학술논문

Gamification in Education: Building an Escape Room using VR Technologies
Document Type
Conference
Source
2023 46th MIPRO ICT and Electronics Convention (MIPRO) ICT and Electronics Convention (MIPRO), 2023 46th MIPRO. :678-683 May, 2023
Subject
Bioengineering
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
Photonics and Electrooptics
Power, Energy and Industry Applications
Robotics and Control Systems
Signal Processing and Analysis
Solid modeling
Adaptation models
Technological innovation
Electronic learning
Education
Urban areas
Games
virtual reality
escape room
online learning
e-learning
distance education
serious games
Language
ISSN
2623-8764
Abstract
The rapid expansion of media diversity and the growing popularity of “virtual worlds”, created the need and opportunity to apply various innovative teaching methods. There is a change in the needs of learners who are no longer in the role of passive listeners. Interactive games can significantly increase learning effectiveness, motivation, and student achievement and turn students from passive to active participants in the learning process. This paper examines the place of gamification in formal education and its role in supporting traditional learning. The purpose of the report is to present a gamified lesson based on virtual reality technologies. The article is focused on two points: (1) introducing innovation in the education of students at the high school stage, and (2) motivating students to think critically, synthesize available information, and solve problems. The paper presents a model and implementation of a VR Escape room as a support tool for acquiring new knowledge in a digital environment. The innovative lesson model is applicable in both traditional and electronic learning environments. The model is independent of the study subject and educational level but is adapted to the attitudes, expectations, and needs of students in high school education.