Gamification for Innovative Urban Design Education and Its Integration with Public Participation
A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Sustainable Urban and Rural Development".
Deadline for manuscript submissions: closed (31 December 2021) | Viewed by 858
Special Issue Editors
Interests: ICT; architectural representation; educational research; e-learning; m-learning
Interests: architecture; serious games, video games; virtual reality; augmented reality; enhanced learning
Special Issues, Collections and Topics in MDPI journals
Special Issue Information
Dear colleagues,
The scope of this Special Issue is to document cross-sectional research at the intersection of computer science and urban policies in the cities of the future, where public participation and true acceptance of sustainability are crucial. For these, we have identified four main action areas of interest: 1. training and interaction with students in an area with a substantial visual component as well as social impact such as architecture, especially urbanism and urban planning in the design of urban public spaces; 2. the education of multimedia engineers, where gamified processes using ICTs will be designed and implemented; 3. the emotional component of users and designers of the public space, and the motivation and degree of satisfaction in the use of ICTs and gamified proposal of students, professionals, and the general public; and 4. the study and improvement of public participation in this kind of projects and proposals.
The main hypothesis of this Special Issue is based in proving the following affirmation: “The implementation of virtual strategies combined with other gamified ones in the field of urban design will provide an improvement in public participation since they are a more dynamic, realistic and agile collaborative environment, thanks to the augmented and immersive visual technologies”. In addition, a secondary hypothesis is defined: “gamified strategies for the comprehension of three dimensional space improve the spatial competences of non-expert users (general public) as well as students and professionals, providing a greater motivation in their use and a higher degree of satisfaction”. The general objective of this Special Issue is to document the state of the art in the use of digital technologies, in particular to evaluate the inclusion of serious game strategies and virtual reality in several areas of formal and informal teaching of collaborative urban design, in order to improve it, streamline it, and increase its positive social impact.
Prof. Dr. Ernest Redondo-Domínguez
Dr. Isidro Navarro-Delgado
Dr. Joan Mora-Guiard
Guest Editors
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Keywords
- improving public motivation, implication, and satisfaction in urban decision making processes using ICTs
- gamification
- urban design and multimedia education
- educational research
- public participation
- usability
- e-learning
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