Novembro 2018 vol. 5 num. 1 - XXII CONGRESSO INTERNACIONAL DA SOCIEDADE IBEROAMERICANA DE GRÁFICA DIGITAL
Artigo - Open Access.
Gamification of Educational Environments through Virtual Reality Platforms
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Bertuzzi, Dr. Juan Pablo ; Chiarella, Dr. Arq. Mauro ;
Artigo:
This paper proposes the experimentation of new information and communication technologies through the development of an experimental and interactive virtual reality application, where educational content and game mechanics are incorporated, in order to generate interactivity within a digital 3D space and promote academic exchange in an innovative way. This project aims to the exploration of an open 3D digital environment, where the modeling is inspired by some sector of the physical space of the authors’ university, compatible for the incorporation of smart objects, avatars and a dialogue/activities system that deals with several educational topics.
Artigo:
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Palavras-chave: Avatar; Gamification; Hybrid worlds; Techno-politics; Virtual reality,
Palavras-chave: -,
DOI: 10.5151/sigradi2018-1348
Referências bibliográficas
- [1] Amato, E. (2014). Pour une théorie unificatrice du jeu vidéo: le modèle analytique de la co-instantiation. Psychologie Clinique, 37, 52-66. Bailenson, J. & Blascovich, J. (2004). Avatars. In Bainbridge, W. (Ed.), Berkshire Encyclopedia of Human-Computer Interaction (p. 64-68). Great Barrington, MA: Berkshire Publishing Group. Bertuzzi, J. P., (2014). Mondes Hybrides. Expérimentations sociales pour analyser la relation avatar-utilisateur (Doctoral Thesis, Digital Edition), Paris: Bibliothèque Paris 8. Borges, J. L., (1993). Las Ruinas Circulares. Ficciones; El Aleph; El Informe de Brodie. Biblioteca Ayacucho. Caillois, R. (1967). Les jeux et les hommes, Paris: Gallimard. Castells, M. (2012). Networks of Outrage and Hope: Social Movements in the Internet Age. Malden, MA: Polity Press. Coleman, B., (2011). Hello Avatar. Rise of the Networked Generation. Cambridge, MA: MIT Press. Georges, F. (2013). L’avatar comme métaphore conceptuelle et interactive de l’image de soi. In Amato, E. & Perenny, E. (Eds.), Les avatars jouables des mondes numériques (pp. 135-149). Paris: Lavoisier. Jorgensen, K. (2014). Gameworld Interfaces. Cambridge, MA: MIT Press. Mayra, F. (2008). An Introduction to Game Studies, London: SAGE Publications. McLuhan, M. (1998). La galaxia Gutenberg, Barcelona: Galaxia Gutenberg. Villagrasa, S., Fonseca, D., Redondo, E. & Duran, J. (2014). Teaching case of gamification and visual technologies for education. Journal of Cases on Information Technology (JCIT), 16 (4), 38-57. Wiener, N. (1988). The Human Use of Human Beings: Cybernetics and Society. New York: Da Capo Press.
Como citar:
Bertuzzi, Dr. Juan Pablo; Chiarella, Dr. Arq. Mauro; "Gamification of Educational Environments through Virtual Reality Platforms", p. 975-979 . In: .
São Paulo: Blucher,
2018.
ISSN 2318-6968,
DOI 10.5151/sigradi2018-1348
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