2020
DOI: 10.14569/ijacsa.2020.0110566
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A Gamification Experience and Virtual Reality in Teaching Astronomy in Basic Education

Abstract: Regardless of the country, there is a trend: the world of school and the modern world are two different poles. Young people see school as boring compared to the entertainment of today's technology. Most students prefer to play or surf the internet, but not study. Gamification is projected as a methodological practice that aims to turn classrooms into playful immersion scenarios, using participatory strategies with the incorporation of electronic devices. This article shows the results obtained by applying gami… Show more

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Cited by 7 publications
(3 citation statements)
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“…Particularly, the vast majority of respondents (86% in total) use innovative technologies in teaching astronomy at least once a week. These figures correlate with those of other researchers (Bedregal-Alpaca et al, 2020;Herwig et al, 2018). In general, it can be argued that the interest in using virtual platforms as innovative teaching tools will be further developed and obviously continued after the COVID-19 pandemic.…”
Section: Graphic Taskssupporting
confidence: 80%
See 1 more Smart Citation
“…Particularly, the vast majority of respondents (86% in total) use innovative technologies in teaching astronomy at least once a week. These figures correlate with those of other researchers (Bedregal-Alpaca et al, 2020;Herwig et al, 2018). In general, it can be argued that the interest in using virtual platforms as innovative teaching tools will be further developed and obviously continued after the COVID-19 pandemic.…”
Section: Graphic Taskssupporting
confidence: 80%
“…Developing game environments or virtual tasks (Bedregal-Alpaca et al, 2020) that allow students learning astronomy by solving puzzles, problems, and simulations.…”
Section: Astronomy Games and Virtual Tasksmentioning
confidence: 99%
“…To avoid motion sickness, a mat on the floor was used with a fan in the vicinity to create airflow so participants could detect directions (ThrillSeeker, 2020), as shown in Figure 1. It was also necessary to reduce the time spent using the virtual helmet due to the dizziness experienced by students, especially for the experiment involving Cardboard (Bedregal-Alpaca et al, 2020). In this experiment, participants experience 12 minutes for 360-degree VR and approximately 12 -15 minutes for graphics-based VR.…”
Section: Structural Equation Modeling (Sem) Wasmentioning
confidence: 99%