Teaching Case of Gamification and Visual Technologies for Education

Author:

Villagrasa Sergi1,Fonseca David1,Redondo Ernest2,Duran Jaume3

Affiliation:

1. La Salle Barcelona Campus, Ramon Llull University, Barcelona, Spain

2. Department of Architectural Graphic Expression, Polytechnic University of Catalonia, Barcelona, Spain

3. University of Barcelona, Barcelona, Spain

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.

Publisher

IGI Global

Subject

Information Systems and Management,Strategy and Management,Computer Science Applications,Information Systems

Reference30 articles.

1. M.A., San-Nicolás, M.B., Fariña, E.: Buenas prácticas de aulas virtuales en la docencia universitaria semipresencial.;M.Área;Revista de Teoría de la Educación Sociedad de la Información,2010

2. Branda, L. A. (2008). El aprendizaje basado en problemas. El resplandor tan brillante de otros tiempos. In U. F. Araujo UF, G. Sastre (eds). El aprendizaje basado en problemas. Una nueva perspectiva de la enseñanza en la universidad. (págs. 17-46) Barcelona: Gedisa.

3. From Games Design Elements to Gamefulness: Defining “Gamification”.;S.Deterding;Proceedings of The 15th International Academic Mindtrek Conference,2011

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