Augmented Learning: Case Study of Gamified and Extended Reality Courses †
Abstract
:1. Introduction
2. Course and Methodology
2.1. First Year: Stranger Things and First Rule Setting
2.2. 5 Years of Experimentation
3. Data Collection
3.1. Questionnaire and Data
3.2. Results
Results of VR for Robotics Course
4. Conclusions and Future Works
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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1 | 2% | 2% | 15% | 46% | 35% |
2 | 6% | 29% | 19% | 27% | 19% |
3 | 3% | 13% | 23% | 27% | 34% |
4 | 0% | 10% | 15% | 46% | 29% |
5 | 6% | 12% | 23% | 19% | 27% |
6 | 2% | 2% | 19% | 6% | 75% |
1 | 0% | 0% | 6% | 44% | 50% |
2 | 0% | 0% | 6% | 44% | 50% |
3 | 10% | 9% | 31% | 22% | 28% |
4 | 0 | 10% | 6% | 34% | 50% |
5 | 3% | 3% | 12% | 38% | 44% |
6 | 3% | 10% | 6% | 6% | 75% |
7 | 0% | 9% | 19% | 34% | 38% |
1 | 5% | 14% | 0% | 57% | 24% |
2 | 14% | 5% | 29% | 33% | 19% |
3 | 19% | 14% | 34% | 14% | 19% |
4 | 19% | 19% | 9% | 24% | 29% |
5 | 19% | 9% | 10% | 38% | 24% |
6 | 19% | 14% | 19% | 14% | 34% |
7 | 5% | 19% | 14% | 33% | 29% |
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Iacono, S. Augmented Learning: Case Study of Gamified and Extended Reality Courses. Eng. Proc. 2023, 38, 13. https://doi.org/10.3390/engproc2023038013
Iacono S. Augmented Learning: Case Study of Gamified and Extended Reality Courses. Engineering Proceedings. 2023; 38(1):13. https://doi.org/10.3390/engproc2023038013
Chicago/Turabian StyleIacono, Saverio. 2023. "Augmented Learning: Case Study of Gamified and Extended Reality Courses" Engineering Proceedings 38, no. 1: 13. https://doi.org/10.3390/engproc2023038013
APA StyleIacono, S. (2023). Augmented Learning: Case Study of Gamified and Extended Reality Courses. Engineering Proceedings, 38(1), 13. https://doi.org/10.3390/engproc2023038013