Operationalising gamification in an educational authentic environment
dc.contributor.author | Reiners, Torsten | |
dc.contributor.author | Wood, Lincoln | |
dc.contributor.author | Chang, Vanessa | |
dc.contributor.author | Guetl, Christian | |
dc.contributor.author | Herrington, J. | |
dc.contributor.author | Teras, H. | |
dc.contributor.author | Gregory, S. | |
dc.contributor.editor | Piet Kommers | |
dc.contributor.editor | Tomayess Issa | |
dc.contributor.editor | Pedro Isaias | |
dc.date.accessioned | 2017-01-30T12:54:23Z | |
dc.date.available | 2017-01-30T12:54:23Z | |
dc.date.created | 2012-12-12T20:00:34Z | |
dc.date.issued | 2012 | |
dc.identifier.citation | Reiners, Torsten and Wood, Lincoln C. and Chang, Vanessa and Gϋtl, Christian and Herrington, Janice and Teras, Hanna and Gregory, Sue. 2012. Operationalising gamification in an educational authentic environment, in Kommers, P. and Tomayess, I. and Isaias, P. (ed), Proceedings of the IADIS International Conference on Internet Technologies & Society (ITS 2012), Nov 28-30 2012, pp. 93-100. Perth, WA: International Association for Development of the Information Society (IADIS). | |
dc.identifier.uri | http://hdl.handle.net/20.500.11937/26625 | |
dc.description.abstract |
This paper addresses the largely '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; 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 stepwise fashion, rather than 'throwing them in the deep end'), reflection, and learning from the flow-on effects of an interlinked immersive, authentic, virtual, awesome, environment. | |
dc.publisher | IADIS Press | |
dc.subject | virtual environment | |
dc.subject | authentic LEARNING | |
dc.subject | game mechanism | |
dc.subject | engagement | |
dc.subject | skill training | |
dc.title | Operationalising gamification in an educational authentic environment | |
dc.type | Conference Paper | |
dcterms.source.startPage | 93 | |
dcterms.source.endPage | 100 | |
dcterms.source.title | internat technologies & society 2012 | |
dcterms.source.series | internat technologies & society 2012 | |
dcterms.source.isbn | 9789728939779 | |
dcterms.source.conference | IADIS International Conference - internat technologies & society 2012 | |
dcterms.source.conference-start-date | Nov 28 2012 | |
dcterms.source.conferencelocation | Perth, Australia | |
dcterms.source.place | Australia | |
curtin.note |
Copyright © 2012 International Association for Development of the Information Society. Reprinted from papers published in the Proceedings of the IADIS International Conference on Internet Technologies & Society (ITS 2012). Published with permission. The publisher can be located at: <a href="http://www.iadis.org.">http://www.iadis.org.</a> | |
curtin.department | ||
curtin.accessStatus | Open access |