Abstract
Serious Games (SG) have proved to have instructional
benefits and recent developments in formal methodologies
and tools support their design, analysis, validation, and
assessment. Fully immersive Virtual Reality (VR) is increasingly
used in an educational context where adoption and practical
use is growing, facilitated by more powerful and affordable
VR headsets. Teaching the fundamentals of mathematics and its
applied use can be challenging. In this paper, we propose the use
of SG, VR, and the Learning Mechanics–Game Mechanics (LMGM)
framework for SG game analysis in the design of a game.
The goal is to develop mathematical thinking skills and increase
student engagement and retention through the use of gamification
in the creation of a highly engaging and pedagogically sound
immersive learning experience.
benefits and recent developments in formal methodologies
and tools support their design, analysis, validation, and
assessment. Fully immersive Virtual Reality (VR) is increasingly
used in an educational context where adoption and practical
use is growing, facilitated by more powerful and affordable
VR headsets. Teaching the fundamentals of mathematics and its
applied use can be challenging. In this paper, we propose the use
of SG, VR, and the Learning Mechanics–Game Mechanics (LMGM)
framework for SG game analysis in the design of a game.
The goal is to develop mathematical thinking skills and increase
student engagement and retention through the use of gamification
in the creation of a highly engaging and pedagogically sound
immersive learning experience.
| Original language | English |
|---|---|
| Title of host publication | 2021 IEEE International Conference on Engineering, Technology & Education (TALE) |
| Publisher | IEEE |
| Pages | 1067 - 1072 |
| Number of pages | 5 |
| ISBN (Electronic) | 978-1-6654-3687-8 |
| ISBN (Print) | 978-1-6654-3688-5 |
| DOIs | |
| Publication status | Published (in print/issue) - 8 Dec 2021 |
| Event | IEEE TALE International conference on engineering, technology, and education - Wuhan, Wuhan, China Duration: 5 Dec 2021 → 8 Dec 2021 http://tale2021.org/index.html |
Publication series
| Name | |
|---|---|
| ISSN (Print) | 2374-0191 |
| ISSN (Electronic) | 2470-6698 |
Conference
| Conference | IEEE TALE International conference on engineering, technology, and education |
|---|---|
| Abbreviated title | TALE2021 |
| Country/Territory | China |
| City | Wuhan |
| Period | 5/12/21 → 8/12/21 |
| Internet address |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
-
SDG 4 Quality Education
Keywords
- numeracy
- virtual reality
- gamification
- Learning Mechanics-Game Mechanics
- Game based learning
Fingerprint
Dive into the research topics of 'Practical Application of the Learning Mechanics-Game Mechanics Framework for Serious Games Design and Analysis for the Development of Mental Computation in Virtual Reality'. Together they form a unique fingerprint.Research output
- 9 Citations
- 1 Conference contribution
-
Mapping Learning and Game Mechanics to Pedagogical Patterns for Serious Games Analysis and Design in Engineering Education
Callaghan, M., Jorge, R., Cenci, A., Dri, G. & Salaün-Penquer, R., 3 Jul 2025, (Published online) UK and Ireland Engineering Education Research Network Annual Symposium Proceedings 2025. p. 483 -499 16 p.Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review
Open AccessFile10 Downloads (Pure)
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