Teaching Case of Gamification and Visual Technologies for Education

Teaching Case of Gamification and Visual Technologies for Education
复制标题

游戏化与视觉技术教育教学案例

DOI:
10.4018/jcit.2014100104
复制
发表时间:
2014
期刊:
J. Cases Inf. Technol.
影响因子:
--
通讯作者:
J. Duran
J. Duran
中科院分区:
--
文献类型:
--
作者:
Sergi Villagrasa;D. Fonseca;E. Redondo;J. Duran

文献摘要

被引文献

相似文献

本文介绍了游戏化和视觉技术在高等教育课堂中的使用,特别是针对大学生。我们的目标是通过使用基于游戏机制(称为游戏化)的各种技术和学习方法,大幅提高学生的动机和参与度。游戏化用于让学生参与学习过程。这项研究增加了学习方法,如在学生的协作工作中学习,并将教师支持与新的可访问的技术相结合,例如webGL在网络上的虚拟现实和可视化3D。这创造了一个新的管理工具,称为GLABS,以协助课堂的游戏化。了解游戏化和技术在教育中的作用意味着了解在什么情况下游戏元素可以驱动学生的学习行为,以便他或她可以在学习过程中取得更好的结果。
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.