Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]

Virtual reality is an alternative for student's motivation, allowing them actions like flying or observing the environment from different perspectives in a controlled way. Multiuser interaction in virtual reality leads to collaborative virtual environments that promote the development of social...

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Tipo de recurso:
Fecha de publicación:
2015
Institución:
Universidad de Medellín
Repositorio:
Repositorio UDEM
Idioma:
zho
OAI Identifier:
oai:repository.udem.edu.co:11407/4926
Acceso en línea:
http://hdl.handle.net/11407/4926
Palabra clave:
Collaborative virtual environment
Engineering education
Gamification
Teamwork
Virtual reality
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License
http://purl.org/coar/access_right/c_16ec
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oai_identifier_str oai:repository.udem.edu.co:11407/4926
network_acronym_str REPOUDEM2
network_name_str Repositorio UDEM
repository_id_str
dc.title.spa.fl_str_mv Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
title Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
spellingShingle Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
Collaborative virtual environment
Engineering education
Gamification
Teamwork
Virtual reality
title_short Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
title_full Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
title_fullStr Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
title_full_unstemmed Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
title_sort Virtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]
dc.contributor.affiliation.spa.fl_str_mv Gasca-Hurtado, G.P., Universidad de Medellín;Peña, A., Universidad de Guadalajara;Gómez-Álvarez, M.C., Universidad de Medellín;Plascencia-Osuna, O.A., Universidad de Guadalajara;Calvo-Manzano, J.A., Universidad Politécnica de Madrid
dc.subject.spa.fl_str_mv Collaborative virtual environment
Engineering education
Gamification
Teamwork
Virtual reality
topic Collaborative virtual environment
Engineering education
Gamification
Teamwork
Virtual reality
description Virtual reality is an alternative for student's motivation, allowing them actions like flying or observing the environment from different perspectives in a controlled way. Multiuser interaction in virtual reality leads to collaborative virtual environments that promote the development of social skills in teamwork, in particular with members in different geographic locations. In these contexts there are different virtual reality application proposals transporting students to environments where they make team decisions for achieving intended goals. However, such proposals do not emphasize the importance of identifying the strengths of each team member for the improvement in the team performance. This paper presents a virtual reality-based videogame incorporating gamification principles for promoting and improving teamwork in engineering students.
publishDate 2015
dc.date.created.none.fl_str_mv 2015
dc.date.accessioned.none.fl_str_mv 2018-10-31T13:44:25Z
dc.date.available.none.fl_str_mv 2018-10-31T13:44:25Z
dc.type.eng.fl_str_mv Article
dc.type.coarversion.fl_str_mv http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.coar.fl_str_mv http://purl.org/coar/resource_type/c_6501
http://purl.org/coar/resource_type/c_2df8fbb1
dc.type.driver.none.fl_str_mv info:eu-repo/semantics/article
dc.identifier.issn.none.fl_str_mv 16469895
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/11407/4926
dc.identifier.doi.none.fl_str_mv 10.17013/risti.16.76-91
identifier_str_mv 16469895
10.17013/risti.16.76-91
url http://hdl.handle.net/11407/4926
dc.language.iso.none.fl_str_mv zho
language zho
dc.relation.isversionof.spa.fl_str_mv http://www.scopus.com/inward/record.url?eid=2-s2.0-84962148548&partnerID=40&md5=8e24c53a78ec9be5f92aa1aa579eac5b
dc.relation.citationvolume.spa.fl_str_mv 2015
dc.relation.citationissue.spa.fl_str_mv 16
dc.relation.citationstartpage.spa.fl_str_mv 76
dc.relation.citationendpage.spa.fl_str_mv 91
dc.relation.ispartofes.spa.fl_str_mv RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao
dc.relation.references.spa.fl_str_mv "Bricken, M., Virtual reality learning environments: Potentials and challenges (1991) Computer Graphics, 25 (3), pp. 178-184. , http://dx.doi.org/10.1145/126640.126657;Capin, T.K., Pandzic, I.S., Thalmann, N.M., Thalmann, D., (1997) Realistic avatars and autonomous virtual humans in VLNET networked virtual environments, , From Desktop to Webtop: Virtual Environments on the Internet, WWW and Networks, International Conference, Bradford, UK;Chittaro, L., Ranon, R., Web3D technologies in learning, education and training: Motivations, issues, opportunities (2007) Computers & Education Journal, 49 (2), pp. 3-18. , http://dx.doi.org/10.1016/j.compedu.2005.06.002;Di Blas, N., Paolini, P., Multi-User Virtual Environments Fostering Collaboration in Formal Education (2014) Educational Technology & Society, 17 (1), pp. 54-69;Dorling, A., McCaffery, F., The Gamification of SPICE (2012) Software Process Improvement and Capability Determination, 290, pp. 295-301. , http://dx.doi.org/10.1007/978-3-642-30439-2_35, A. Mas, A. Mesquida, T. Rout, R. O'Connor & A. Dorling (Eds.), Springer Berlin Heidelberg;Fogg, B.J., (2009) A behavior model for persuasive design, , http://dx.doi.org/10.1145/1541948.1541999, Paper presented at the Proceedings of the 4th international Conference on Persuasive Technology;Gómez Álvarez, M.C., Piedad Gasca-Hurtado, G., Villalón, C.M., Antonio, J., San Feliu Guilabert, T., Design of a pedagogic instrument for teaching software process improvement: Teaching instrument for university and business environments (2014) InInformation Systems and Technologies (CISTI), pp. 1-7. , http://dx.doi.org/10.1109/CISTI.2014.6876873, June, 2014 9th Iberian Conference on, IEEE;Honig, W.L., Teaching Successful ""Real-World"" Software Engineering to the ""Net"" Generation: Process and Quality Win! (2008) Paper presented at the CSEET '08, , http://dx.doi.org/10.1109/CSEET.2008.38, IEEE 21st Conference onSoftware Engineering Education and Training;Kapp, K.M., (2012) The gamification of learning and instruction: game-based methods and strategies for training and education: John Wiley & Sons, , http://dx.doi.org/10.4018/jgcms.2012100106;Kennedy-Clark, S., Jacobson, M., Reimann, P., Productive Failure in Inquiry Learning in a Multi-User Virtual Environment (2009) Proceedings of Ann. Conf. Australasian Soc. for Computers in Learning in Tertiary Education (ASCILITE), pp. 524-527;Kiryakova, G., Angelova, N., Yordanova, L., (2014) Gamification in education, , Proceedings of 9th International Balkan Education and Science Conference;Lee, J.J., Hammer, J., Gamification in education: What, how, why bother? (2011) Academic Exchange Quarterly, 15 (2), p. 146;Lingard, R., Barkataki, S., Teaching teamwork in engineering and computer science (2011) Paper presented at the Frontiers in Education Conference (FIE), , http://dx.doi.org/10.1109/FIE.2011.6143000, 12-15 Oct. 2011, 2011;Muntean, C.I., (2011) Raising engagement in e-learning through gamification, , Paper presented at the Proc. 6th International Conference on Virtual Learning ICVL;Oprescu, F., Jones, C., Katsikitis, M., I PLAY AT WORK-ten principles for transforming work processes through gamification (2014) Frontiers in psychology, p. 5. , http://dx.doi.org/10.3389/fpsyg.2014.00014;Platt, J.R., (2011) Career Focus: Software Engineering, , IEEE-USA Today's Engineer Online;Prasolova-Førland, E., Divitini, M., (2003) Collaborative virtual environments for supporting learning communities: an experience of use, pp. 58-67. , http://doi.acm.org/10.1145/958160.958170, Paper presented at the 12th International Conference on Supporting Group Work, USA;Roussos, M., Johnson, A., Moher, T., Leigh, J., Vasilakis, C., Barnes, C., Learning and building together in an immersive virtual world (1999) Presence: Teleoperators and Virtual Environments, 8 (3), pp. 247-263. , http://dx.doi.org/10.1162/105474699566215;Schroeder, R., (2011) Being there together: Social interaction in shared virtual environments, , Kirlik A. (Ed.), New York: Oxford University Press;Taran, G., (2007) Using Games in Software Engineering Education to Teach Risk Management, , http://dx.doi.org/10.1109/CSEET.2007.54, Paper presented at the Proceedings of the 20th Conference on Software Engineering Education & Training, Dubin, Ireland;Vygotsky, L.S., (1978) Mind in society: The development of higher psychological processes, , Cambridge, MA: Harvard University Press;Wolff, R., Roberts, D., Murgia, A., Murray, N., Rae, J., Steptoe, W., Communicating eye gaze across a distance without rooting participants to the spot (2008) Distributed Simulation and Real-Time Applications, , http://dx.doi.org/10.1109/DS-RT.2008.28, 2008, DS-RT 2008. 12th IEEE International Symposium, Vancouver, British Columbia, Canada;Zapata, C.Y.A.G., Requirements Game: Teaching Software Projects Management (2007) CLEI Electronic Journal, p. 1. , http://www.clei.org/cleiej/paper.php?id=133"
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_16ec
rights_invalid_str_mv http://purl.org/coar/access_right/c_16ec
dc.publisher.spa.fl_str_mv Associacao Iberica de Sistemas e Tecnologias de Informacao
dc.publisher.program.spa.fl_str_mv Ingeniería de Sistemas
dc.publisher.faculty.spa.fl_str_mv Facultad de Ingenierías
dc.source.spa.fl_str_mv Scopus
institution Universidad de Medellín
repository.name.fl_str_mv Repositorio Institucional Universidad de Medellin
repository.mail.fl_str_mv repositorio@udem.edu.co
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spelling 2018-10-31T13:44:25Z2018-10-31T13:44:25Z201516469895http://hdl.handle.net/11407/492610.17013/risti.16.76-91Virtual reality is an alternative for student's motivation, allowing them actions like flying or observing the environment from different perspectives in a controlled way. Multiuser interaction in virtual reality leads to collaborative virtual environments that promote the development of social skills in teamwork, in particular with members in different geographic locations. In these contexts there are different virtual reality application proposals transporting students to environments where they make team decisions for achieving intended goals. However, such proposals do not emphasize the importance of identifying the strengths of each team member for the improvement in the team performance. This paper presents a virtual reality-based videogame incorporating gamification principles for promoting and improving teamwork in engineering students.zhoAssociacao Iberica de Sistemas e Tecnologias de InformacaoIngeniería de SistemasFacultad de Ingenieríashttp://www.scopus.com/inward/record.url?eid=2-s2.0-84962148548&partnerID=40&md5=8e24c53a78ec9be5f92aa1aa579eac5b2015167691RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao"Bricken, M., Virtual reality learning environments: Potentials and challenges (1991) Computer Graphics, 25 (3), pp. 178-184. , http://dx.doi.org/10.1145/126640.126657;Capin, T.K., Pandzic, I.S., Thalmann, N.M., Thalmann, D., (1997) Realistic avatars and autonomous virtual humans in VLNET networked virtual environments, , From Desktop to Webtop: Virtual Environments on the Internet, WWW and Networks, International Conference, Bradford, UK;Chittaro, L., Ranon, R., Web3D technologies in learning, education and training: Motivations, issues, opportunities (2007) Computers & Education Journal, 49 (2), pp. 3-18. , http://dx.doi.org/10.1016/j.compedu.2005.06.002;Di Blas, N., Paolini, P., Multi-User Virtual Environments Fostering Collaboration in Formal Education (2014) Educational Technology & Society, 17 (1), pp. 54-69;Dorling, A., McCaffery, F., The Gamification of SPICE (2012) Software Process Improvement and Capability Determination, 290, pp. 295-301. , http://dx.doi.org/10.1007/978-3-642-30439-2_35, A. Mas, A. Mesquida, T. Rout, R. O'Connor & A. Dorling (Eds.), Springer Berlin Heidelberg;Fogg, B.J., (2009) A behavior model for persuasive design, , http://dx.doi.org/10.1145/1541948.1541999, Paper presented at the Proceedings of the 4th international Conference on Persuasive Technology;Gómez Álvarez, M.C., Piedad Gasca-Hurtado, G., Villalón, C.M., Antonio, J., San Feliu Guilabert, T., Design of a pedagogic instrument for teaching software process improvement: Teaching instrument for university and business environments (2014) InInformation Systems and Technologies (CISTI), pp. 1-7. , http://dx.doi.org/10.1109/CISTI.2014.6876873, June, 2014 9th Iberian Conference on, IEEE;Honig, W.L., Teaching Successful ""Real-World"" Software Engineering to the ""Net"" Generation: Process and Quality Win! (2008) Paper presented at the CSEET '08, , http://dx.doi.org/10.1109/CSEET.2008.38, IEEE 21st Conference onSoftware Engineering Education and Training;Kapp, K.M., (2012) The gamification of learning and instruction: game-based methods and strategies for training and education: John Wiley & Sons, , http://dx.doi.org/10.4018/jgcms.2012100106;Kennedy-Clark, S., Jacobson, M., Reimann, P., Productive Failure in Inquiry Learning in a Multi-User Virtual Environment (2009) Proceedings of Ann. Conf. Australasian Soc. for Computers in Learning in Tertiary Education (ASCILITE), pp. 524-527;Kiryakova, G., Angelova, N., Yordanova, L., (2014) Gamification in education, , Proceedings of 9th International Balkan Education and Science Conference;Lee, J.J., Hammer, J., Gamification in education: What, how, why bother? (2011) Academic Exchange Quarterly, 15 (2), p. 146;Lingard, R., Barkataki, S., Teaching teamwork in engineering and computer science (2011) Paper presented at the Frontiers in Education Conference (FIE), , http://dx.doi.org/10.1109/FIE.2011.6143000, 12-15 Oct. 2011, 2011;Muntean, C.I., (2011) Raising engagement in e-learning through gamification, , Paper presented at the Proc. 6th International Conference on Virtual Learning ICVL;Oprescu, F., Jones, C., Katsikitis, M., I PLAY AT WORK-ten principles for transforming work processes through gamification (2014) Frontiers in psychology, p. 5. , http://dx.doi.org/10.3389/fpsyg.2014.00014;Platt, J.R., (2011) Career Focus: Software Engineering, , IEEE-USA Today's Engineer Online;Prasolova-Førland, E., Divitini, M., (2003) Collaborative virtual environments for supporting learning communities: an experience of use, pp. 58-67. , http://doi.acm.org/10.1145/958160.958170, Paper presented at the 12th International Conference on Supporting Group Work, USA;Roussos, M., Johnson, A., Moher, T., Leigh, J., Vasilakis, C., Barnes, C., Learning and building together in an immersive virtual world (1999) Presence: Teleoperators and Virtual Environments, 8 (3), pp. 247-263. , http://dx.doi.org/10.1162/105474699566215;Schroeder, R., (2011) Being there together: Social interaction in shared virtual environments, , Kirlik A. (Ed.), New York: Oxford University Press;Taran, G., (2007) Using Games in Software Engineering Education to Teach Risk Management, , http://dx.doi.org/10.1109/CSEET.2007.54, Paper presented at the Proceedings of the 20th Conference on Software Engineering Education & Training, Dubin, Ireland;Vygotsky, L.S., (1978) Mind in society: The development of higher psychological processes, , Cambridge, MA: Harvard University Press;Wolff, R., Roberts, D., Murgia, A., Murray, N., Rae, J., Steptoe, W., Communicating eye gaze across a distance without rooting participants to the spot (2008) Distributed Simulation and Real-Time Applications, , http://dx.doi.org/10.1109/DS-RT.2008.28, 2008, DS-RT 2008. 12th IEEE International Symposium, Vancouver, British Columbia, Canada;Zapata, C.Y.A.G., Requirements Game: Teaching Software Projects Management (2007) CLEI Electronic Journal, p. 1. , http://www.clei.org/cleiej/paper.php?id=133"ScopusCollaborative virtual environmentEngineering educationGamificationTeamworkVirtual realityVirtual Reality as good practice for teamwork with engineering students [Realidad virtual como buena práctica para trabajo en equipo con estudiantes de ingeniería]Articleinfo:eu-repo/semantics/articlehttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Gasca-Hurtado, G.P., Universidad de Medellín;Peña, A., Universidad de Guadalajara;Gómez-Álvarez, M.C., Universidad de Medellín;Plascencia-Osuna, O.A., Universidad de Guadalajara;Calvo-Manzano, J.A., Universidad Politécnica de MadridGasca-Hurtado G.P.Peña A.Gómez-Álvarez M.C.Plascencia-Osuna O.A.Calvo-Manzano J.A.http://purl.org/coar/access_right/c_16ec11407/4926oai:repository.udem.edu.co:11407/49262020-05-27 17:30:32.294Repositorio Institucional Universidad de Medellinrepositorio@udem.edu.co