Approaches and Models for Application of Gamification Techniques in v-Learning

Authors

  • Michela Tramonti EU-Track- European Training and Research for a Key Cooperation to business, Terracina, Italy
  • Alden Dochshanov EU-Track- European Training and Research for a Key Cooperation to business, Terracina, Italy
  • Mariya Monova-Zheleva Laboratory of Digitization – Burgas, Institute of Mathematics and Informatics, Bulgarian Academy of Sciences, Burgas, Bulgaria
  • Yanislav Zhelev Laboratory of Digitization – Burgas, Institute of Mathematics and Informatics, Bulgarian Academy of Sciences, Burgas, Bulgaria

DOI:

https://doi.org/10.55630/dipp.2021.11.31

Keywords:

Gamification Concept, Virtual Reality, v-Learning, e-Tivities Model

Abstract

Nowadays, the effectiveness of technology integration into teaching and learning approaches is widely recognised, mainly, in those pedagogical practices where students are the centre and co-constructors of their knowledge process. Specifically, the authors underline the potentialities of combining the gamification techniques and 3D virtual environments to design innovative learning settings through the description of two projects, TALETE and AVATAR, funded by the European Commission.

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Published

2021-09-10

How to Cite

Tramonti, M., Dochshanov, A., Monova-Zheleva, M., & Zhelev, Y. (2021). Approaches and Models for Application of Gamification Techniques in v-Learning. Digital Presentation and Preservation of Cultural and Scientific Heritage, 11, 315–324. https://doi.org/10.55630/dipp.2021.11.31

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