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Proceeding Paper

Augmented Learning: Case Study of Gamified and Extended Reality Courses †

Department of Computer Science and Technology, Bioengineering, Robotics, and Systems Engineering, University of Genova, 16145 Genova, Italy
Presented at the 3rd IEEE International Conference on Electronic Communications, Internet of Things and Big Data Conference 2023, Taichung, Taiwan, 14–16 April 2023.
Eng. Proc. 2023, 38(1), 13; https://doi.org/10.3390/engproc2023038013
Published: 20 June 2023

Abstract

The maturation of gamification techniques and virtual reality technologies has progressed differently. Today, gamification has been consolidated, and virtual reality is becoming a widespread technology. These two are united in the university course of “virtual reality, augmented reality and gamification” as the Msc curriculum in Digital Humanities. This is a STEM course where an original gamification system was studied to teach complex topics with different bachelor backgrounds as engineering, design, communication, and literature studies. This research was conducted starting in the academic year 2016–2017 using TV series to create a sense of engagement during the course. The results of the 6 year teaching of the gamified course were presented in this article with constant feedback from involved students.
Keywords: gamification; enhanced learning; extended reality; flipped classroom; e-learning; stem education; computer graphics gamification; enhanced learning; extended reality; flipped classroom; e-learning; stem education; computer graphics

Share and Cite

MDPI and ACS Style

Iacono, S. Augmented Learning: Case Study of Gamified and Extended Reality Courses. Eng. Proc. 2023, 38, 13. https://doi.org/10.3390/engproc2023038013

AMA Style

Iacono S. Augmented Learning: Case Study of Gamified and Extended Reality Courses. Engineering Proceedings. 2023; 38(1):13. https://doi.org/10.3390/engproc2023038013

Chicago/Turabian Style

Iacono, Saverio. 2023. "Augmented Learning: Case Study of Gamified and Extended Reality Courses" Engineering Proceedings 38, no. 1: 13. https://doi.org/10.3390/engproc2023038013

APA Style

Iacono, S. (2023). Augmented Learning: Case Study of Gamified and Extended Reality Courses. Engineering Proceedings, 38(1), 13. https://doi.org/10.3390/engproc2023038013

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