Gamification & VR: Architecture and Challenges for Digital Twin Learning

Beijing Zhongke Journal Publising Co. Ltd.

This study proposes the integration of VR and gamification mechanisms to enable DT students and employees to experience quality learning and training experiences. This technology will be multi-purpose and suitable for different uses, including lesson planning and instruction. The gamification element will enhance learner motivation and make the entire experience more enjoyable. This benefits the learning process by enabling learners to acquire knowledge and create a favorable learning environment. We discussed the required components and necessary interconnections to adequately assemble and obtain the resulting gamified modeling tool. We highlighted some relevant issues that should be addressed in future research: the definition of a repository for learning experiences, the realization of techniques required to adapt and personalize user feedback, and the implementation of approaches for personalized and cooperative learning in the DT domain.

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