This paper describes early stages of an educational project focused on using gamification in architecture education. The state of the art of gamification technologies applied to education, architecture and urban design, is introduced, as well as main objectives of the project. It is based on the use of virtual reality systems on urban spaces to asses motivational, social, and spatial competences in an educational context. Finally, assessment methodology and previous design concepts are discussed.Postprint (author's final draft
Through the evolution of human life, the changes that happen in all fields, such as transportation, ...
Videogames depict a great variety of architectural and urban spaces. Digital environments often pres...
This paper introduces the concept of Virtual Place-making through Urban Gamification for architects...
The increasing graphic quality and ease of use of the current generation of videogame technology com...
The configuration of urban projects using ICTs is an essential aspect in the education of...
Due to their recent popularity and success in fields such as engineering and business, gamification ...
As demonstrated by significant sociological studies, gaming activities allow behavioral experiments ...
How can we incorporate into our educational system the emerging technologies, new processes and new ...
A computer-simulated reality and the human-machine interactions facilitated by computer technology a...
The new technologies applied to complex learning environments need a pedagogical design adapted to t...
La publicació final està disponible a Springer a través del http://dx.doi.org /10.1007/978-3-319-206...
Videogame technology is quickly maturing and approaching levels of realism once reserved to 3D rende...
The aim of this article is to study how students currently understand the conception of space throug...
El artículo presenta y analiza los resultados obtenidos en el proceso de incorporar sistemas gamific...
Videogame technology is quickly maturing and approaching levels of realism once reserved to 3D rende...
Through the evolution of human life, the changes that happen in all fields, such as transportation, ...
Videogames depict a great variety of architectural and urban spaces. Digital environments often pres...
This paper introduces the concept of Virtual Place-making through Urban Gamification for architects...
The increasing graphic quality and ease of use of the current generation of videogame technology com...
The configuration of urban projects using ICTs is an essential aspect in the education of...
Due to their recent popularity and success in fields such as engineering and business, gamification ...
As demonstrated by significant sociological studies, gaming activities allow behavioral experiments ...
How can we incorporate into our educational system the emerging technologies, new processes and new ...
A computer-simulated reality and the human-machine interactions facilitated by computer technology a...
The new technologies applied to complex learning environments need a pedagogical design adapted to t...
La publicació final està disponible a Springer a través del http://dx.doi.org /10.1007/978-3-319-206...
Videogame technology is quickly maturing and approaching levels of realism once reserved to 3D rende...
The aim of this article is to study how students currently understand the conception of space throug...
El artículo presenta y analiza los resultados obtenidos en el proceso de incorporar sistemas gamific...
Videogame technology is quickly maturing and approaching levels of realism once reserved to 3D rende...
Through the evolution of human life, the changes that happen in all fields, such as transportation, ...
Videogames depict a great variety of architectural and urban spaces. Digital environments often pres...
This paper introduces the concept of Virtual Place-making through Urban Gamification for architects...