Book chapter
Implications of gamification and virtual reality in higher education
Ricardo Godinho Bilro (Bilro, R.G.); Sandra Loureiro (Loureiro, S. M. C.); Fernando Angelino (Angelino, F. J.);
Book Title
Managerial challenges and social impacts of virtual and augmented reality
Year (definitive publication)
2020
Language
English
Country
United States of America
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Times Cited: 3

(Last checked: 2024-07-18 22:25)

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Abstract
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.
Acknowledgements
This work was supported by Fundação para a Ciência e a Tecnologia, grant UID/GES/00315/2019.
Keywords
Gamification,Learning,Education,Virtual reality
  • Economics and Business - Social Sciences
Funding Records
Funding Reference Funding Entity
UID/GES/00315/2019 FCT - Fundação para a Ciência e a Tecnologia

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