Operationalising gamification in an educational authentic environment
Reiners, T., Wood, L.C., Chang, V., Gutl, C., Herrington, J.ORCID: 0000-0002-9960-4677, Teras, H. and Gregory, S.
(2012)
Operationalising gamification in an educational authentic environment.
In: IADIS International Conference on Internet Technologies & Society 2012, 28 - 30 November 2012, Perth, Australia
pp. 93-100.
Abstract
This paper addresses the largely 18inauthentic 19 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; that is 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. In particular, the gaming mechanisms encourage student engagement (and better manage their interaction/learning process with in a step-wise fashion, rather than 18throwing them in the deep end 19), reflection, and learning from the flow-on effects of an interlinked immersive, authentic, virtual, awesome, environment.
Item Type: | Conference Paper |
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Murdoch Affiliation(s): | School of Education |
Conference Website: | http://www.its-conf.org/ |
URI: | http://researchrepository.murdoch.edu.au/id/eprint/13958 |
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