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Use of Interactive Technologies to Increase Motivation in University Online Courses

  • Javier Guaña-Moya*
  • , Yamileth Arteaga-Alcívar
  • , Santiago Criollo-C
  • , Diego Cajamarca-Carrazco
  • *Corresponding author for this work

Research output: Contribution to journalReview articlepeer-review

Abstract

This study analyzes the impact of interactive technologies on the motivation and engagement of university students in online courses. Through a systematic literature review and a comparative analysis of existing technologies, 64 articles published between 2020 and 2024 were examined. The results reveal a significant increase in student motivation (23%) and knowledge retention (31%) with the use of these tools. Augmented reality stands out with a mean effect size of 0.67 on academic performance. The bibliometric analysis shows a concentration of research in countries such as Spain, Colombia and China, suggesting the need for more diverse studies. Challenges such as the digital divide and lack of teacher training were identified, with 42% of teachers reporting difficulties in implementation. The findings underline the transformative potential of interactive technologies in online higher education, but emphasize the importance of a holistic approach that considers technical, pedagogical and socioeconomic aspects. It is recommended to invest in teacher professional development, promote equitable access policies and encourage research in diverse educational contexts to maximize the benefits of these technologies.

Original languageEnglish
Article number1406
JournalEducation Sciences
Volume14
Issue number12
DOIs
StatePublished - Dec 2024

Bibliographical note

Publisher Copyright:
© 2024 by the authors.

Funding

This work was funded by the Pontifical Catholic University of Ecuador.

Funders
Pontifical Catholic University of Ecuador

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 4 - Quality Education
      SDG 4 Quality Education
    2. SDG 9 - Industry, Innovation, and Infrastructure
      SDG 9 Industry, Innovation, and Infrastructure

    Keywords

    • augmented reality
    • gamification
    • interactive technologies
    • online education
    • student motivation

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