Week 4 679

Essential Question: How can immersive virtual reality enhance gamification?

First of all, what is gamification? Gamification is a term that was first used in 2008, with the definition published in 2011 as using game thinking and game mechanics to solve problems (Waltman, 2016). In gamification, everyone is a winner. It rewards players for completing certain tasks. Groh (2012) describes gamification as “the use of game design elements in non-game contexts.” The most common objective of gamification is to increase user experience and engagement with a system.

Looking at this definition visual reality would enhance user experience and engagement. With Google cardboard students are able to see places they never have seen before. Google cardboard is just like a game. They have made these devices now to use with video games. They also have Samsung gear and Oculus, which are virtual reality that users go play games with in a 3D world. For movement tracking and gesture recognition we have used the Leap Motion device (Chifor, & Stefan, 2015). This device is similar to the Wii device where kids stand in from of the TV and can dance along with the person on the screen. Students use their arm motions to open doors and perform other tasks.

If teachers bought this into the classroom, students would surely be immersed in the lesson. This would open their eyes to new experiences. It is like virtual life. Some students have that in other games. Bringing virtual reality to the classroom would inspire students and increase their love for learning. If you are using gamification in your classroom then virtual reality would be perfect because it is like a game and students would be engaged in the process and excited about what they are learning. This is what every teacher wants for their students: to be excited and in the flow of learning.

References

Chifor, M., & Stefanut, T. (2015). Leap Motion. Retrieved September 29, 2016, from https://www.leapmotion.com/

Groh, F. (2012). Gamification: State of the Art Definition and Utilization.

Waltman, J. (2016). Gaming vs Gamification. Retrieved September 14, 2016, from https://www.sophia.org/tutorials/gaming-vs-gamification-2

Yap, M. (2016). Google Cardboard for a K12 Social Studies Module. Retrieved September 28, 2016.

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2 thoughts on “Week 4 679

  1. Hi Theresa,
    I think students would/will love the opportunities that VR provides. As a teacher and an early tech adopter, I struggle with the line between what is just “cool” and what is good for teaching/learning. I’m excited about the possibilities, but as a parent I’m concerned with how much screen time my kids get at school (my daughter 9 is currently in a ‘paperless’ classroom).

    Like

    1. I agree with you on that. I don’t think this should be used everyday. That is a good point on how much should we expose this kids to? How much is too much? Good questions to think about.

      Like

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