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Improving student creativity with gamification and virtual worlds

Published: 02 October 2013 Publication History

Abstract

Games are of great interest in education. Their motivational qualities make players more persistent and resilient. In particular, virtual environments have proven to be good learning engagers, as they generate opportunities to create, explore and communicate. Here we present an exploratory study on how student autonomy and creativity can be improved by mixing virtual environments and gamification. To attain this, we added to a gamified course a 2.5D virtual environment that grows along with student grading, called AvatarWorld. There, students are represented by customized avatars, and they also can create custom content. Preliminary results suggest that even though students did not spend too much time in AvatarWorld, they were motivated to perform creative tasks that required knowledge acquired in the course.

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  • (2024)Application of simulation and virtual reality to production learningEducation + Training10.1108/ET-02-2023-005166:2/3(145-165)Online publication date: 21-Feb-2024
  • (2024)Creativity as Key Trigger to Cognitive Achievement: Effects of Digital and Analog Learning InterventionsResearch in Science Education10.1007/s11165-024-10211-3Online publication date: 30-Oct-2024
  • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
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    cover image ACM Other conferences
    Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
    October 2013
    148 pages
    ISBN:9781450328159
    DOI:10.1145/2583008
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    • UWATERLOO: University of Waterloo
    • IMMERSe: IMMERSe Network
    • Waterloo Stratford Campus: University of Waterloo Stratford Campus
    • University of Ontario Institute of Technology

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 October 2013

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    Author Tags

    1. creativity
    2. education
    3. gamification
    4. student participation
    5. virtual worlds

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    • Short-paper

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    Gamification '13
    Sponsor:
    • UWATERLOO
    • IMMERSe
    • Waterloo Stratford Campus
    Gamification '13: Gameful Design, Research, and Applications
    October 2 - 4, 2013
    Ontario, Toronto, Canada

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    Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
    Overall Acceptance Rate 9 of 25 submissions, 36%

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    Cited By

    View all
    • (2024)Application of simulation and virtual reality to production learningEducation + Training10.1108/ET-02-2023-005166:2/3(145-165)Online publication date: 21-Feb-2024
    • (2024)Creativity as Key Trigger to Cognitive Achievement: Effects of Digital and Analog Learning InterventionsResearch in Science Education10.1007/s11165-024-10211-3Online publication date: 30-Oct-2024
    • (2024)Towards an effective methodology for the integral gamification of classesMultimedia Tools and Applications10.1007/s11042-024-19846-wOnline publication date: 18-Jul-2024
    • (2023)Developing Creativity as a Skill and Disposition in LearnersEmerging Trends and Historical Perspectives Surrounding Digital Transformation in Education10.4018/978-1-6684-4423-8.ch010(228-253)Online publication date: 30-Jun-2023
    • (2023)Pervasive Serious Game for Exam Preparation: Exploring the Motivational Effects of Game NarrativesSerious Games10.1007/978-3-031-44751-8_40(439-446)Online publication date: 14-Oct-2023
    • (2023)Using Gamification to Activate University Library UseHCI in Games10.1007/978-3-031-35930-9_23(343-359)Online publication date: 9-Jul-2023
    • (2022)Application of Gamification in Modern EducationHandbook of Research on Promoting Economic and Social Development Through Serious Games10.4018/978-1-7998-9732-3.ch004(60-75)Online publication date: 18-Mar-2022
    • (2022)Using Gamified Strategies in Higher Education: Relationship between Intrinsic Motivation and Contextual VariablesSustainability10.3390/su14171101414:17(11014)Online publication date: 3-Sep-2022
    • (2022)Didactic Strategy Mediated by Games in the Teaching of Mathematics in First-Year Engineering StudentsEurasia Journal of Mathematics, Science and Technology Education10.29333/ejmste/1170718:2(em2082)Online publication date: 2022
    • (2022)Curating Interactive Art for Online Conferences: Artist, Curator and Technologist Experiences in Gather.TownProceedings of the 14th Conference on Creativity and Cognition10.1145/3527927.3532811(380-391)Online publication date: 20-Jun-2022
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