Augmented Learning: Case Study of Gamified and Extended Reality Courses

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 gamifica...

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Main Author: Saverio Iacono
Format: Article
Language:English
Published: MDPI AG 2023-06-01
Series:Engineering Proceedings
Subjects:
Online Access:https://www.mdpi.com/2673-4591/38/1/13
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author Saverio Iacono
author_facet Saverio Iacono
author_sort Saverio Iacono
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description 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.
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spelling doaj.art-56ab6083781f4a40aa032431c2e1484a2023-11-19T10:33:51ZengMDPI AGEngineering Proceedings2673-45912023-06-013811310.3390/engproc2023038013Augmented Learning: Case Study of Gamified and Extended Reality CoursesSaverio Iacono0Department of Computer Science and Technology, Bioengineering, Robotics, and Systems Engineering, University of Genova, 16145 Genova, ItalyThe 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.https://www.mdpi.com/2673-4591/38/1/13gamificationenhanced learningextended realityflipped classroome-learningstem education
spellingShingle Saverio Iacono
Augmented Learning: Case Study of Gamified and Extended Reality Courses
Engineering Proceedings
gamification
enhanced learning
extended reality
flipped classroom
e-learning
stem education
title Augmented Learning: Case Study of Gamified and Extended Reality Courses
title_full Augmented Learning: Case Study of Gamified and Extended Reality Courses
title_fullStr Augmented Learning: Case Study of Gamified and Extended Reality Courses
title_full_unstemmed Augmented Learning: Case Study of Gamified and Extended Reality Courses
title_short Augmented Learning: Case Study of Gamified and Extended Reality Courses
title_sort augmented learning case study of gamified and extended reality courses
topic gamification
enhanced learning
extended reality
flipped classroom
e-learning
stem education
url https://www.mdpi.com/2673-4591/38/1/13
work_keys_str_mv AT saverioiacono augmentedlearningcasestudyofgamifiedandextendedrealitycourses