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Teaching case of gamification and visual technologies for education

Research output: Indexed journal article Articlepeer-review

90 Citations (Scopus)

Abstract

This paper describes the use of gamification and visual technologies in a classroom for higher education, specifically for university students. The goal is to achieve a major increase in student motivation and engagement through the use of various technologies and learning methodologies based on game mechanics called gamification. Gamification is used to engage students in the learning process. This study adds learning methodologies like Learning by Doing to students' collaborative work, and mixes teacher support with new, accessible technology, such as virtual reality and visualization 3D on the web thanks to webGL. This creates a new management tool, called GLABS, to assist in the gamification of the classroom. Understanding the role of gamification and the technology 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
Pages (from-to)38-57
Number of pages20
JournalJournal of Cases on Information Technology
Volume16
Issue number4
DOIs
Publication statusPublished - 1 Oct 2014

Keywords

  • 3D education
  • Engaging
  • Gamification
  • Learning management system
  • Mixed-methods evaluation
  • Oculus rift
  • Problem based learning
  • Quest based learning
  • Virtual reality
  • Web GL

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