Foley sounds in gamified VR learning environments. Graphic's auditory icons

In the modern era, the involvement of digital tools in optimizing the educational process is widely identified. Their proper use requires their integration into structured teaching models. Some of them promote gamified ways of teaching and learning. The enrichment of these models can be achieved by incorporating artistic and creative techniques, such as creating and composing original sounds for film ( Foley). This paper proposes the synergy of Foley sounds to enhance learners" interaction with the mechanisms and aesthetics of gamification, using as a methodological tool the case study of similar research by Gaver (1986), through which a first mapping of everyday sounds to computer interface actions was attempted. In conclusion, graphical and qualitative variables that compose the playful physiognomy of an educational virtual environment are invested with foley sounds, for reasons of feedback, spatial perception, realistic performance, and attractiveness.

Authors

Publication Details

Journal
International Journal of Educational Innovation.
Published
2025-09-02
DOI
https://doi.org/10.69685/msve1274
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00
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article

Foley sounds in gamified VR learning environments. Graphic's auditory icons

BOTI STAVROULA, KANELLOPOULOS PANAGIOTIS, ANTONIOU DIMITRIOS
International Journal of Educational Innovation.
Augmented Reality Applications
article

Foley sounds in gamified VR learning environments. Graphic's auditory icons

BOTI STAVROULA, KANELLOPOULOS PANAGIOTIS, ANTONIOU DIMITRIOS
article en

Abstract

In the modern era, the involvement of digital tools in optimizing the educational process is widely identified. Their proper use requires their integration into structured teaching models. Some of them promote gamified ways of teaching and learning. The enrichment of these models can be achieved by incorporating artistic and creative techniques, such as creating and composing original sounds for film ( Foley). This paper proposes the synergy of Foley sounds to enhance learners" interaction with the mechanisms and aesthetics of gamification, using as a methodological tool the case study of similar research by Gaver (1986), through which a first mapping of everyday sounds to computer interface actions was attempted. In conclusion, graphical and qualitative variables that compose the playful physiognomy of an educational virtual environment are invested with foley sounds, for reasons of feedback, spatial perception, realistic performance, and attractiveness.

International Journal of Educational Innovation.Vol. 7(1)
Openalex Percentile: Top 78%
Augmented Reality Applications
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