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The Design of Applying Gamification in an Immersive Virtual Reality Virtual Laboratory for Powder-Bed Binder Jetting 3DP Training

Bibliographic Data

ID22041791
AuthorsPai-Hsun Chen (0000-0002-2684-6739, Nan Kai University of Technology, corresponding author)
Year2020
Volume10
Issue7
Pages172
Publication date2020-06-29
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci10070172
OpenAlexW3037704311
LanguageEN
Citations received2
References cited19

The integration of Virtual Reality (VR) and gamification techniques can be used to produce a fun virtual laboratory, including virtual spaces and educational content. This study developed a prototype for a virtual laboratory for powder-bed binder jetting three-dimensional printing (3DP) training in universities. The 3DP virtual laboratory is expected to address problems encountered in teaching, training, and practicing with powder-bed binder jetting 3DP. The 3DP Training Virtual Laboratory was developed by using immersive VR technology to simulate two-handed operations. The user evaluation of the first version prototype revealed that the students lacked learning interest and motivation when using the prototype. Thus, gamification technology was integrated into the 3DP virtual laboratory prototype in the mid-implementation development phase. After refining and systematically developing the model to meet the modified requirements, user evaluations on the game elements showed positive feedback. This study concluded that elements of gamification design should be considered at the beginning of the educational or training system development in order to enhance students’ motivation or engagement

Human–computer interaction · Instructional simulation · Multimedia · Virtual Laboratory · Virtual reality · Virtual training · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Virtual Reality Applications and Impacts

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  • A definition for gamification

    Open Access•Kai Huotari, Juho Hamari•Electronic Markets•2017

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    Open Access•Daniel Johnson, Sebastian Deterding et al.•Internet Interventions•2016

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    Open Access•Jonna Koivisto, Juho Hamari•International Journal of…•2019

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    Open Access•Sebastian Deterding, Dan Dixon et al.•Proceedings of the 15th…•2011

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Citations per year0.4
Citation span2021 - 2022 (2)
Highly citedNo

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Open DOIOpen Access
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