Didactics of Smart Pedagogy 2018
DOI: 10.1007/978-3-030-01551-0_15
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Developing Smart Learning Environments Using Gamification Techniques and Video Game Technologies

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Cited by 16 publications
(11 citation statements)
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“…By training in a virtual environment, users already knew the better action to take in a real hazard environment. However, for the success of a gamified proposal, it is necessary to use a range of variables, such as technological requirements and the design itself [ 46 , 55 , 56 ], which depends on the dynamic to be gamified, the context or device to be used, and the user´s profile.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…By training in a virtual environment, users already knew the better action to take in a real hazard environment. However, for the success of a gamified proposal, it is necessary to use a range of variables, such as technological requirements and the design itself [ 46 , 55 , 56 ], which depends on the dynamic to be gamified, the context or device to be used, and the user´s profile.…”
Section: Related Workmentioning
confidence: 99%
“…Several studies have reported the success of games for learning and skill development [26,[44][45][46]. The fact that a game environment is full of stimuli makes it an excellent tool to improve learning procedures.…”
Section: Related Workmentioning
confidence: 99%
“…The gamification of any content, system or environment requires prior studies to understand the technology and technique of the use of devices, sensors, systems or methods [ 3 , 4 ]. This overall statement is important because, depending on the dynamics to be gamified, the context or device to be used and finally the user’s profile, it is necessary to consider various variables that can influence the success or failure of a gamified proposal [ 4 , 5 ]. Starting from these premises, players and users become protagonists of the development process, promoting the creation of more effective systems from the beginning [ 6 ].…”
Section: Introductionmentioning
confidence: 99%
“…Contemporary technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and holograms bring together these features. These technologies are often distinguished; however, this is not always the case [7]. A pioneering contemporary trend is to spread content across multiple platforms creating transmedia experiences.…”
Section: Introductionmentioning
confidence: 99%
“…SLEs supports the design and development of innovative transmedia alternatives for students and teachers while interactive games are an example of an innovative learning experience. The systems developed by our transdisciplinary design team include some or all of the cutting-edge technologies using gamification techniques [7][8][9][10][11][12]. The principal pillar of a transmedia learning experience is interactivity.…”
Section: Introductionmentioning
confidence: 99%