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Bilro, R.G., Loureiro, S. M. C. & Angelino, F. J. (2020). Implications of gamification and virtual reality in higher education. In Sandra Maria Correia Loureiro (Ed.), Managerial challenges and social impacts of virtual and augmented reality. (pp. 111-124). Hershey: IGI Global.
R. J. Bilro et al., "Implications of gamification and virtual reality in higher education", in Managerial challenges and social impacts of virtual and augmented reality, Sandra Maria Correia Loureiro, Ed., Hershey, IGI Global, 2020, pp. 111-124
@incollection{bilro2020_1732201081879, author = "Bilro, R.G. and Loureiro, S. M. C. and Angelino, F. J.", title = "Implications of gamification and virtual reality in higher education", chapter = "", booktitle = "Managerial challenges and social impacts of virtual and augmented reality", year = "2020", volume = "", series = "", edition = "", pages = "111-111", publisher = "IGI Global", address = "Hershey", url = "https://www.igi-global.com/chapter/implications-of-gamification-and-virtual-reality-in-higher-education/248299" }
TY - CHAP TI - Implications of gamification and virtual reality in higher education T2 - Managerial challenges and social impacts of virtual and augmented reality AU - Bilro, R.G. AU - Loureiro, S. M. C. AU - Angelino, F. J. PY - 2020 SP - 111-124 DO - 10.4018/978-1-7998-2874-7.ch007 CY - Hershey UR - https://www.igi-global.com/chapter/implications-of-gamification-and-virtual-reality-in-higher-education/248299 AB - Gamification and virtual reality are becoming more common in higher education, leading to more research toward this topic and its applications. Following this new trend, this chapter identifies and proposes practical applications and future directions for gamification and virtual reality in higher education environments. Authors contribute with precise inputs how to create student engagement and motivation towards learning and academic activities. Future research avenues in these domains are given. Authors draw conclusions about future changes in the educational experiences through gamification and virtual reality. ER -