Gamification is going further with the use of wearables. What are they? Technology you can actually wear and provides you with virtual experience. Big players in this game are virtual reality wearables, such as Hololens or Oculus. Regarding these two, there has been a lot of buzz about them. Usually, they are compared one to each other, with the scope to find out which one is better to purchase, which one offers more entertainment and many others. The aim of this article article is not going to be about comparisons or proving you which one is better to buy on the basis of their technological composition. The point of this article is to show you how beneficial they can be in education improved by gamification.
E-learning offers you a lot of possibilities, especially when it’s used with games. Certain people are likely to engage more, when they have set goals, challenges and rewards in the end. All of these factors can strenghten their motivation and learning experience.
Gamification of e-learning can be even better with the use of wearables, that are capable of implementing simulated situations. Presumably, really helpful and handy tools are considered to be Oculus or Hololens. The former provides its users with enhanced game enjoyment, but it doesn’t have any touch controllers, so after while you can feel a little disoriented. By contrast, the latter controls gestures and also has quite a spacial sound. I leave it up to you which one to choose, but in order to improve your e-learning experience, you should definitely consider employment of one of these.