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Resumen de Online gamification devices as extensions of the educational printed book

José Bidarra, Vitor Rocio

  • In recent years there have been several commercial products designated as "augmented books". These use gamification andaugmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book innew ways. So, in this article we describe part of the research and outcomes of the Portuguese project CHIC – C3, aimed atdesigning and developing a platform for managing the production of digital content connected with printed books. Furthermore,we developed a model for the gamification of digital content based on the printed book, mainly aimed at educational purposes.A proof of concept for the model was built in the form of a companion platform, supported by the Moodle LMS, fully integratedwith the main CHIC website. Readers were able to access the platform, engage in several content related games, and interactwith other readers.


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