Online gamification devices as extensions of the educational printed book

Bibliographic Details
Main Author: Bidarra, José
Publication Date: 2022
Other Authors: Rocio, Vitor
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/10400.2/12675
Summary: In recent years there have been several commercial products designated as "augmented books". These use gamification and 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 article we describe part of the research and outcomes of the Portuguese project CHIC – C3, aimed at designing 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 integrated with the main CHIC website. Readers were able to access the platform, engage in several content related games, and interact with other readers.
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spelling Online gamification devices as extensions of the educational printed bookGamificationMoodleE-learningTextbookIn recent years there have been several commercial products designated as "augmented books". These use gamification and 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 article we describe part of the research and outcomes of the Portuguese project CHIC – C3, aimed at designing 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 integrated with the main CHIC website. Readers were able to access the platform, engage in several content related games, and interact with other readers.EADTURepositório AbertoBidarra, JoséRocio, Vitor2022-12-06T15:39:41Z20222022-01-01T00:00:00Zbook partinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10400.2/12675eng9789079730469info: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:RCAAP2025-02-26T09:31:13Zoai:repositorioaberto.uab.pt:10400.2/12675Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T21:01:04.558251Repositórios 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 Online gamification devices as extensions of the educational printed book
title Online gamification devices as extensions of the educational printed book
spellingShingle Online gamification devices as extensions of the educational printed book
Bidarra, José
Gamification
Moodle
E-learning
Textbook
title_short Online gamification devices as extensions of the educational printed book
title_full Online gamification devices as extensions of the educational printed book
title_fullStr Online gamification devices as extensions of the educational printed book
title_full_unstemmed Online gamification devices as extensions of the educational printed book
title_sort Online gamification devices as extensions of the educational printed book
author Bidarra, José
author_facet Bidarra, José
Rocio, Vitor
author_role author
author2 Rocio, Vitor
author2_role author
dc.contributor.none.fl_str_mv Repositório Aberto
dc.contributor.author.fl_str_mv Bidarra, José
Rocio, Vitor
dc.subject.por.fl_str_mv Gamification
Moodle
E-learning
Textbook
topic Gamification
Moodle
E-learning
Textbook
description In recent years there have been several commercial products designated as "augmented books". These use gamification and 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 article we describe part of the research and outcomes of the Portuguese project CHIC – C3, aimed at designing 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 integrated with the main CHIC website. Readers were able to access the platform, engage in several content related games, and interact with other readers.
publishDate 2022
dc.date.none.fl_str_mv 2022-12-06T15:39:41Z
2022
2022-01-01T00:00:00Z
dc.type.driver.fl_str_mv book part
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.2/12675
url http://hdl.handle.net/10400.2/12675
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 9789079730469
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv EADTU
publisher.none.fl_str_mv EADTU
dc.source.none.fl_str_mv reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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collection Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
repository.name.fl_str_mv Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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