{"title":"A case of gamification in virtual environments with RV/RA","authors":"C. González-González","doi":"10.1109/JICV51605.2020.9375816","DOIUrl":null,"url":null,"abstract":"This article describes a gamified educational experience using different tools and techniques, including virtual reality and augmented reality in higher education. Gamification in education has demonstrated to be a good strategy to motivate students promoting their active participation. It is possible to introduce gamification techniques into virtual environments and in traditional classrooms. A current successful game in 2020 is Among Us, and one of the gamified activities was based on its mechanics. Besides, this work presents different gamification techniques combining different virtual environments during the remote adaptation teaching due to the pandemic.","PeriodicalId":406765,"journal":{"name":"2020 X International Conference on Virtual Campus (JICV)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 X International Conference on Virtual Campus (JICV)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/JICV51605.2020.9375816","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This article describes a gamified educational experience using different tools and techniques, including virtual reality and augmented reality in higher education. Gamification in education has demonstrated to be a good strategy to motivate students promoting their active participation. It is possible to introduce gamification techniques into virtual environments and in traditional classrooms. A current successful game in 2020 is Among Us, and one of the gamified activities was based on its mechanics. Besides, this work presents different gamification techniques combining different virtual environments during the remote adaptation teaching due to the pandemic.