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Flexible virtual environments: Gamifying immersive learning

Gordon, Neil; Brayshaw, Mike

Authors

Mike Brayshaw



Abstract

© Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways to enable interactive immersive experiences [16]. The opportunities these create in learning and training applications are immense: but create new challenges . Meanwhile, current virtual learning environments are typically web or app based technologies, sometimes perceived as having little value added from a user perspective beyond improved User Interfaces to access some content [6]. The challenge is how the human computer interaction features of such VE platforms may be used in education in a way that adds value, especially for computer mediated instruction. This paper will outline some of the issues, and opportunities, as well as some of the open questions about how such technologies can be used effectively in a higher education context, along with a proposed framework for embedding a learning engine within a virtual reality or environment system. Three-dimensional technologies: from work-walls, through CAVES to the latest headsets offer new ways to immerse users in computer generated environments. Immersive learning [1] is increasingly common in training applications, and is beginning to make inroads into formal education. The recent rise in such off-the-shelf technologies means that Augmented Learning becomes a realistic mainstream tool [13]. Much of this use is built in game environments using game engines, where these serious games provide learning effects as an intended consequence of playing.

Citation

Gordon, N., & Brayshaw, M. (2017). Flexible virtual environments: Gamifying immersive learning. Communications in computer and information science, 714, 115-121. https://doi.org/10.1007/978-3-319-58753-0_18

Acceptance Date Apr 30, 2017
Online Publication Date May 13, 2017
Publication Date 2017
Deposit Date Sep 27, 2017
Publicly Available Date Sep 27, 2017
Journal Communications in computer and information science
Electronic ISSN 1865-0937
Peer Reviewed Peer Reviewed
Volume 714
Pages 115-121
Book Title Communications in Computer and Information Science; HCI International 2017 – Posters' Extended Abstracts
ISBN 9783319587523; 9783319587530
DOI https://doi.org/10.1007/978-3-319-58753-0_18
Keywords Gamification, Flexible pedagogy, Virtual environments
Public URL https://hull-repository.worktribe.com/output/455153
Publisher URL https://link.springer.com/chapter/10.1007/978-3-319-58753-0_18
Additional Information This is the author's accepted manuscript of an article published in Communications in computer and information science , 2017, v.714.

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