Teaching case of Gamification and visual technologies for education
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Document typeArticle
Defense date2014-10
PublisherIGI Global
Rights accessRestricted access - publisher's policy
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.
Description
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus Rift, Problem Based Learning, Quest Based Learning, Virtual Reality, Web GL
CitationVillagrasa, S. [et al.]. Teaching case of Gamification and visual technologies for education. "Journal of Cases on Information Technology (JCIT)", Octubre 2014, vol. 16, núm. 4, p. 38-57.
ISSN1548-7717
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