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Gamification Applied to Programming Learning with Virtual Reality and Augmented Reality: Comparative Analysis

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The advancement of information and communication technologies (ICT) has generated significant changes in how learning is approached in various are-as, particularly in education. Currently, the teaching of programming has gained increasing relevance due to the growing demand for professionals trained in this field. Various tools and methodologies have been developed to enhance teaching methods and achieve greater effectiveness in program-ming education. In this regard, gamification and virtual learning environ-ments have greatly improved teaching. Specifically, gamification applied to programming has emerged as a valuable tool for enhancing understanding of concepts and achieving better academic performance among students. To ac-complish this goal, including virtual reality (VR) and augmented reality (AR) has become an attractive alternative. However, to effectively utilize these tools, it is essential to understand their characteristics and limitations to select the most suitable option for the teaching environment. This article presents a comparative synthesis between gamification with VR and AR in programming education, aiming to assess their effectiveness at different ed-ucational levels. It also aims to demonstrate the feasibility of their utiliza-tion and the benefits they can offer in this domain to promote the adoption of improved methods and alternatives in using tools for programming edu-cation.

Original languageEnglish
Title of host publicationProceedings of the International Conference on Computer Science, Electronics and Industrial Engineering (CSEI 2023) - Innovations in Industrial Engineering and Robotics in Industry - Bridging the Gap Between Theory and Practical Application
EditorsMarcelo V. Garcia, Carlos Gordón-Gallegos, Asier Salazar-Ramírez, Carlos Nuñez
PublisherSpringer Science and Business Media Deutschland GmbH
Pages146-161
Number of pages16
ISBN (Print)9783031709807
DOIs
StatePublished - 2024
EventInternational Conference on Computer Science, Electronics and Industrial Engineering, CSEI 2023 - Ambato, Ecuador
Duration: 6 Nov 202310 Nov 2023

Publication series

NameLecture Notes in Networks and Systems
Volume797 LNNS
ISSN (Print)2367-3370
ISSN (Electronic)2367-3389

Conference

ConferenceInternational Conference on Computer Science, Electronics and Industrial Engineering, CSEI 2023
Country/TerritoryEcuador
CityAmbato
Period6/11/2310/11/23

Bibliographical note

Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

Keywords

  • Augmented Reality
  • Gamification
  • Learning
  • Serious Games
  • Virtual Reality

CACES Knowledge Areas

  • 111A Education

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