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Teaching Case of Gamification and Visual Technologies for Education

Teaching Case of Gamification and Visual Technologies for Education

Sergi Villagrasa, David Fonseca, Ernest Redondo, Jaume Duran
Copyright: © 2014 |Volume: 16 |Issue: 4 |Pages: 20
ISSN: 1548-7717|EISSN: 1548-7725|EISBN13: 9781466657557|DOI: 10.4018/jcit.2014100104
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MLA

Villagrasa, Sergi, et al. "Teaching Case of Gamification and Visual Technologies for Education." JCIT vol.16, no.4 2014: pp.38-57. http://doi.org/10.4018/jcit.2014100104

APA

Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2014). Teaching Case of Gamification and Visual Technologies for Education. Journal of Cases on Information Technology (JCIT), 16(4), 38-57. http://doi.org/10.4018/jcit.2014100104

Chicago

Villagrasa, Sergi, et al. "Teaching Case of Gamification and Visual Technologies for Education," Journal of Cases on Information Technology (JCIT) 16, no.4: 38-57. http://doi.org/10.4018/jcit.2014100104

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Abstract

This paper describes the use of gamification and visual technologies in a classroom for higher education, specifically for university students. The goal is to achieve a major increase in student motivation and engagement through the use of various technologies and learning methodologies based on game mechanics called gamification. Gamification is used to engage students in the learning process. This study adds learning methodologies like Learning by Doing to students' collaborative work, and mixes teacher support with new, accessible technology, such as virtual reality and visualization 3D on the web thanks to webGL. This creates a new management tool, called GLABS, to assist in the gamification of the classroom. Understanding the role of gamification and the technology in education means understanding under what circumstances game elements can drive a student's learning behavior so that he or she may achieve better results in the learning process.

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