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Learning Systems and Gamification: Blending Augmented and Virtual Reality With Gamification Strategies

Learning Systems and Gamification: Blending Augmented and Virtual Reality With Gamification Strategies
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Author(s): Barbara Cleto (Escola Superior de Media Artes e Design, Portugal)
Copyright: 2021
Pages: 14
Source title: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Source Author(s)/Editor(s): Ricardo Alexandre Peixoto de Queirós (uniMAD, Escola Superior de Media Artes e Design, Portugal) and António José Marques (LabRP, School of Health, Polytechnic of Porto, Portugal)
DOI: 10.4018/978-1-7998-7472-0.ch004

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Abstract

Given the changes that have been recently felt and the transformation of the classroom from a physical space, with one teacher and a set of students, to a mediating platform through which learning and teaching are performed online, it is necessary to get acquainted with the contexts in which these platforms are implemented and how to use them, as well as with models and systems of e-learning, b-learning, or m-learning. While looking for solutions that allow to implement and use gamification for online learning, one also intends to get acquainted with (some of) these platforms, as well as to integrate and combine “new” technologies such as augmented reality and virtual reality with gamification strategies for e-learning. In order to do so, this chapter presents a systematized reading of the studies that was carried out on this particular subject and of what has been published on this theme.

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