Monday 24 October 2016

Gamification, Augmented Reality, Virtual Reality

Gamification  is the application of game-design elements and game principles in non-game contexts. It is used to improve user engagement, organizational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, ease of use and usefulness of systems, physical exercise, traffic violations, and voter apathy, among others (Wiki, 2017) Basically it makes learning fun and the students don't realize they have learned so much!!

Augmented Reality is a live direct or indirect view of a physical, real-world environment whose elements are augmented by computer generated sensory input such as sound, video, graphics or GPS data. Basically a view of reality is modified by a computer (Wiki, 2017). Think Pokemon Go!

Virtual Reality replaces the real world with a simulated one.  A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a screen or in googles. (Wiki, 2017) This is where all the interest is right now. It will be in our classrooms and home soon, think Samsung G7 and PlayStation VR.

Top view of Gear VRImage Retrieved October 24, 2016 from http://www.samsung.com/global/galaxy/gear-vr/



I bring this up because I feel alot of educators will not know the difference between the 3, like me and before we know it our students will be craving this new technology so we must keep up with it and embrace it!!

Author unknown,(n.d.). Retrieved October 24, 2016 from the Wiki:
https://en.wikipedia.org/wiki/Gamification

Author unknown,(n.d.). Retrieved October 24, 2016 from the Wiki:  https://en.wikipedia.org/wiki/Augmented_reality

Author unknown,(n.d.). Retrieved October 24, 2016 from the Wiki: https://en.wikipedia.org/wiki/Virtual_reality

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