Gamification for Learning 3D Computer Graphics Arts

Sergi Villagrasa, Jaume Duran

Research output: Book chapterConference contributionpeer-review

27 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - TEEM 2013
Subtitle of host publication1st International Conference on Technological Ecosystem for Enhancing Multiculturality
Pages429-433
Number of pages5
DOIs
Publication statusPublished - 2013
Event1st International Conference on Technological Ecosystem for Enhancing Multiculturality, TEEM 2013 - Salamanca, Spain
Duration: 14 Nov 201315 Nov 2013

Publication series

NameACM International Conference Proceeding Series

Conference

Conference1st International Conference on Technological Ecosystem for Enhancing Multiculturality, TEEM 2013
Country/TerritorySpain
CitySalamanca
Period14/11/1315/11/13

Keywords

  • 3D Education
  • Engage
  • Gamification
  • Problem Based Learning
  • Quest Based Learning
  • Web GL

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