Emerging technologies provide the necessary means to develop online learning programs with online experimental setups through web platforms for educational and training purposes. Combining design techniques with virtual and augmented reality, templates, contents and interfaces can improve users’ analytical capabilities of perception and cognition. In addition, it will allow the development of more attractive online courses, while promoting the learning process. This paper briefly describes some relevant features of the platform flock.uc.pt under development at the University of Coimbra, including some application examples. The authors’ intension is to demonstrate the main characteristics of this platform presenting some examples of online educational modules
Recent studies shed an unfavourable light on existing tools that support at-distance learning in pre-university students. Concerns revolve around motivation, focus, engagement as well as long-term knowledge retention rates. Multiple attempts were made to connect digital games with education, designated by Game-Based Learning, although educational outcomes have been mixed. Possibly due to ad-hoc experimentation, the effects seem related to relationships between specific game mechanisms and structural design. This research project focused on potential effects of a digital 3D role-playing game in learning. A multidisciplinary team built a prototype, named Liber Domus, using game developing techniques and mechanisms that have never been used or explored in the area on this scale. Preliminary results show the game presents students with a more dynamic approach to learning inside the classroom, increasing motivation and fun levels and allowing for a less repetitive revision of subjects, and the flexibility of the tool for both classroom and at-home learning. Further development is ongoing.
The pandemic due to COVID-19 has had rapid and widespread effects in our global society, even asking us, educators, whether in fact we will be able to promote the development of proactive citizens, bringing back the reflection on the need for education reinvented through hypersensory and gamified strategies and resources, which does not forget the need to promote the so-called 21st century calls and the principles of education for the global and sustainable development of children. It is in this context that with this project we seek to demonstrate how the digital Role-Playing Game (RPG) can be used as a tool for (supporting) teaching and learning in different subject areas (Portuguese, English, Mathematics, Natural Sciences and History), in the contexts of the 1st and 2nd Cycles of Basic Education in Portugal. Taking into account an ethnographic approach, which combines qualitative and quantitative methodologies and data triangulation, we intend with this pilot project: a) to analyse the state of the art regarding research projects focused on gamified approaches, in particular using RPG games on teaching and learning process; b) to analyze the representations of pupils and teachers about the gamified approach and the role-playing game; c) to create a digital platform based on RPG for the recreation of the teaching and learning process, validating the didactic modules / paths for their implementation in teaching contexts; d) to analyse the impacts of using the platform, namely with regard to pupils' knowledge and resources in the different curricular contents.
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