Operationalising gamification in an educational authentic environment
aut.conference.type | Paper Published in Proceedings | |
aut.relation.endpage | 100 | |
aut.relation.startpage | 93 | |
aut.researcher | Wood, Lincoln | |
dc.contributor.author | Reiners, T | |
dc.contributor.author | Wood, LC | |
dc.contributor.author | Chang, V | |
dc.contributor.author | Guetl, C | |
dc.contributor.author | Herrington, J | |
dc.contributor.author | Teräs, H | |
dc.contributor.author | Gregory, S | |
dc.contributor.editor | Kommers, P | |
dc.contributor.editor | Issa, T | |
dc.contributor.editor | Isaías, P | |
dc.date.accessioned | 2013-12-11T05:31:41Z | |
dc.date.accessioned | 2013-12-11T05:31:51Z | |
dc.date.available | 2013-12-11T05:31:41Z | |
dc.date.available | 2013-12-11T05:31:51Z | |
dc.date.copyright | 2012 | |
dc.date.issued | 2012 | |
dc.description.abstract | This paper addresses the inauthentic pedagogical approaches in current classroom and distance-learning environments, and will propose a methodology that utilises existing technologies to provide an immersive and authentic experience in education; i.e. to bridge the gap between the academic perspective and the real-world requirements. Industry postulate that recent graduates lack requisite skills, are often ignorant of the workings of company cultures, and are uncertain how to transfer their university-acquired theoretical knowledge to effective practice. We propose an environment that increases authenticity through inclusion of real-life complexity modelled in an immersive scenario, links scenarios into a comprehensive supply chain that supports exchange of information and repercussions/effects from actions between modules, and includes gaming mechanisms to increase student engagement further. Especially the gaming mechanisms are required to encourage student engagement in (and better manage their interaction/learning process with in a step-wise fashion, rather than ‘throwing them in the deep end’), reflection on, and learning from, the flow-on effects of an interlinked immersive, authentic, virtual, awesome, environment; otherwise, the complexity of the interlinked simulation would be too great to ensure effective learning! | |
dc.identifier.citation | IADIS International Conference on Internet Technologies & Society 2012 held at Curtin University, Perth, WA, Australia, 2012-11-28 to 2012-11-30, published in: Proceedings of the IADIS International Conference on Internet Technologies & Society (ITS 2012), pp.93 - 100 | |
dc.identifier.isbn | 978-972-8939-77-9 | |
dc.identifier.uri | https://hdl.handle.net/10292/6204 | |
dc.publisher | IADIS Press | |
dc.relation.replaces | http://hdl.handle.net/10292/6203 | |
dc.relation.replaces | 10292/6203 | |
dc.rights | This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data banks. Permission for use must always be obtained from IADIS Press. Please contact secretariat@iadis.org | |
dc.rights.accessrights | OpenAccess | |
dc.subject | Skill training | |
dc.subject | Virtual environment | |
dc.subject | Game mechanism | |
dc.subject | Engagement | |
dc.subject | Authentic learning | |
dc.title | Operationalising gamification in an educational authentic environment | |
dc.type | Conference Contribution | |
pubs.elements-id | 149119 | |
pubs.organisational-data | /AUT | |
pubs.organisational-data | /AUT/Business & Law |
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