Gamification for Learning 3D Computer Graphics Arts

Sergi Villagrasa, Jaume Duran

Producció científica: Capítol de llibreContribució a congrés/conferènciaAvaluat per experts

27 Cites (Scopus)

Resum

This paper describes the use of gamification in a classroom for higher education, specifically for university students. Our goal is achieve a major increase in student motivation and engagement through various technologies and learning methodologies based on game mechanics called gamification [1-2]. Gamification is used to engage students in the learning process [3] and stretch their retention of the knowledge and skills received beyond a single lecture [4]. This study adds Problem-Based Learning (PBL) and Quest-Based Learning (QBL) to students' collaborative work, and mixes teacher support with new, accessible technology, such as virtual environments and visualization 3D on the web thanks to webGL. Understanding the role of gamification in education means understanding under what circumstances game elements can drive a student's learning behavior so that he or she may achieve better results in the learning process.

Idioma originalAnglès
Títol de la publicacióProceedings - TEEM 2013
Subtítol de la publicació1st International Conference on Technological Ecosystem for Enhancing Multiculturality
Pàgines429-433
Nombre de pàgines5
DOIs
Estat de la publicacióPublicada - 2013
Esdeveniment1st International Conference on Technological Ecosystem for Enhancing Multiculturality, TEEM 2013 - Salamanca, Spain
Durada: 14 de nov. 201315 de nov. 2013

Sèrie de publicacions

NomACM International Conference Proceeding Series

Conferència

Conferència1st International Conference on Technological Ecosystem for Enhancing Multiculturality, TEEM 2013
País/TerritoriSpain
CiutatSalamanca
Període14/11/1315/11/13

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