Gamification in Education: Building an Escape Room using VR Technologies

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 signifi...

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Published in2023 46th MIPRO ICT and Electronics Convention (MIPRO) pp. 678 - 683
Main Authors Staneva, A., Ivanova, T., Rasheva-Yordanova, K., Borissova, D.
Format Conference Proceeding
LanguageEnglish
Published MIPRO Croatian Society 22.05.2023
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ISSN2623-8764
DOI10.23919/MIPRO57284.2023.10159923

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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.
AbstractList 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.
Author Borissova, D.
Staneva, A.
Ivanova, T.
Rasheva-Yordanova, K.
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  organization: Institute of Information and Communication Technologies at the Bulgarian Academy of Sciences,Department of Information Processes and Decision Support Systems,Sofia,Bulgaria,1113
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SubjectTerms Adaptation models
distance education
e-learning
Education
Electronic learning
escape room
Games
online learning
serious games
Solid modeling
Technological innovation
Urban areas
virtual reality
Title Gamification in Education: Building an Escape Room using VR Technologies
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