Learning Systems and Gamification
Bárbara Cleto · Advances in medical technologies and clinical practice book series · 2020
Given the changes that have been recently felt and the transformation of the classroom from a physical space, with one teacher and a set of students, to a mediating platform through which learning and teaching are performed online, it is necessary to get acquainted with the contexts in which these platforms are implemented and how to use them, as well as with models and systems of e-learning, b-learning, or m-learning. While looking for solutions that allow to implement and use gamification for online learning, one also intends to get acquainted with (some of) these platforms, as well as to integrate and combine “new” technologies such as augmented reality and virtual reality with gamification strategies for e-learning. In order to do so, this chapter presents a systematized reading of the studies that was carried out on this particular subject and of what has been published on this theme.