Title
Improving student creativity with gamification and virtual worlds
Abstract
Games are of great interest in education. Their motivational qualities make players more persistent and resilient. In particular, virtual environments have proven to be good learning engagers, as they generate opportunities to create, explore and communicate. Here we present an exploratory study on how student autonomy and creativity can be improved by mixing virtual environments and gamification. To attain this, we added to a gamified course a 2.5D virtual environment that grows along with student grading, called AvatarWorld. There, students are represented by customized avatars, and they also can create custom content. Preliminary results suggest that even though students did not spend too much time in AvatarWorld, they were motivated to perform creative tasks that required knowledge acquired in the course.
Year
DOI
Venue
2013
10.1145/2583008.2583023
Gamification
Keywords
Field
DocType
creativity,education,evaluation/methodology,experimentation,gamification,human factors,measurement,student participation,virtual worlds
Metaverse,Virtual machine,Grading (education),Autonomy,Engineering,Creativity,Exploratory research,Multimedia
Conference
Citations 
PageRank 
References 
9
0.55
6
Authors
4
Name
Order
Citations
PageRank
Gabriel Barata1676.27
Sandra Gama2658.52
Manuel J. Fonseca311510.90
Daniel Gonçalves4413.67