Application of Virtual Reality and Gamification in the Teaching of Art History

Evelyn Marilyn Riveros Huaman, Roni Guillermo Apaza Aceituno, Olha Sharhorodska

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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.

Original languageEnglish
Title of host publicationLearning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration - 6th International Conference, LCT 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
EditorsPanayiotis Zaphiris, Andri Ioannou
PublisherSpringer Verlag
Pages220-229
Number of pages10
ISBN (Print)9783030218164
DOIs
StatePublished - 2019
Event6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019 - Orlando, United States
Duration: 26 Jul 201931 Jul 2019

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume11591 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference6th International Conference on Learning and Collaboration Technologies, LCT 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
Country/TerritoryUnited States
CityOrlando
Period26/07/1931/07/19

Bibliographical note

Funding Information:
The present investigation is part of the project ?Implementacion de un Laboratorio virtual inmersivo de Astronom?a usando Tecnicas de ?Gamification? dirigido a Alumnos de Secundaria? BA-0026-2017-UNSA, thanks to the financiting granted by the Universidad Nacional de San Agustin de Arequipa.

Publisher Copyright:
© 2019, Springer Nature Switzerland AG.

Keywords

  • Education
  • Gamification
  • History of art
  • Virtual learning environment
  • Virtual reality

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