Abstract
The use of learning support technologies has been evidenced, associated with environments such as Moodle. Based on this, and considering the new technological contexts, extended reality (XR) is greatly beneficial to accelerating learning processes due to its immersion, first person interaction, customisation and realism characteristics. However, its mass use has been limited by the difficulties of access to technologies, but even more so by the difficulties of design and development of this type of experience. This research proposes a design guide to facilitate development by non-expert users, as a first step to automate the creation of XR learning experiences. Recommendations for the incorporation and development of game components and narratives are provided. Thus, it is possible to set game objectives different from training objectives, incorporating game mechanics. A case of application in risk prevention training in construction is developed to demonstrate its reliability.
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Acknowledgements
This work has been supported by the CONICYT for its economic support to Felipe Muñoz, beneficiary of a pre-doctoral grant (CONICYT - PCHA/International Doctorate/2019-72200306). The authors also acknowledge the financial support from the Spanish Ministry of Economy and Competitiveness, through the “Severo Ochoa Programme for Centres of Excellence in R&D (CEX2018-000797-S)”.
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Bopp Ibar, M.J., Muñoz La Rivera, F., Mora Serrano, J., Valero García, M. (2023). Design and Implementation of Serious Games on Extended Reality: A Use Case in Construction Safety. In: García-Peñalvo, F.J., García-Holgado, A. (eds) Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality. TEEM 2022. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-99-0942-1_60
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DOI: https://doi.org/10.1007/978-981-99-0942-1_60
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