The Metaverse in Higher Education: Development of a Framework for Gamification Learning
Immersion technologies like digital reality, simulated reality, and academic video poker have the potential to completely transform conventional teaching techniques. By establishing extremely interactive and engaging environments, instructors can employ these technologies to address significant issues like student disengagement and a lack of interest in traditional tasks. By employing VR's immersive features to gamify and enhance traditional learning experiences, teachers may significantly increase student motivation, engagement, and learning outcomes. This study proposes a revolutionary framework for gamified learning that enables instructors to transform regular assignments into interactive, entertaining games. When students are encouraged to actively participate in learning assignments, both their academic performance and level of engagement greatly improve. To make learning more dynamic and individualized for each learner, the framework combines gaming features, points, and levels. But assessing student learning in immersive learning settings like VR and AR presents unique challenges. Current assessment methods are sometimes inadequate to adequately capture the variety of practical and cognitive talents that are learned in these kinds of circumstances. The Gaming-Based Assessment Framework (GBAF), created especially for teachers who want to evaluate their students' learning in Metaverse, or digital gaming environments, serves as a solution to this problem. In short, when integrated with a robust assessment framework like the GBAF, immersive learning technologies offer educational potential never seen before. By gamifying learning experiences and providing educators with tools to measure learning in challenging circumstances, these technologies can enhance and augment current teaching methods. Educators and researchers can use the GBAF as a guide to create assessments that are more suitable for the dynamic nature of immersive learning platforms.
Authors
- R. Renugadevi
- V. Gomathi (ORCID: https://orcid.org/0000-0002-1869-3779)
- Karthikeyan Jothikumar
- Janani Ratthna S G
- A Vidhyalaxmi
- Amutha Priya K
Publication Details
- Published
- 2025-02-21
- DOI
- https://doi.org/10.1109/icitiit64777.2025.11041149
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- National Engineering College