Abstract
Virtual reality has an important role in learning physics since it provides students a virtual environment that simulates real-world situations. Virtual laboratories are a new alternative for teaching, as they provide safe environments where the student can repeat a practice without risk of damaging the equipment. Gamification allows motivating students through the application of game-design elements. The objective of this paper was to perform a mixed evaluation of the influence of immersive virtual reality and gamification on the learning of physics in a mobile learning environment. The proposed application is a low-cost alternative for both schools and universities that do not have the infrastructure to create a physics laboratory and a tool for distance learning in physics. 86 students of university education were tested and we analyzed the information generated by the students.
Original language | English |
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Title of host publication | HCI International 2019 - Posters - 21st International Conference, HCII 2019, Proceedings |
Editors | Constantine Stephanidis |
Publisher | Springer Verlag |
Pages | 247-254 |
Number of pages | 8 |
ISBN (Print) | 9783030235246 |
DOIs | |
State | Published - 2019 |
Event | 21st International Conference on Human-Computer Interaction, HCI International 2019 - Orlando, United States Duration: 26 Jul 2019 → 31 Jul 2019 |
Publication series
Name | Communications in Computer and Information Science |
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Volume | 1034 |
ISSN (Print) | 1865-0929 |
ISSN (Electronic) | 1865-0937 |
Conference
Conference | 21st International Conference on Human-Computer Interaction, HCI International 2019 |
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Country/Territory | United States |
City | Orlando |
Period | 26/07/19 → 31/07/19 |
Bibliographical note
Funding Information:The present investigation is part of the project “Implementación de un Laboratorio virtual inmersivo de Astronomía usando Técnicas de Gamification dirigido a Alumnos de Secundaria” BA-0026-2017-UNSA, thanks to the financing granted by the Universidad Nacional de San Agustin de Arequipa.
Publisher Copyright:
© Springer Nature Switzerland AG 2019.
Keywords
- Education
- Gamification
- Mobile
- Physics
- Virtual laboratory
- Virtual reality