Gamification for Learning 3D Computer Graphics Arts

Sergi Villagrasa, Jaume Duran

Producción científica: Capítulo del libroContribución a congreso/conferenciarevisión exhaustiva

27 Citas (Scopus)

Resumen

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 originalInglés
Título de la publicación alojadaProceedings - TEEM 2013
Subtítulo de la publicación alojada1st International Conference on Technological Ecosystem for Enhancing Multiculturality
Páginas429-433
Número de páginas5
DOI
EstadoPublicada - 2013
Evento1st International Conference on Technological Ecosystem for Enhancing Multiculturality, TEEM 2013 - Salamanca, Espana
Duración: 14 nov 201315 nov 2013

Serie de la publicación

NombreACM International Conference Proceeding Series

Conferencia

Conferencia1st International Conference on Technological Ecosystem for Enhancing Multiculturality, TEEM 2013
País/TerritorioEspana
CiudadSalamanca
Período14/11/1315/11/13

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