Jorge Bacca-Acosta

Dr. Jorge Bacca-Acosta

Fundación Universitaria Konrad Lorenz, Bogotá, Colombia
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Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 April 2021 in Contemporary Educational Technology
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Jorge Bacca-AcostaJorge Bacca-Acosta
Jorge Bacca-Acosta
CACecilia Avila-Garzon
Cecilia Avila-Garzon
DKDr Kinshuk
Dr Kinshuk
JDJoan Duarte
Joan Duarte
JBJuan Betancourt
Juan Betancourt
Research on augmented reality (AR) in education is gaining momentum worldwide. This field has been actively growing over the past decades in terms of the research and development of new technologies. Reviews in the field of AR in education consist of systematic literature reviews and meta-analyses (around 45), surveys (around 33), and only one bibliometric analysis. However, these reviews do not provide a general synthesis of the research published in the field to depict its evolution over the years. This study used the metadata of articles from a 25-year period (1995-2020) to conduct a bibliometric analysis. A total of 3,475 studies were considered. In this study, we used tools such as the Scopus database, the bibliometrix R package, and the VOSviewer analysis tool. The analysis of the literature is based on the metadata, author, content, and citation information extracted from the dataset. In addition, we focus on comparing literature published mainly in journals (articles, articles in press, and reviews) and those published in other sources (conference papers, books, and book chapters). Practitioners could use the results of this study to make decisions about the adoption of AR technologies in education.

21 June 2019 in Australasian Journal of Educational Technology
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Jorge Bacca-AcostaJorge Bacca-Acosta
Jorge Bacca-Acosta
SNSilvia Margarita Baldiris Navarro
Silvia Margarita Baldiris Navarro
RGRamon Fabregat Gesa
Ramon Fabregat Gesa
KKKinshuk Kinshuk
Kinshuk Kinshuk
One of the greatest advantages of augmented reality (AR) in education is that AR increases student motivation. Nevertheless, there is a gap between the research on student motivation in AR and the definition of frameworks to inform and guide the design and development of AR applications that effectively support student motivation. In this paper, we attempt to bridge that gap as we introduce and evaluate a framework for designing motivational AR applications. Our framework has been built upon three theoretical foundations: motivational design, universal design for learning and co-creation. The evaluation study was conducted with 58 chemistry students enrolled in the vocational education and training (VET) program for Laboratory Operations, and we found that the framework not only effectively supports the four dimensions of Keller's (2010) ARCS (attention, relevance, confidence and satisfaction) model of motivation, but also demonstrates exceptional results in the Attention and Confidence dimensions of motivation.

21 August 2018 in Frontiers in Psychology
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Jorge Bacca-AcostaJorge Bacca-Acosta
Jorge Bacca-Acosta
SBSilvia Baldiris
Silvia Baldiris
RFRamon Fabregat
Ramon Fabregat
KIKinshuk
Kinshuk
Research on Augmented Reality (AR) in education has demonstrated that AR applications designed with diverse components boost student motivation in educational settings. However, most of the research conducted to date, does not define exactly what those components are and how these components positively affect student motivation. This study, therefore, attempts to identify some of the components that positively affect student motivation in mobile AR learning experiences to contribute to the design and development of motivational AR learning experiences for the Vocational Education and Training (VET) level of education. To identify these components, a research model constructed from the literature was empirically validated with data obtained from two sources: 35 students from four VET institutes interacting with an AR application for learning for a period of 20 days, and a self-report measure obtained from the Instructional Materials Motivation Survey (IMMS). We found that the following variables: use of scaffolding, real-time feedback, degree of success, time on-task and learning outcomes are positively correlated with the four dimensions of the ARCS model of motivation: Attention, Relevance, Confidence, and Satisfaction. Implications of these results are also described.

22 November 2021 in Educational Technology Research and Development
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Jorge Bacca-AcostaJorge Bacca-Acosta
Jorge Bacca-Acosta
JTJulian Tejada
Julian Tejada
Ramon FabregatRamon Fabregat
Ramon Fabregat
DKDr Kinshuk
Dr Kinshuk
JGJuan Guevara
Juan Guevara

3 August 2020 in Journal of Computer Assisted Learning
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Jorge Bacca-AcostaJorge Bacca-Acosta
Jorge Bacca-Acosta
CACecilia Avila-Garzon
Cecilia Avila-Garzon

26 April 2022 in Information
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EMEduardo Gross Muñoz
Eduardo Gross Muñoz
Ramon FabregatRamon Fabregat
Ramon Fabregat
Jorge Bacca-AcostaJorge Bacca-Acosta
Jorge Bacca-Acosta
Néstor Duque-MéndezNéstor Duque-Méndez
Néstor Duque-Méndez
CACecilia Avila-Garzon
Cecilia Avila-Garzon
Ophthalmology is a medical profession with a tradition in teaching that has developed throughout history. Although ophthalmologists are generally considered to only prescribe contact lenses, and they handle more than half of eye-related enhancements, diagnoses, and treatments. The training of qualified ophthalmologists is generally carried out under the traditional settings, where there is a supervisor and a student, and training is based on the use of animal eyes or artificial eye models. These models have significant disadvantages, as they are not immersive and are extremely expensive and difficult to acquire. Therefore, technologies related to Augmented Reality (AR) and Virtual Reality (VR) are rapidly and prominently positioning themselves in the medical sector, and the field of ophthalmology is growing exponentially both in terms of the training of professionals and in the assistance and recovery of patients. At the same time, it is necessary to highlight and analyze the developments that have made use of game technologies for the teaching of ophthalmology and the results that have been obtained. This systematic review aims to investigate software and hardware applications developed exclusively for educational environments related to ophthalmology and provide an analysis of other related tools. In addition, the advantages and disadvantages, limitations, and challenges involved in the use of virtual reality, augmented reality, and game technologies in this field are also presented.