Exportar Publicação

A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
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.
Exportar Referência (IEEE)
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
Exportar BibTeX
@incollection{bilro2020_1714175999312,
	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"
}
Exportar RIS
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  -