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dc.contributor.authorRathnayake, BMTN
dc.contributor.authorDe Silva, Indika
dc.contributor.authorSenavirathne, Bhanuka
dc.date.accessioned2020-12-31T23:23:40Z
dc.date.available2020-12-31T23:23:40Z
dc.date.issued2020
dc.identifier.urihttp://ir.kdu.ac.lk/handle/345/3040
dc.description.abstractWhen a global pandemic occurs, every industry faces the risk of unable to continue their usual processes and must go to business process continuity with instant change management. Considered the education industry also need an alternative solution to keep moving without failure. As experienced in such case distance learning is the best solution to conduct lessons. But the issue with normal distance learning is the learner's interactivity with lessons. To improve learners' interactivity with the help of technological advancement, higher education needs to deploy innovative teaching-learning methods including games, simulations, and holograms. Meanwhile, researches have proven that learning is not only a response to delivery but more than an active, constructive, cognitive, and social process by which the learner strategically manages the cognitive, physical, and social resources to build their knowledge. To enhance these aspects gamification can be a great deal, and which provides users with instant access to vast amounts of information without effort regardless of geographical or economic boundaries. Holographic technology might be another resource that could change the way to create and share knowledge. Gamification has been using for the learning and teaching process, but the hologram projection for learning is still new to the education industry but it has the potential to revolutionize aspects of teaching and learning experience. The sole purpose of this review study is to determine whether learners would perceive the gamification activities inbound with hologram technology positively and will it help to enhance the interactivity in the teaching-learning process. Finally, increase the engagement of the distance learning process. To gain this outcome must study the feasibility of gamification in line with hologram technology regarding achieving distance learning objectives.en_US
dc.language.isoenen_US
dc.subjectGame-based learningen_US
dc.subjectSimulationsen_US
dc.subjectHolographic projectionen_US
dc.subjectDistance Learningen_US
dc.titleFeasibility Study of Hologram Gamification in Sri Lankan Higher Education Distance Learningen_US
dc.typeArticle Full Texten_US
dc.identifier.journal13th International Research Conference General Sir John Kotelawala Defence Universityen_US
dc.identifier.pgnos451-458en_US


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