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

datacite.subject.sdg04:Educação de Qualidadept_PT
dc.contributor.authorRocio, Vitor
dc.contributor.authorBidarra, José
dc.date.accessioned2021-12-02T14:56:54Z
dc.date.available2021-12-02T14:56:54Z
dc.date.issued2021
dc.descriptionConferência realizada em Bari, Itália, de 3-5 de novembro de 2021.pt_PT
dc.description.abstractDespite 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.pt_PT
dc.description.versioninfo:eu-repo/semantics/acceptedVersionpt_PT
dc.identifier.citationRocio, V., & Bidarra, J. Enhancement and extension of the printed book: An online gamification model to complement educational textbooks. In Proceedings of I-HE2021 Conference (Innovating Higher Education), 3-5 november 2021, Bari, Italy.pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.2/11455
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherEADTUpt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectMoodlept_PT
dc.subjectElearningpt_PT
dc.subjectTextbookpt_PT
dc.titleEnhancement and extension of the printed book: an online gamification model to complement educational textbookspt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceBari, Itáliapt_PT
oaire.citation.endPage10pt_PT
oaire.citation.startPage1pt_PT
oaire.citation.titleProceedings of I-HE2021 Conference (Innovating Higher Education)pt_PT
person.familyNameRocio
person.familyNameBidarra
person.givenNameVitor
person.givenNameJosé
person.identifierR-000-HKF
person.identifierM-9115-2013
person.identifier.ciencia-id0418-C5A8-59E2
person.identifier.ciencia-id1B13-3753-EC0A
person.identifier.orcid0000-0002-3314-898X
person.identifier.orcid0000-0002-2082-5996
person.identifier.scopus-author-id6505859253
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication7cab4248-456c-46bf-a1cf-bbd212928171
relation.isAuthorOfPublication9eadf6dc-1afb-4c1c-9c3d-2e46e56df529
relation.isAuthorOfPublication.latestForDiscovery9eadf6dc-1afb-4c1c-9c3d-2e46e56df529

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