2022
Authors
Silva, F; Ferreira, R; Castro, A; Pinto, P; Ramos, J;
Publication
METHODOLOGIES AND INTELLIGENT SYSTEMS FOR TECHNOLOGY ENHANCED LEARNING
Abstract
Gamification is a topic which aims to apply game elements to real world tasks, that results in a pleasant influence over a user behaviour towards an objective. Learning is one of the fields where gamification has been implemented and experimented to motivate students and improve their learning process. The first iterations account for the use of game elements such as points, levels and badges or achievements based on task completion according to rules set before. The learning tasks in this approach are not necessarily changed or take advantage of new forms of interactions and guidance. In this article we introduce the application of virtual reality, augmented reality, and machine learning as tools to improve upon the standard application of gamification, making the experience more immersive to the user. We hope to advance gamification to account for more elements, such as digital twins and digital aids in a learning application. In this article we detail possible scenarios for the application of virtual reality and augmented reality combined with machine learning in serious games and learning scenarios.
2022
Authors
Ferreira, R; Sousa, C; Carneiro, D; Cardeiro, C;
Publication
CENTERIS 2022 - International Conference on ENTERprise Information Systems / ProjMAN - International Conference on Project MANagement / HCist - International Conference on Health and Social Care Information Systems and Technologies 2022, Hybrid Event / Lisbon, Portugal, November 9-11, 2022.
Abstract
2024
Authors
Sousa, C; Ferreira, R; Pinto, P; Pereira, C; Rebelo, R;
Publication
Procedia Computer Science
Abstract
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