Research

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

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

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

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

By Vitor Rocio and José Bidarra

Abstract

“Despite 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.”

Reference

Rocio, V., & Bidarra, J. (2021, November). Enhancement and extension of the printed book: An online ... Retrieved March 16, 2022, from https://www.researchgate.net/publication/356217452_Enhancement_and_extension_of_the_printed_book_An_online_gamification_model_to_complement_educational_textbooks

Keyword

Gamification, educational, digital content, games, learning, research