Towards complex thinking from gamification, augmented and virtual reality

Authors

Keywords:

Complex thinking, Gamification, Augmented reality, Virtual reality

Abstract

The disruptive study on complex thinking, transdisciplinarity was applied as a methodology to address complexity, implementing augmented and virtual reality and gamification, through the Merge Cube and escape rooms. The objective and the problem dealt with how to integrate these technological tools in the study of complex thought; the methodology is mixed, the descriptive level, the technique the survey and the instrument the questionnaire. The population were teachers attending a master's degree in education. The results allowed us to support that the approach to complex thinking through gamification tools, augmented and virtual reality, were widely accepted, in the study it was possible to generate discussion spaces from multireferential, interdisciplinary and transdisciplinary perspectives.

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Published

01-05-2022

How to Cite

Towards complex thinking from gamification, augmented and virtual reality. (2022). Varela Journal, 22(62), 112-120. https://revistavarela.uclv.edu.cu/index.php/rv/article/view/1395