Experiments on Gamification with Virtual and Augmented Reality for Practical Application Learning

被引:4
|
作者
Silva, Fabio [1 ]
Ferreira, Ricardo [1 ]
Castro, Abilio [1 ]
Pinto, Pedro [1 ]
Ramos, Joao [1 ]
机构
[1] Politecn Porto, Escola Super Tecnol & Gestao, CIICESI, Porto, Portugal
关键词
Gamification; Virtual reality; Augmented reality; ENVIRONMENTS; PLATFORM;
D O I
10.1007/978-3-030-86618-1_18
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Gamification is a topic which aims to apply game elements to real world tasks, that results in a pleasant influence over a user behaviour towards an objective. Learning is one of the fields where gamification has been implemented and experimented to motivate students and improve their learning process. The first iterations account for the use of game elements such as points, levels and badges or achievements based on task completion according to rules set before. The learning tasks in this approach are not necessarily changed or take advantage of new forms of interactions and guidance. In this article we introduce the application of virtual reality, augmented reality, and machine learning as tools to improve upon the standard application of gamification, making the experience more immersive to the user. We hope to advance gamification to account for more elements, such as digital twins and digital aids in a learning application. In this article we detail possible scenarios for the application of virtual reality and augmented reality combined with machine learning in serious games and learning scenarios.
引用
收藏
页码:175 / 184
页数:10
相关论文
共 50 条
  • [1] Applications of Virtual and Augmented Reality for Practical Application Learning with Gamification Elements
    Silva, Fabio
    Ramos, Joao
    Analide, Cesar
    [J]. INTERACTION DESIGN AND ARCHITECTURES, 2022, (53) : 191 - 212
  • [2] Voluminis: Mobile Application for Learning Mathematics in Geometry with Augmented Reality and Gamification
    Carlos-Chullo, Juan Deyby
    Vilca-Quispe, Marielena
    Castro-Gutierrez, Eveling
    [J]. HUMAN-COMPUTER INTERACTION, HCI-COLLAB 2020, 2020, 1334 : 295 - 304
  • [3] The integration of augmented reality in the virtual learning environment for practical activities
    El Kabtane, Hamada
    Mourdi, Youssef
    El adnani, Mohamed
    Sadgal, Mohamed
    [J]. PROCEEDINGS OF 2015 INTERNATIONAL CONFERENCE ON ELECTRICAL AND INFORMATION TECHNOLOGIES (ICEIT 2015), 2015, : 363 - 368
  • [4] IMPROVING PROGRAMMING LEARNING WITH AUGMENTED REALITY AND GAMIFICATION
    Cwierz, H.
    Diaz-Barrancas, F.
    Pardo, P. J.
    Guisado, J. I.
    Ruiz-Palma, C.
    [J]. EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2019, : 8098 - 8101
  • [5] Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training
    Alptekin, Mesut
    Temmen, Katrin
    [J]. CHALLENGES OF THE DIGITAL TRANSFORMATION IN EDUCATION, ICL2018, VOL 1, 2020, 916 : 567 - 578
  • [6] Mobile learning, Gamification and Augmented Reality for the teaching and learning of languages
    Moreno Martinez, Noelia Margarita
    Leiva Olivencia, Juan Jose
    Matas Terron, Antonio
    [J]. IJERI-INTERNATIONAL JOURNAL OF EDUCATIONAL RESEARCH AND INNOVATION, 2016, (06): : 16 - 34
  • [7] Virtual Playground: An Augmented Reality Application to Improve English Learning
    Pereira, Luis F. B.
    da Silva, Manoela M. O.
    Roberto, Rafael A.
    Teichrieb, Veronica
    Cavalcante, Patricia Smith
    [J]. 2020 22ND SYMPOSIUM ON VIRTUAL AND AUGMENTED REALITY (SVR 2020), 2020, : 83 - 91
  • [8] Enhancing MOOC with Augmented Reality, Adaptive Learning and Gamification
    Chauhan, Jyoti
    Taneja, Shilpi
    Goel, Anita
    [J]. 2015 IEEE 3RD INTERNATIONAL CONFERENCE ON MOOCS, INNOVATION AND TECHNOLOGY IN EDUCATION (MITE), 2015, : 348 - 353
  • [9] Use of Augmented Reality, Gamification and M-learning
    Claros-Perdomo, Danna-Camila
    Millan-Rojas, Edwin-Eduardo
    Gallego-Torres, Adriana-Patricia
    [J]. REVISTA FACULTAD DE INGENIERIA, UNIVERSIDAD PEDAGOGICA Y TECNOLOGICA DE COLOMBIA, 2020, 29 (54):
  • [10] Microorganisms: Integrating Augmented Reality and Gamification in a Learning Tool
    Ramli, Ratna Zuarni
    Marobi, Nor Athirah Umairah
    Ashaari, Noraidah Sahari
    [J]. INTERNATIONAL JOURNAL OF ADVANCED COMPUTER SCIENCE AND APPLICATIONS, 2021, 12 (06) : 354 - 359