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Lost in Spain

Hedda Ottersten (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Malin Nyström (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Jakob Svensson (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Johan Fredriksson (Institutionen för tillämpad informationsteknologi (Chalmers)) ; Adam Scott (Institutionen för tillämpad informationsteknologi (Chalmers))
Proceedings of SIDeR’16 – student interaction design research conference (2016)
[Konferensbidrag, refereegranskat]

Education refers to the honing of skill, knowledge and motivation and is necessary for people in order to become fully literate, and create solid opportunities for a lifelong learning. However, there is some criticism in regards of how learning is performed today, mainly because it does not support or promote students motivation enough. The focus of this report is specically on language learning and how motivation can be increased. A solution in the form of a virtual reality application is developed where the students gets to experience a gamified version of learning and practising a language. One the most prominent outcomes is the extended opportunity to rehearse, this by the student being given instant feedback on what he or she has to improve. Additionally, the application enables all students, independent of level of proficiency, to complete the game. Presented in the report is a proposal for a concept that supplies a starting point to enhance learning with motivation in mind.

Nyckelord: Education, unmotivated student, student intrinsic motivation, motivation, language learning, virtual reality, gamification, full potential



Denna post skapades 2016-03-18. Senast ändrad 2016-03-21.
CPL Pubid: 233392

 

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