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Operationalising gamification in an educational authentic environment
Conference paper   Open access

Operationalising gamification in an educational authentic environment

T. Reiners, L.C. Wood, V. Chang, C. Gutl, J. Herrington, H. Teras and S. Gregory
IADIS International Conference on Internet Technologies & Society 2012 (Perth, Australia, 28/11/2012–30/11/2012)
2012
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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.

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