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Content Provider | ACM Digital Library |
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Author | Villagrasa, Sergi Fonseca, David Durán, Jaume |
Abstract | In this paper the researchers describe the use of gamification and virtual reality-enhanced learning in university engineering and architecture classes. Our goal is to increase student motivation and engagement through various technologies and learning methodologies based on game mechanics, called gamification, and the use of virtual reality. Gamification is used to engage students in the learning process and stretch their retention of the knowledge and skills received beyond a single lecture. Engagement is the main objective in applying gamification. The use of gamification and new technologies for enhancing the learning process will boost achievement in 3D architectural subjects for design, and convey and validate any architectural project. The researchers used virtual reality and software like Sketchfab, Unity, and Oculus Rift VR to enter virtual and immersive worlds that students used to enhance their architectural designs. To connect the technologies, the researchers used Unity for programming all the viewer behaviors and the virtual world interactivity. The researchers used Oculus Rift, a heads-up display for virtual reality with a high immersive presence, to design a pavilion and create a virtual island from scratch. |
Starting Page | 171 |
Ending Page | 177 |
Page Count | 7 |
File Format | |
ISBN | 9781450328968 |
DOI | 10.1145/2669711.2669896 |
Language | English |
Publisher | Association for Computing Machinery (ACM) |
Publisher Date | 2014-10-01 |
Publisher Place | New York |
Access Restriction | Subscribed |
Subject Keyword | Web gl 3d design Virtual reality 3d education Learning management tools Gamification Human interaction |
Content Type | Text |
Resource Type | Article |
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