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Teaching Case: Applying Gamification Techniques 
and Virtual Reality for Learning Building Engineering 
3D Arts 
Sergi Villagrasa 
La Salle - Universitat Ramon Llull 
sergiv@salle.url.edu 
David Fonseca 
La Salle - Universitat Ramon Llull 
fonsi@salle.url.edu 
Jaume Duran 
Universitat de Barcelona 
jaumeduran@ub.edu
1. Objectives 
2. Definition of Gamification 
3. Tools and technology 
4. Practical Cases 
5. Evaluation and Conclusions 
6. Appendix
1. Objectives 
2. Definition of Gamification 
3. Tools and technology 
4. Practical Cases 
5. Evaluation and Conclusions 
6. Appendix
1. Objectives 
• Apply gamification techniques in 3D arts 
Engage students---------->Improve learning 
• Plus technology: Explore Virtual Reality for education
1. Objectives 
2. Definition of Gamification 
3. Tools and technology 
4. Practical Cases 
5. Evaluation and Conclusions 
6. Appendix
2. Definition of Gamification 
• Gamification is about applying game mechanics to any project, idea or situation. 
Is not a GAME! 
• Engagement is the main objective in applying gamification. 
• Promote longer student retention of the learned material 
• The use of gamification and new technologies for enhancing the learning process 
will boost achievement in 3D architectural subjects
1. Objectives 
2. Definition of Gamification 
3. Tools and technology 
4. Practical Cases 
5. Evaluation and Conclusions 
6. Appendix
3. Tools and technology 
Technology 
3D on the web 
3D engine 
Virtual Reality
1. Objectives 
2. Definition of Gamification 
3. Tools and technology 
4. Practical Cases 
5. Evaluation and Conclusions 
6. Appendix
4. Practical Cases 
• The study will be performed during the 2013–2014 
academic year, in a Building Engineer and 
Architectural degree on the subject of “Drawing 
Techniques 2” at La Salle, Ramon Llull University, 
a six-ECTS-credit course that is taught annually 
with 65 students enrolled.
4. Practical Cases 
1. Context of the subject “Drawing Techniques 2” 
Beginning with the first month of the course, students participate in an exercise in which 
they elaborate on the House Das Canoas (1951) of Oscar Niemeyer in Rio de Janeiro 
(Brazil) using Revit Architecture architectural creation software and Adobe 
Photoshop imaging software. Thus, students searched information, practiced, and 
presented their project in a digital architectural panel.
4. Practical Cases 
2. Gamifying the subject 
THE VIRTUAL ISLAND 
• The storyline of the game that the students play 
consists of all the class work for a global project 
involving building an exposition like a universal 
expo and designing the pavilion with some rules. 
• This island will center on the gamification 
techniques and the use of 3D tools. 
• For the creation of the island, the researchers 
designed a masterplan with the parcels being 
numbered, marked, and assigned for each student.
4. Practical Cases 
2. Gamifying the subject 
THE VIRTUAL ISLAND: Boost the creativity and design 
• Once the job is designed and 
created in 3D, students will 
upload the design to Sketchfab, 
visualizing it in a web browser in 
3D, to ensure that the model 
meets the prerequisites and, thus, 
show and share the model for 
further development. 
Sketch 3D Sketchfab
4. Practical Cases 
2. Gamifying the subject 
THE VIRTUAL ISLAND: Convey and validate 
• Each design must be created with a combination of Revit and 3dsmax, although the final 
model should be assembled as Max for the geometry optimization and application of 
textures, so that it will be compatible with Sketchfab and Unity. 
render
4. Practical Cases 
2. Gamifying the subject 
THE VIRTUAL ISLAND: Virtual reality with UNITY & Oculus 
• When the integration of each 
pavilion on the island is complete, 
the teachers will export with 
UNITY to multiple outputs, such as 
a web browser, executable PC or 
MAC (necessary for the Oculus 
version), and mobile iOS or 
android. 
Virtual Reality (Unity) version
1. Objectives 
2. Definition of Gamification 
3. Tools and technology 
4. Practical Cases 
5. Evaluation and Conclusions 
6. Appendix
5. Evaluation and Conclusions 
• The methodology to evaluate both quantitative (through a structured test), 
and qualitative (using the Bipolar Laddering) using gamification and virtual reality. 
Highlight of the Qualitative results: 
Positive Common (PC) 
Av Score 
(Av) 
Mention 
Index 
(MI) 
1PC Use of multiple edge technology 8,2 90 
2PC Learning by doing methodology 8,5 40 
3PC Gamification techniques and awards 7 40 
4PC Creativity modeling 9,3 70 
5PC Collaborative works 8,3 30 
6PC Professional portfolio 8 30 
7PC Use of virtual reality 9,00 90 
Table 1. Positive Common (PC) 
elements. 
Negative Common (PC) 
Av Score 
(Av) 
Mention 
Index 
(MI) 
1NC Little time for learning 3D 5 90 
2NC Use of Schoology points LMS 4 30 
3NC Lose track of contents 2 60 
4NC Group grades versus individual 5 40 
5NC Gamification: points & badges 6 30 
6NC A lot of retouching image tools 5 50 
7NC Use of vectoral software 5 10 
Table 2. Negative Common (NC) 
elements.
5. Evaluation and Conclusions 
• When a teacher meshes gamification with other teaching methodologies, and with 
technologies like virtual environments, they are creating the perfect environment for students 
to engage in a lesson. Not only does it increase their performance on exams, but it also 
encourages them to perform better if they are behind. Overall, it increases the effectiveness of 
the learning process for all students. 
• The results show growing use of technology such Unity or Sketchfab and devices such as 
Oculus Rift as well. This engaging for using high technology positively predisposes students 
to using these devices in an educational way, increasing their motivation to understand course 
content, thereby improving their academic performance. 
• Students develop and urbanize an island as they wish, but also compete against each other to 
achieve the best-looking design of the island because their designs would be displayed such 
that the students and university faculty could walk virtually into their pavilion. The 
technology used expands the communication of students’ designs in a manner never before 
achieved.
Teaching Case: Applying Gamification Techniques 
and Virtual Reality for Learning Building Engineering 
3D Arts 
Sergi Villagrasa 
La Salle - Universitat Ramon Llull 
sergiv@salle.url.edu 
David Fonseca 
La Salle - Universitat Ramon Llull 
fonsi@salle.url.edu 
Jaume Duran 
Universitat de Barcelona 
jaumeduran@ub.edu

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Gamification and VR Boost 3D Arts Learning

  • 1. Teaching Case: Applying Gamification Techniques and Virtual Reality for Learning Building Engineering 3D Arts Sergi Villagrasa La Salle - Universitat Ramon Llull sergiv@salle.url.edu David Fonseca La Salle - Universitat Ramon Llull fonsi@salle.url.edu Jaume Duran Universitat de Barcelona jaumeduran@ub.edu
  • 2. 1. Objectives 2. Definition of Gamification 3. Tools and technology 4. Practical Cases 5. Evaluation and Conclusions 6. Appendix
  • 3. 1. Objectives 2. Definition of Gamification 3. Tools and technology 4. Practical Cases 5. Evaluation and Conclusions 6. Appendix
  • 4. 1. Objectives • Apply gamification techniques in 3D arts Engage students---------->Improve learning • Plus technology: Explore Virtual Reality for education
  • 5. 1. Objectives 2. Definition of Gamification 3. Tools and technology 4. Practical Cases 5. Evaluation and Conclusions 6. Appendix
  • 6. 2. Definition of Gamification • Gamification is about applying game mechanics to any project, idea or situation. Is not a GAME! • Engagement is the main objective in applying gamification. • Promote longer student retention of the learned material • The use of gamification and new technologies for enhancing the learning process will boost achievement in 3D architectural subjects
  • 7. 1. Objectives 2. Definition of Gamification 3. Tools and technology 4. Practical Cases 5. Evaluation and Conclusions 6. Appendix
  • 8. 3. Tools and technology Technology 3D on the web 3D engine Virtual Reality
  • 9. 1. Objectives 2. Definition of Gamification 3. Tools and technology 4. Practical Cases 5. Evaluation and Conclusions 6. Appendix
  • 10. 4. Practical Cases • The study will be performed during the 2013–2014 academic year, in a Building Engineer and Architectural degree on the subject of “Drawing Techniques 2” at La Salle, Ramon Llull University, a six-ECTS-credit course that is taught annually with 65 students enrolled.
  • 11. 4. Practical Cases 1. Context of the subject “Drawing Techniques 2” Beginning with the first month of the course, students participate in an exercise in which they elaborate on the House Das Canoas (1951) of Oscar Niemeyer in Rio de Janeiro (Brazil) using Revit Architecture architectural creation software and Adobe Photoshop imaging software. Thus, students searched information, practiced, and presented their project in a digital architectural panel.
  • 12. 4. Practical Cases 2. Gamifying the subject THE VIRTUAL ISLAND • The storyline of the game that the students play consists of all the class work for a global project involving building an exposition like a universal expo and designing the pavilion with some rules. • This island will center on the gamification techniques and the use of 3D tools. • For the creation of the island, the researchers designed a masterplan with the parcels being numbered, marked, and assigned for each student.
  • 13. 4. Practical Cases 2. Gamifying the subject THE VIRTUAL ISLAND: Boost the creativity and design • Once the job is designed and created in 3D, students will upload the design to Sketchfab, visualizing it in a web browser in 3D, to ensure that the model meets the prerequisites and, thus, show and share the model for further development. Sketch 3D Sketchfab
  • 14. 4. Practical Cases 2. Gamifying the subject THE VIRTUAL ISLAND: Convey and validate • Each design must be created with a combination of Revit and 3dsmax, although the final model should be assembled as Max for the geometry optimization and application of textures, so that it will be compatible with Sketchfab and Unity. render
  • 15. 4. Practical Cases 2. Gamifying the subject THE VIRTUAL ISLAND: Virtual reality with UNITY & Oculus • When the integration of each pavilion on the island is complete, the teachers will export with UNITY to multiple outputs, such as a web browser, executable PC or MAC (necessary for the Oculus version), and mobile iOS or android. Virtual Reality (Unity) version
  • 16. 1. Objectives 2. Definition of Gamification 3. Tools and technology 4. Practical Cases 5. Evaluation and Conclusions 6. Appendix
  • 17. 5. Evaluation and Conclusions • The methodology to evaluate both quantitative (through a structured test), and qualitative (using the Bipolar Laddering) using gamification and virtual reality. Highlight of the Qualitative results: Positive Common (PC) Av Score (Av) Mention Index (MI) 1PC Use of multiple edge technology 8,2 90 2PC Learning by doing methodology 8,5 40 3PC Gamification techniques and awards 7 40 4PC Creativity modeling 9,3 70 5PC Collaborative works 8,3 30 6PC Professional portfolio 8 30 7PC Use of virtual reality 9,00 90 Table 1. Positive Common (PC) elements. Negative Common (PC) Av Score (Av) Mention Index (MI) 1NC Little time for learning 3D 5 90 2NC Use of Schoology points LMS 4 30 3NC Lose track of contents 2 60 4NC Group grades versus individual 5 40 5NC Gamification: points & badges 6 30 6NC A lot of retouching image tools 5 50 7NC Use of vectoral software 5 10 Table 2. Negative Common (NC) elements.
  • 18. 5. Evaluation and Conclusions • When a teacher meshes gamification with other teaching methodologies, and with technologies like virtual environments, they are creating the perfect environment for students to engage in a lesson. Not only does it increase their performance on exams, but it also encourages them to perform better if they are behind. Overall, it increases the effectiveness of the learning process for all students. • The results show growing use of technology such Unity or Sketchfab and devices such as Oculus Rift as well. This engaging for using high technology positively predisposes students to using these devices in an educational way, increasing their motivation to understand course content, thereby improving their academic performance. • Students develop and urbanize an island as they wish, but also compete against each other to achieve the best-looking design of the island because their designs would be displayed such that the students and university faculty could walk virtually into their pavilion. The technology used expands the communication of students’ designs in a manner never before achieved.
  • 19. Teaching Case: Applying Gamification Techniques and Virtual Reality for Learning Building Engineering 3D Arts Sergi Villagrasa La Salle - Universitat Ramon Llull sergiv@salle.url.edu David Fonseca La Salle - Universitat Ramon Llull fonsi@salle.url.edu Jaume Duran Universitat de Barcelona jaumeduran@ub.edu