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dc.contributor.authorReiners, Torsten
dc.contributor.authorWood, Lincoln
dc.contributor.authorChang, Vanessa
dc.contributor.authorGuetl, Christian
dc.contributor.authorHerrington, J.
dc.contributor.authorTeras, H.
dc.contributor.authorGregory, S.
dc.contributor.editorPiet Kommers
dc.contributor.editorTomayess Issa
dc.contributor.editorPedro Isaias
dc.date.accessioned2017-01-30T12:54:23Z
dc.date.available2017-01-30T12:54:23Z
dc.date.created2012-12-12T20:00:34Z
dc.date.issued2012
dc.identifier.citationReiners, 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.urihttp://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.publisherIADIS Press
dc.subjectvirtual environment
dc.subjectauthentic LEARNING
dc.subjectgame mechanism
dc.subjectengagement
dc.subjectskill training
dc.titleOperationalising gamification in an educational authentic environment
dc.typeConference Paper
dcterms.source.startPage93
dcterms.source.endPage100
dcterms.source.titleinternat technologies & society 2012
dcterms.source.seriesinternat technologies & society 2012
dcterms.source.isbn9789728939779
dcterms.source.conferenceIADIS International Conference - internat technologies & society 2012
dcterms.source.conference-start-dateNov 28 2012
dcterms.source.conferencelocationPerth, Australia
dcterms.source.placeAustralia
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>

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curtin.accessStatusOpen access


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