[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to main content

Enhanced Virtual Learning Spaces Using Applied Gaming

  • Conference paper
  • First Online:
The Challenges of the Digital Transformation in Education (ICL 2018)

Abstract

Online virtual labs, emulate real laboratories where students can accomplish a number of learning tasks and receive courses that otherwise would be difficult if not infeasible to be offered. In reaching this challenging goal, we developed two virtual labs enhancing students knowledge by providing an entertaining and engaging experience. Ensuring that the educational requirements of educators and students will not be overlooked, extensive evaluations of the virtual labs were deployed. Both virtual labs were accompanied with game analytics enabling detailed tracking of learner behavioral data. Tracking and understanding behavioral data facilitated decision-making at the design level of a lab, but also allowed for adapting learning content to the personal needs of the students.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
£29.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
GBP 19.95
Price includes VAT (United Kingdom)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
GBP 223.50
Price includes VAT (United Kingdom)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
GBP 279.99
Price includes VAT (United Kingdom)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    https://www.golabz.eu/.

  2. 2.

    http://www.envisage-h2020.eu/virtual-labs/.

  3. 3.

    http://www.ea.gr/ea/index.asp?lag=en.

  4. 4.

    https://www.unity3d.com.

  5. 5.

    https://www.blender.org.

  6. 6.

    http://threejs.org.

References

  1. Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., De Freitas, S.: Developing serious games for cultural heritage: a state-of-the-art review. Virtual Real. 14(4), 255–275 (2010)

    Article  Google Scholar 

  2. Gros, B.: Digital games in education: the design of games-based learning environments. J. Res. Technol. Educ. 40(1), 23–38 (2007)

    Article  Google Scholar 

  3. Hodges, G.W., Wang, L., Lee, J., Cohen, A., Jang, Y.: An exploratory study of blending the virtual world and the laboratory experience in secondary chemistry classrooms. Comput. Educ. 122, 179–193 (2018)

    Article  Google Scholar 

  4. Ibáñez, L.A.H., Naya, V.B.: An enhanced navigation kit for virtual heritage exploration using a game engine. Digi. Herit. 2, 755–756. IEEE (2015)

    Google Scholar 

  5. Kebritchi, M., et al.: Examining the pedagogical foundations of modern educational computer games. Comput. Educ. 51(4), 1729–1743 (2008)

    Article  Google Scholar 

  6. Lee, E.A.L., Wong, K.W., Fung, C.C.: How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach. Comput. Educ. 55(4), 1424–1442 (2010)

    Article  Google Scholar 

  7. Mikropoulos, T.A., Natsis, A.: Educational virtual environments: a ten-year review of empirical research (1999–2009). Comput. Educ. 56(3), 769–780 (2011)

    Article  Google Scholar 

  8. Muntean, C.H., Andrews, J., Muntean, G.M.: Final frontier: an educational game on solar system concepts acquisition for primary schools. In: 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), pp. 335–337. IEEE (2017)

    Google Scholar 

  9. Potkonjak, V., Gardner, M., Callaghan, V., Mattila, P., Guetl, C., Petrović, V.M., Jovanović, K.: Virtual laboratories for education in science, technology, and engineering: a review. Comput. Educ. 95, 309–327 (2016)

    Article  Google Scholar 

  10. Smith, K., Shull, J., Shen, Y., Dean, A., Michaeli, J.: Overcoming challenges in educational stem game design and development. In: Simulation Conference (WSC), 2017 Winter. pp. 849–859. IEEE (2017)

    Google Scholar 

  11. Ververidis, D., Chantas, G., Migkotzidis, P., Anastasovitis, E., Papazoglou-Chalikias, A., Nikolaidis, E., Nikolopoulos, S., Kompatsiaris, Y., Mavromanolakis, G., Ebdrup-Thomsen, L., Liapis, A., Yannakakis, G., Mller, M., Hadiji, F.: An authoring tool for educators to make virtual labs. In: Proceedings International Conference on Interactive Collaborative Learning (2018)

    Google Scholar 

  12. Yannakakis, G.N., Togelius, J.: Artificial Intelligence and Games. Springer (2018). http://gameaibook.org

Download references

Acknowledgement

The research leading to these results has received funding from the European Union H2020 Horizon Programme (2014-2020) under grant agreement 731900, project ENVISAGE (Enhance virtual learning spaces using applied gaming in education).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Dimitrios Ververidis .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Migkotzidis, P. et al. (2020). Enhanced Virtual Learning Spaces Using Applied Gaming. In: Auer, M., Tsiatsos, T. (eds) The Challenges of the Digital Transformation in Education. ICL 2018. Advances in Intelligent Systems and Computing, vol 916. Springer, Cham. https://doi.org/10.1007/978-3-030-11932-4_66

Download citation

Publish with us

Policies and ethics