The use of Augmented Reality (AR) in comic stories (Comics) applied in educational contexts
a systematic literature review
Keywords:
Comics, Augmented Reality, Systematic literature reviewAbstract
Comic books (comics) have become important pedagogical tools, promoting the contextualization of content and playful activities, in addition to encouraging critical reflection. With technological advances, immersive tools amplify the reader's experience, making it easier to understand the narrative and its elements. This work, through a systematic literature review, investigates the use of comics with augmented reality (AR) in educational contexts, analyzing scientific articles and works in annals of international events in the databases: DOAJ, ERIC, IEEE Xplore, JSTOR , ScienceDirect, SciELO, Springer, Scopus, Taylor & Francis and Web of Science. There was an increase in publications on AR in comics between 2019 and 2022, with 33 teaching and research institutions involved. AR comics have shown effectiveness in raising awareness about gender-based violence, educational applications, and skills development. Software such as Augin, It Real and Immerse-AR are highlighted as viable tools for integrating AR into comics for educational purposes.
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