Virtual reality has attracted the interest of the research community due to the endless possibilities itoffers in the educational arena. Although a wide range of applications already exists, further researchis required to establish effective practices for a fruitful classroom implementation. This quantitativeresearch of a sample of 37 primary school students explores the educational affordances and students’perceptions of virtual reality systems as supportive tools for teaching English as a foreign language.
Nowadays countless activities involve us in a process of collecting points. You may get points for buying regularly from your local coffee shop, your neighborhood supermarket or even by travelling with the same airlines. Those are just a few common examples of gamification in the everyday life for most of us.
Gaming is the use of game mechanics in non-playable situations (Detering, Dixon, Khaled, & Nacke, 2011). This way, the game-related elements are used to directly improve the user experience and enhance one’s interest, encouraging greater product loyalty.
What is microlearning? Can it improve students' engagement? Is it more advantageous compared to traditional ways of delivering content? Should microlearning be used in every single course?
The gamification of learning is a modern, student friendly, efficient way of teaching and deliving content. This approach uses the elements and characteristics of video games to transform teaching in a way that will greatly affect students' engagement.
Why is it so vital for a course to be as interactive as possible? Static text and boring pictures cannot engage learners deeply. Instead, a variety of strategies should be taken into consideration.