The maturation of gamification techniques and virtual reality technologies has progressed differently. Today, gamification has been consolidated, and virtual reality is becoming a widespread technology. These two are united in the university course of “virtual reality, augmented reality and gamification” as the Msc curriculum in Digital Humanities. This is a STEM course where an original gamification system was studied to teach complex topics with different bachelor backgrounds as engineering, design, communication, and literature studies. This research was conducted starting in the academic year 2016–2017 using TV series to create a sense of engagement during the course. The results of the 6 year teaching of the gamified course were presented in this article with constant feedback from involved students.
Augmented Learning: Case Study of Gamified and Extended Reality Courses
Saverio Iacono
2023-01-01
Abstract
The maturation of gamification techniques and virtual reality technologies has progressed differently. Today, gamification has been consolidated, and virtual reality is becoming a widespread technology. These two are united in the university course of “virtual reality, augmented reality and gamification” as the Msc curriculum in Digital Humanities. This is a STEM course where an original gamification system was studied to teach complex topics with different bachelor backgrounds as engineering, design, communication, and literature studies. This research was conducted starting in the academic year 2016–2017 using TV series to create a sense of engagement during the course. The results of the 6 year teaching of the gamified course were presented in this article with constant feedback from involved students.File | Dimensione | Formato | |
---|---|---|---|
engproc-38-00013.pdf
accesso aperto
Tipologia:
Documento in Pre-print
Dimensione
4.16 MB
Formato
Adobe PDF
|
4.16 MB | Adobe PDF | Visualizza/Apri |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.