## 5 Results
### Summary of the Results and Main Findings  
To summarize the main findings and details of the above-mentioned information and studies, it can be said that the main findings of the empirical studies, proposal, and prototype papers as well as review, conceptual, and theoretical papers, all came to the same conclusion that several benefits could be yielded from the integration of augmented reality and gamification into the educational process (RQ15). To address RQ1, the main findings are summarized. Particularly, when used in a student-centered manner, following proper educational approaches and strategies and taking students' knowledge, interests, unique characteristics, and personality traits into consideration, the use of augmented reality and gamification can bring about positive outcomes, benefits for students, assist educators, improve the educational process, and facilitate the transition toward technology-enhanced learning. More specifically, increased students' engagement, motivation, active participation, knowledge acquisition, focus, curiosity, interest, enjoyment, and learning outcomes were observed. Positive behavioral and psychological changes as well as opportunities to create personalized learning experiences were also demonstrated. While being immersed in the learning activities, students could experience situations and environments that they would not have the chance to experience otherwise and found it easier to comprehend the learning material since they could acquire hands-on experience in safe virtual environments. Moreover, new opportunities to promote and adopt collaborative learning activities emerged. It is worth noting that despite the vast number of studies explored in this literature review report positive results, there are industry-focused reports and projects that failed to result in positive outcomes. The use of gamification elements was also viewed as positive in the educational process. Specifically, it made the overall learning experience more enjoyable and intriguing, increased students' engagement, and kept them more motivated not only to stay focused and participate actively but also to perform better, which in turn led to increased academic  
Figure 8: Proposal and prototype papers: educational stages. performance. The use of virtual rewards was a significant factor, which, in several cases, further improved students' learning motivation. Students also positively regarded the use of difficulty levels, instant feedback, and the ability to review their performance. Opportunities to create collaborative learning activities and to capitalize on the spirit of friendly competition were also observed. In addition to students' viewing the integration of augmented reality and gamification into education as positive, educators also valued it equally. The selection of the appropriate strategies and approaches was deemed as a determining factor to the successful integration. No matter how much augmented reality, gamification, and technology in general advance, educators are the ones who should familiarize themselves with the state-of-the-art technologies, applications, and approaches, and become more comfortable and confident when using them to incorporate them into their teaching process. The role of educators still remains crucial in the educational process and for students' development, and they are the ones who should strive to offer their students the best learning experiences possible while taking advantage of novel technological tools. With the aim of facilitating the adoption of augmented reality and gamification in the educational process and selecting the most suitable approach, there is a clear need for validated evaluation tools and theories to be developed to assess the applied interventions and measure their effects in a standardized and valid manner [86]. Based on the above-presented results, Spain, Greece, Portugal, the United States, China, Malaysia, and Taiwan were the countries that examined most the integration of augmented reality and gamification into education.