XR Digital Classroom: An Innovative and Gamified Tool that Aims to Aid Learning in the New Normal

Authors

  • Brad Fitt Aloya 3D Artist, Stock Knowledge, Philippines
  • Anna Marie Benzon CEO, Stock Knowledge, Philippines
  • Renato Felipe Research Head, Department of Education- Manila Division, Philippines
  • Paul Gilbert Maglaya Software Engineer, Stock Knowledge, and Faculty Member, José Rizal University, Philippines
  • Raynan Marcelo Senior Education Program Specialist, Department of Education – Makati Division, Philippines
  • Dan Jayson Panergo Software Engineer, Stock Knowledge, Philippines
  • Juriel Poguilla Teacher, Department of Education- Makati Division, Philippines
  • Carleen Sedilla Assistant Schools Division Superintendent, Officer-in-Charge, Department of Education- Makati Division, Philippines
  • Cristina Solis Head Teacher VI, Manila Science High School, Philippines

Keywords:

Extended Reality (XR), Gamification, EdTech, Virtual Reality (VR), Augmented Reality (AR)

Abstract

The classroom learning experience has undergone a tremendous change since the adoption of open and distance learning programs, especially during the current global COVID-19 lockdown that forces schools to shift to online learning. Experiential learning became limited, and it affected laboratory-based subjects. With the help of Extended Reality (XR), namely, virtual, augmented, and digital scenarios can be recreated for students to experience, explore, and learn in a low-risk environment. This paper  discusses the XR digital classroom mobile application for Android developed by Stock Knowledge. The XR application aims to simulate digital and virtual scenarios that can aid educators in transforming traditional lectures into immersive and gamified learning/teaching experiences. The XR application provides tailored experiences based on the actual syllabus and course materials created by teachers teaching math and science. The application is used as a tool to enhance the learning experience and classroom interaction. With the gamification feature, the classroom experience became more engaging and allowed the students to be actively involved in classroom activities. This study is based on an experiment involving actual student activities using the XR mobile application. The student’s behavior suggests that learning needs to become much more interactive and rewarding compared to traditional methods. Simulation and laboratory experiences are recreated at cheaper costs and lesser risks when using the XR mobile application.

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Published

04.11.2023

How to Cite

Aloya, B. F. ., Benzon, A. M. ., Felipe, R. ., Maglaya, P. G. ., Marcelo, R. ., Panergo, D. J. ., Poguilla, J. ., Sedilla, C. ., & Solis, C. . (2023). XR Digital Classroom: An Innovative and Gamified Tool that Aims to Aid Learning in the New Normal. International Journal of Intelligent Systems and Applications in Engineering, 12(3s), 112–130. Retrieved from https://ijisae.org/index.php/IJISAE/article/view/3668

Issue

Section

Research Article