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Teaching case of Gamification and visual technologies for education

Author
Villagrasa, S.; Fonseca, D.; Redondo, E.; Duran, J.
Type of activity
Journal article
Journal
Journal of Cases on Information Technology
Date of publication
2014-10
Volume
16
Number
4
First page
38
Last page
57
DOI
https://doi.org/10.4018/jcit.2014100104 Open in new window
Repository
http://hdl.handle.net/2117/27703 Open in new window
Abstract
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus Rift, Problem Based Learning, Quest Based Learning, Virtual Reality, Web GL 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 gamifi...
Citation
Villagrasa, 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.
Keywords
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus Rift, Problem Based Learning, Quest Based Learning, Virtual Reality, Web GL
Group of research
ADR&M - Architectural, Design: Representation and Modelling
CPSV - Centre of Land Policy and Valuations

Participants

  • Villagrasa, Sergi  (author)
  • Fonseca Escudero, David  (author)
  • Redondo Dominguez, Ernest  (author)
  • Duran Castells, Jaume  (author)