TY - GEN
T1 - Gamification for Learning 3D Computer Graphics Arts
AU - Villagrasa, Sergi
AU - Duran, Jaume
PY - 2013
Y1 - 2013
N2 - 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.
AB - 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.
KW - 3D Education
KW - Engage
KW - Gamification
KW - Problem Based Learning
KW - Quest Based Learning
KW - Web GL
UR - http://www.scopus.com/inward/record.url?scp=84892944340&partnerID=8YFLogxK
U2 - 10.1145/2536536.2536602
DO - 10.1145/2536536.2536602
M3 - Conference contribution
AN - SCOPUS:84892944340
SN - 9781450323451
T3 - ACM International Conference Proceeding Series
SP - 429
EP - 433
BT - Proceedings - TEEM 2013
T2 - 1st International Conference on Technological Ecosystem for Enhancing Multiculturality, TEEM 2013
Y2 - 14 November 2013 through 15 November 2013
ER -