Enhancement and extension of the printed book: an online gamification model to complement educational textbooks

Bibliographic Details
Main Author: Rocio, Vitor
Publication Date: 2021
Other Authors: Bidarra, José
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10400.2/11455
Summary: Despite the significant increase in the use of digital devices, and the access to e-books by younger ages, the printed book still remains very important. Nowadays, although many communication processes and information exchanges have a digital support, the importance of using printed paper is acknowledged in many contexts. Both the paper and the digital media have unique advantages: digital media integrate with audiovisual and interactive resources, and the paper book supports interactions such as tactile and kinesthetic feedback given to both hands. In recent years there have been several commercial products designated as "augmented books", using augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this concept paper we describe part of the research and outcomes of project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we propose 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 integrated with the main CHIC website. Readers are able to access the platform, engage in several content related games, and interact with other readers.
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spelling Enhancement and extension of the printed book: an online gamification model to complement educational textbooksGamificationMoodleElearningTextbookDespite the significant increase in the use of digital devices, and the access to e-books by younger ages, the printed book still remains very important. Nowadays, although many communication processes and information exchanges have a digital support, the importance of using printed paper is acknowledged in many contexts. Both the paper and the digital media have unique advantages: digital media integrate with audiovisual and interactive resources, and the paper book supports interactions such as tactile and kinesthetic feedback given to both hands. In recent years there have been several commercial products designated as "augmented books", using augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this concept paper we describe part of the research and outcomes of project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we propose 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 integrated with the main CHIC website. Readers are able to access the platform, engage in several content related games, and interact with other readers.EADTURepositório AbertoRocio, VitorBidarra, José2021-12-02T14:56:54Z20212021-01-01T00:00:00Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10400.2/11455enginfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-02-26T09:54:53Zoai:repositorioaberto.uab.pt:10400.2/11455Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T21:12:15.747158Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
title Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
spellingShingle Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
Rocio, Vitor
Gamification
Moodle
Elearning
Textbook
title_short Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
title_full Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
title_fullStr Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
title_full_unstemmed Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
title_sort Enhancement and extension of the printed book: an online gamification model to complement educational textbooks
author Rocio, Vitor
author_facet Rocio, Vitor
Bidarra, José
author_role author
author2 Bidarra, José
author2_role author
dc.contributor.none.fl_str_mv Repositório Aberto
dc.contributor.author.fl_str_mv Rocio, Vitor
Bidarra, José
dc.subject.por.fl_str_mv Gamification
Moodle
Elearning
Textbook
topic Gamification
Moodle
Elearning
Textbook
description Despite the significant increase in the use of digital devices, and the access to e-books by younger ages, the printed book still remains very important. Nowadays, although many communication processes and information exchanges have a digital support, the importance of using printed paper is acknowledged in many contexts. Both the paper and the digital media have unique advantages: digital media integrate with audiovisual and interactive resources, and the paper book supports interactions such as tactile and kinesthetic feedback given to both hands. In recent years there have been several commercial products designated as "augmented books", using augmented reality technologies to provide the reader with more layers of information, thereby fostering the use of the book in new ways. So, in this concept paper we describe part of the research and outcomes of project CHIC – C3, aimed at designing and developing a platform for managing the production of digital content connected with printed books. Furthermore, we propose 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 integrated with the main CHIC website. Readers are able to access the platform, engage in several content related games, and interact with other readers.
publishDate 2021
dc.date.none.fl_str_mv 2021-12-02T14:56:54Z
2021
2021-01-01T00:00:00Z
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