Concepedia

Publication | Open Access

Teaching Case of Gamification and Visual Technologies for Education

118

Citations

14

References

2014

Year

TLDR

Gamification is employed to engage students, and understanding how game elements and technology influence learning behavior is essential for improving educational outcomes. The study seeks to substantially boost student motivation and engagement by integrating gamification with visual technologies such as virtual reality and 3D webGL, alongside learning‑by‑doing collaborative methods. The authors implemented these approaches in a higher‑education classroom, combining teacher support, VR, 3D webGL, and learning‑by‑doing, and developed the GLABS management tool to facilitate classroom gamification.

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.

References

YearCitations

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