Title
Application of Virtual Reality and Gamification in the Teaching of Art History
Date Issued
01 January 2019
Access level
metadata only access
Resource Type
conference paper
Author(s)
Publisher(s)
Springer Verlag
Abstract
The virtual reality (VR) presents a breakthrough in the field of education and others, because it allows you to interact with a fictional world created through the technology. Users can navigate in real time with a subjective perspective of what is there and can be deployed in this three-dimensional world (3D). We use a virtual learning environment (VLE) done in the Unity3D program where you will simulate a virtual museum to enhance the teaching of history of Art. For which we use predefined stages to improve knowledge in an interactive way through gamification techniques testing was conducted on 15 students in higher education, achieving a more active learning.
Start page
220
End page
229
Volume
11591 LNCS
Language
English
OCDE Knowledge area
Educación general (incluye capacitación, pedadogía)
Ciencias de la computación
Historia del arte
Subjects
Scopus EID
2-s2.0-85069847820
Source
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Resource of which it is part
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
ISSN of the container
03029743
ISBN of the container
9783030218164
Conference
6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
Sources of information:
Directorio de Producción Científica
Scopus