GAMIFICATION, XR LESSONS, AI AND HISTORY TELLING AS ENGINE IN THE LEARNING PROCESS IN HIGHER EDUCATION

Emerging technologies have become the engine that accelerates student learning in higher education, combined with educational innovations based on gamification and an attractive story behind the learning of concepts that are difficult to explain and usually tedious for students. Students are achieving excellent results in the teaching-learning process, which is reflected in the development of skills by the students. This work continues research presented at E&PDE 24 based on AR and VR lessons for engineering students' learning. Below, we present the deployment in different training units at the Tecnológico de Monterrey, the University of Seville, and the Mälardalen University. In this research, we present a systemic vision of the deployment of a global classroom in the classroom, which is the interaction at a certain moment in class with students and teachers from other universities to develop common competencies through the solution of an academic challenge. The design of experiments and design thinking is applied to prepare the deployment of the activity in class and measure the effect on students through three variables: engagement, development of competencies, and learning.

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Publication Details

Published
2025-01-01
DOI
https://doi.org/10.35199/epde.2025.115
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

GAMIFICATION, XR LESSONS, AI AND HISTORY TELLING AS ENGINE IN THE LEARNING PROCESS IN HIGHER EDUCATION

Guillermo Garcı́a Montero, Natalia Frías Reid, Juan M. Murillo, Carlos Alberto González Almaguer et al.
Educational Games and Gamification
article

GAMIFICATION, XR LESSONS, AI AND HISTORY TELLING AS ENGINE IN THE LEARNING PROCESS IN HIGHER EDUCATION

Guillermo Garcı́a Montero, Natalia Frías Reid, Juan M. Murillo, Carlos Alberto González Almaguer, Verónica Saavedra Gastélum, Anders Berglund, Roberto Carlos dos Santos Pacheco
article en

Abstract

Emerging technologies have become the engine that accelerates student learning in higher education, combined with educational innovations based on gamification and an attractive story behind the learning of concepts that are difficult to explain and usually tedious for students. Students are achieving excellent results in the teaching-learning process, which is reflected in the development of skills by the students. This work continues research presented at E&PDE 24 based on AR and VR lessons for engineering students' learning. Below, we present the deployment in different training units at the Tecnológico de Monterrey, the University of Seville, and the Mälardalen University. In this research, we present a systemic vision of the deployment of a global classroom in the classroom, which is the interaction at a certain moment in class with students and teachers from other universities to develop common competencies through the solution of an academic challenge. The design of experiments and design thinking is applied to prepare the deployment of the activity in class and measure the effect on students through three variables: engagement, development of competencies, and learning.

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Educational Games and Gamification
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