. Augmented Reality and Gamification can now be used as a supplementary learning tool in SHS Earth Science using the designed framework. Future studies will focus on the development of the framework and the mobile application. Since the system has a lot of potential in the education sector and due to the effects of COVID-19, the software will serve as a pioneer to show that a supplementary tool will help students learn logically and entertainingly especially since schools nowadays are transitioning with either distance learning or blended learning.

cs.GT↗

Augmented Reality for Education: A Review

Augmented Reality, or simply AR, is the incorporation of information in digital format that includes live footage of a certain user's real-time environment. Also now, various universities are using Augmented Reality. Applying the technology in the education sector can result in having a smart campus. In line with that, this paper will discuss how Augmented Reality is being used now in different learning areas.

cs.HC↗

A Review of Game-based Mobile E-Learning Applications

This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills Development Authority. It is reviewed to help in the development of the eLearning department of TESDA. The study aims to facilitate the reorganization of the E-learning program of TESDA by using a method called Game Based Learning. To accomplish this target, different applications will be reviewed to give an idea on how game-based learning is being used as a supplementary learning tool for different subject areas. This paper will focus on TESDA language Skills institute and Technical-Vocational program since there are a lot of reviews for main subject areas but only few in this field. The database to be used in the methodology is Google Scholar, inclusion and exclusion criteria used is that article should be within the span of five years and should be game based learning mobile applications. Will be selecting 4 applications as a representation since it is an informational review. No need to indicate the other applications as this is just a basis for future studies. Mobile games have such a powerful instructional potential, by which teaching can be revolutionized, which output is acquiring the praise and judgment of academic professionals and educators. After this review, future studies can be made to support this study like reviewing from other databases like Web of Science and Scopus to support the foundation made on this review. The review will open further studies to help TESDA administrator in using mobile games as a supplementary learning tool for their e-learning.

cs.CY↗