Discover DaVinci - A Gamified Blockchain Learning App

被引:0
|
作者
Suvajdzic, Marko [1 ]
Oliverio, James [1 ]
Barmpoutis, Angelos [1 ]
Wood, Liam [1 ]
Burgermeister, Paul [1 ]
机构
[1] Univ Florida, Digital Worlds Inst, Gainesville, FL 32601 USA
关键词
AR; blockchain; gamification; education; experiential learning; DaVinci;
D O I
暂无
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Discover DaVinci is a novel augmented reality system that incorporates blockchain technology with experiential learning to engage participants in an interactive discovery of Leonardo da Vinci's ouvre. In the true spirit of this "Renaissance man", Discover DaVinci explores new ideas and technologies "ahead of their time".
引用
收藏
页数:2
相关论文
共 50 条
  • [31] Gamified Online Active Learning Theory
    Ohn, May Honey
    Yusof, Shahril
    Lansing, Meryl Grace
    Ravindran, Bareth
    Nisar, Kashif
    Mchucha, Issa
    Iswandono, Zamhar
    Luen, Ng Pey
    Ohn, Khin Maung
    2018 IEEE INTERNATIONAL CONFERENCE ON ARTIFICIAL INTELLIGENCE IN ENGINEERING AND TECHNOLOGY (IICAIET), 2018, : 122 - 125
  • [32] Designing Effective Gamified Learning Experiences
    An, Yunjo
    INTERNATIONAL JOURNAL OF TECHNOLOGY IN EDUCATION, 2020, 3 (02): : 62 - 69
  • [33] Gamified Learning: Knowledge Acquisition With a Rallye
    Kutun, Bahar
    Schmidt, Werner
    PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2018), 2018, : 887 - 892
  • [34] STUDENTS' ENGAGEMENT AND MOTIVATION IN GAMIFIED LEARNING
    Covrig, Mihaela
    Goia , Simona Irina
    Igret, Ramona Stefania
    Marinas, Cristian Virgil
    Miron, Alexandra Dorina
    Roman, Monica
    AMFITEATRU ECONOMIC, 2023, 25 : 1003 - 1023
  • [35] A Gamified Educational Network for Collaborative Learning
    Torres, Andrei B. B.
    Kapralos, Bill
    Uribe-Quevedo, Alvaro
    Quero, Enilda Zea
    Dubrowski, Adam
    INTERNET OF THINGS, INFRASTRUCTURES AND MOBILE APPLICATIONS, 2021, 1192 : 266 - 275
  • [36] PLMan: Towards a Gamified Learning System
    Villagra-Arnedo, Carlos
    Gallego-Duran, Francisco J.
    Molina-Carmona, Rafael
    Llorens-Largo, Faraon
    LEARNING AND COLLABORATION TECHNOLOGIES, LCT 2016, 2016, 9753 : 82 - 93
  • [37] Game On! Students' Perceptions of Gamified Learning
    Buckley, Patrick
    Doyle, Elaine
    Doyle, Shane
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2017, 20 (03): : 1 - 10
  • [38] Impact of Gamified Learning Experience on Online Learning Effectiveness
    Cui, Xiangping
    Du, Chen
    Shen, Jun
    Zhang, Susan
    Xu, Juan
    IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2024, 17 : 2130 - 2139
  • [39] Learning Gains, Motivation and Learning Styles in a Gamified Class
    Huesca Juarez, Gilberto
    Reyes Carballo, Maria Magdalena
    INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION, 2016, 32 (01) : 438 - 447
  • [40] Online Gamified Learning Platforms (OGLPs) for Participatory Learning
    Ng, Kenneth Shiu-Pong
    Lai, Ivan Ka-Wai
    Ng, Kwan-Keung
    BLENDED LEARNING: EDUCATION IN A SMART LEARNING ENVIRONMENT, ICBL 2020, 2020, 12218 : 49 - 60