Implications of Gamification and Virtual Reality in Higher Education

2022 ◽  
pp. 1676-1686
Author(s):  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro ◽  
Fernando José de Aires Angelino

Gamification and virtual reality are becoming more common in higher education, leading to more research toward this topic and its applications. Following this new trend, this chapter identifies and proposes practical applications and future directions for gamification and virtual reality in higher education environments. Authors contribute with precise inputs how to create student engagement and motivation towards learning and academic activities. Future research avenues in these domains are given. Authors draw conclusions about future changes in the educational experiences through gamification and virtual reality.

Author(s):  
Ricardo Godinho Bilro ◽  
Sandra Maria Correia Loureiro ◽  
Fernando José de Aires Angelino

Gamification and virtual reality are becoming more common in higher education, leading to more research toward this topic and its applications. Following this new trend, this chapter identifies and proposes practical applications and future directions for gamification and virtual reality in higher education environments. Authors contribute with precise inputs how to create student engagement and motivation towards learning and academic activities. Future research avenues in these domains are given. Authors draw conclusions about future changes in the educational experiences through gamification and virtual reality.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sandra Maria Correia Loureiro ◽  
Ricardo Godinho Bilro ◽  
Fernando José de Aires Angelino

Purpose The purpose of this paper is to review studies on the use of virtual reality (VR) and gamification to engage students in higher education for marketing issues to identify the research topics, the research gaps and to prepare a future research agenda. Design/methodology/approach A literature review is performed based on two search terms applied to Web of Science, resulting in a final pool of 115 articles. A text-mining approach is used to conduct a full-text analysis of papers related to VR and gamification in higher education. The authors also compare the salient characteristics presented in the articles. Findings From this analysis, five major research topics are found and analysed, namely, teaching methodologies and education, experience and motivation, student engagement, applied theories in VR and gamification. Based on this and following the theory concept characteristics methodology framework, the paper provides directions for future research. Originality/value There is no comprehensive review exploring the topics, theories, constructs and methods used in prior studies concerning VR and gamification applied to higher education services based on all the articles published in well-regarded academic journals. This review seeks to provide deeper insights, to help scholars contribute to the development of this research field.


2021 ◽  
Vol 12 ◽  
Author(s):  
Aiqin Wang

Higher education is undergoing a paradigm move from passive learning toward active learning. Student engagement is assumed to be a significant criterion and gauge for the quality of the student skill for higher education; however, in the literature, the term engagement remains to be vague to delineate, and it is construed in different ways. Since institutions accentuate preparing alumnae for life further than their education, student engagement has turned out to be a priority for music education, and within the last 5 years, the attention was drawn to “Students as Partners” as a response to “students as consumers” construct manipulating higher education theory. Concerning the literature review, the meaning of student engagement, determinants influencing it, and its merits are brought together. In conclusion, the implications of student engagement are presented, and new guidelines for future research are depicted.


Author(s):  
David Scott Thompson ◽  
Alison P. Thompson ◽  
Kristen McConnell

AbstractObjectivesThe challenges of bioscience courses such as anatomy and physiology in nursing education are well documented. Virtual reality has recently become accessible and may support student engagement. The purpose of this project was to describe students’ engagement and experiences with virtual reality in a first-year nursing course on anatomy, physiology, and health assessment.MethodsWe used a cross-sectional design and collected both quantitative and qualitative data. The Exploratory Learning Model guided our work.ResultsStudents perceived their engagement to be higher in virtual reality compared to other teaching methods. Their experiences were positive with students reporting that they found it easy to use, it helped their learning, and they recommended more of it.ConclusionsVirtual reality is an accessible tool for supporting student engagement. The Exploratory Learning Model is a useful conceptualization for integrating virtual reality into a course. Future research on the relationship between virtual reality and learning achievements is warranted.


Author(s):  
Veronica Veaux, ABD ◽  
Angie Kovarik, DBA ◽  
Valerie Wallingford, PhD ◽  
Matthew Splittstoser

Well-respected experts of higher education, including those at the National Survey of Student Engagement (NSSE) and founding director Dr. Alexander Astin of the Higher Education Research Institute at UCLA, have demonstrated strong correlations between the amount of time and effort students put into “educationally purposeful activities” outside the classroom (e.g., student organizations) and positive outcomes of student success, such as satisfaction, persistence, and academic achievement (Astin, 1984, 1993, 1999; Berger and Milem,1993; Pascarella and Terenzini, 2005). This study evaluates student involvement in on-campus student organizations. What characteristics are most highly correlated with participation? Based on the results of previous studies, we hypothesized that student engagement in on-campus student organizations is positively correlated with proximity to campus and that the closer a student lives to campus, the more apt they are to be involved with on-campus student organizations. Not only will students living closer to campus be more active with on-campus student organizations, but they are also more likely to be involved with on-campus student organizations directly related to their major. We also hypothesized that female students are more apt to be involved in on-campus student organizations related to their major than males. Original survey results and future research ideas are discussed.


Author(s):  
Erin Hannan ◽  
Shuguang Liu

Purpose This paper aims to survey the current landscape of artificial intelligence (AI) applications in higher education institutions (HEIs) and recommend future directions. Design/methodology/approach This paper reviews the recent trends, showcases the applications and provides future directions through a review of current uses of AI in HEIs. Findings The results of this study highlight successful applications of AI technologies in three main areas of college operation: student learning experience; student support; and enrollment management. Research limitations/implications This review has important implications for early adopters of AI by HEIs in providing a competitive advantage. The limitation lies in the scope of the review. It is not comprehensive and does not cover other areas of college operations. Originality/value This is the first review about AI in higher education. It is of value in building future research and serving as a framework for AI applications in HEI.


Author(s):  
Doo Hun Lim ◽  
Soo Jeoung Han ◽  
Jihye Oh ◽  
Chang Sung Jang

The purpose of this chapter is to specify various notions of virtual reality (VR) and augmented reality (AR) including the historical development and illustrate how they are applied to train and mentor instructors in higher education settings. This study also presents various industry-wide examples of utilizing VR and AR for training and education. Benefits and limitations of using VR and AR in academic settings are discussed as well. Additionally, this study provides up to date VR and AR applications that can be adopted in training and mentoring instructors of higher education. Based on a comparative analysis of available technologies, the authors suggest possible future research to improve existing practices in the use of AR and VR in training and mentoring instructors in higher education settings.


2020 ◽  
Vol 10 (8) ◽  
pp. 205
Author(s):  
Rabindra Nepal ◽  
Ann M. Rogerson

Higher education is experiencing a paradigm shift from passive learning towards active learning. The COVID-19 pandemic has further presented an opportunity for education providers to enhance teaching that includes non-campus modes. However, concerns regarding student engagement lie at the heart of the transition to active learning environments in the context of the increased demand for online education. Therefore, promoting student engagement has become an educational priority since greater student engagement translates into valued student experiences, higher academic performance, and increased retention rates. This paper semi-systematically reviews the literature on student engagement in undergraduate economics education. Close emphasis is also paid to the relationships between the direct measures of disengagement such as absenteeism on student performance in economics. The student engagement framework developed by Frederiks, Blumenfeld, and Paris (2004) is used to classify the dimensions of student engagement and the factors that influence the different dimensions of engagement. The literature reviewed is predominately occupied with behavioral aspects of engagement with little attention towards capturing the cognitive and emotional aspects of student engagement. Three key recommendations are noted from the study in order for business school educators and higher education policy makers to promote student engagement in economics education. Future research on student engagement in undergraduate business education should focus more on capturing the cognitive and emotional aspects of student engagement to inform policymaking in promoting student engagement.


2018 ◽  
Vol 18 (2) ◽  
pp. 200-217 ◽  
Author(s):  
Joana Almeida ◽  
Sue Robson ◽  
Marilia Morosini ◽  
Caroline Baranzeli

Internationalization at Home (IaH) has become a strategic priority in higher education research, policy and practice, although there is still a lack of conceptual clarity around its meaning and practical applications and implications. This paper aims to shed empirical insight into how this concept is understood by higher education staff. It follows a multiple-case study design to explore bottom-up understandings of IaH by 18 staff in two universities in Brazil and the UK. Findings yielded by a thematic analysis of two focus group sessions forefront three dimensions when enacting an IaH agenda: (1) the institutional or organizational side of internationalization, (2) teaching and learning aspects, and (3) personal experiences of the social actors involved in internationalization processes. Within these dimensions, four baseline features should be considered for a bottom-up understanding of IaH: institutional strategizing, international curricula, student integration, and inclusivity of IaH. Implications for future research highlight the importance of furthering empirically grounded definitions of IaH via a bottom-up and top-down development of the concept that clarifies the epistemology of equity it represents. Implications for practice point to the urge of attending to staff perceptions whilst exploring macro-, meso- and micro-contextual conditions and needs.


2020 ◽  
Vol 10 (9) ◽  
pp. 225 ◽  
Author(s):  
Mariana-Daniela González-Zamar ◽  
Emilio Abad-Segura

Technological advances have posed a challenge in university learning ecosystems in terms of the application of immersive technologies that offer an educational and innovative framework to the student. The evolution of global research on this topic during the period 1980 to 2019 was studied. For this purpose, a bibliometric analysis of 1296 articles was applied, obtaining results of the scientific productivity of the journals, authors, institutions, and countries that contribute to this research. The evidence shows a growing interest, especially in the last three years, in the study of the application of virtual reality in higher education. The main subject area is Social Science. The most productive research institution is the Complutense University of Madrid. The United States is the country with the most publications and citations. In addition, The United States, Spain and the United Kingdom are the countries with the most international collaborations in their publications. The study detected five new directions for future research. The growing worldwide trend of scientific production demonstrates the interest in developing aspects of the use of virtual reality in arts education in the context of higher education. This study contributes to the academic, scientific and institutional discussion around the improvement of decision making based on the available information.


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