2022
DOI: 10.1007/978-3-031-17091-1_23
|View full text |Cite
|
Sign up to set email alerts
|

Mixed Reality and Gamification in Distance Learning Education: The Virtual Enterprise Planning Simulator to Learn ERP Strategies

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

0
5
0

Year Published

2023
2023
2023
2023

Publication Types

Select...
2
1

Relationship

0
3

Authors

Journals

citations
Cited by 3 publications
(5 citation statements)
references
References 6 publications
0
5
0
Order By: Relevance
“…The second semester, for its part, will be used for the design of the two aeronautical models and the missing car, the incorporation of 3D models to the new virtual reality platform and the first implementation tests (this new VR platform is still under construction and is expected to be finished by April 2023). Regarding the gamification strategy, which is an important component of the complete learning experience, it will be defined based on previous experiences [2]. Finally, in the third semester, the activities will be carried out in different courses of Industrial Engineering and Product Design, the collection of qualitative and quantitative data, as well as the documentation and closure of the entire project.…”
Section: Figure 4 Initial Design Of the Student Interface Of Virtual ...mentioning
confidence: 99%
See 1 more Smart Citation
“…The second semester, for its part, will be used for the design of the two aeronautical models and the missing car, the incorporation of 3D models to the new virtual reality platform and the first implementation tests (this new VR platform is still under construction and is expected to be finished by April 2023). Regarding the gamification strategy, which is an important component of the complete learning experience, it will be defined based on previous experiences [2]. Finally, in the third semester, the activities will be carried out in different courses of Industrial Engineering and Product Design, the collection of qualitative and quantitative data, as well as the documentation and closure of the entire project.…”
Section: Figure 4 Initial Design Of the Student Interface Of Virtual ...mentioning
confidence: 99%
“…But the use of these technologies does not guarantee the attention of the students. The support of didactic techniques such as gamification should be considered, to be better accepted by the new generations of students [2]. On the other hand, the use of digital twins (digital replicas of physical models) allows for a richer learning experience and with the benefits that each of these types of models and their respective means of implementation.…”
Section: Introductionmentioning
confidence: 99%
“…The second semester, for its part, will be used for the design of the two aeronautical models and the missing car, the incorporation of 3D models to the new virtual reality platform and the first implementation tests (this new VR platform is still under construction and is expected to be finished by April 2023). Regarding the gamification strategy, which is an important component of the complete learning experience, it will be defined based on previous experiences [2]. Finally, in the third semester, the activities will be carried out in different courses of Industrial Engineering and Product Design, the collection of qualitative and quantitative data, as well as the documentation and closure of the entire project.…”
Section: Figure 4 Initial Design Of the Student Interface Of Virtual ...mentioning
confidence: 99%
“…But the use of these technologies does not guarantee the attention of the students. The support of didactic techniques such as gamification should be considered, to be better accepted by the new generations of students [2]. On the other hand, the use of digital twins (digital replicas of physical models) allows for a richer learning experience and with the benefits that each of these types of models and their respective means of implementation.…”
Section: Introductionmentioning
confidence: 99%
“…In the example of a game with the theme "Development of Monopoly Learning Media to Increase Students' Interest in Learning Geography" The aim of the research is to produce a product in the form of Monopoly Media and find out to what extent the effectiveness of Monopoly Media is in increasing students' interest in studying Geography [10]. The results of this research, the results of small, large and field group tests, show that the results of the Geography learning interest test for the experimental class that used monopoly media were higher than the control class that used conventional methods.…”
Section: Introductionmentioning
confidence: 99%