The report on Learning in Virtual Worlds & Gamification was realized under VR-WAMA Project, funded by Erasmus+ / Key Action 2, funded by Erasmus+ / Key Action 2, Strategic Partnership for Vocational Education and Training (European Commission, EACEA) This report gives an overview of the use of virtual worlds and gamification for VET education. After a review of the effectiveness of the use of virtual worlds in VET education the report takes a look at some of the experiences of use. Finally, the report proposes technological solutions for the development of virtual worlds that are suitable with the training/education in VET schools.
Report on Learning in Virtual Worlds & Gamification
La Guardia Dario;Allegra Mario;Dal Grande Valentina;Gentile Manuel;Ottaviano Simona;Perna Salvatore;Signa Alessandro
2019
Abstract
The report on Learning in Virtual Worlds & Gamification was realized under VR-WAMA Project, funded by Erasmus+ / Key Action 2, funded by Erasmus+ / Key Action 2, Strategic Partnership for Vocational Education and Training (European Commission, EACEA) This report gives an overview of the use of virtual worlds and gamification for VET education. After a review of the effectiveness of the use of virtual worlds in VET education the report takes a look at some of the experiences of use. Finally, the report proposes technological solutions for the development of virtual worlds that are suitable with the training/education in VET schools.File in questo prodotto:
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