Operationalising gamification in an educational authentic environment
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...
| Main Authors: | , , , , , , |
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| Other Authors: | |
| Format: | Conference Paper |
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IADIS Press
2012
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| Subjects: | |
| Online Access: | http://hdl.handle.net/20.500.11937/26625 |
| _version_ | 1848752039473971200 |
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| author | Reiners, Torsten Wood, Lincoln Chang, Vanessa Guetl, Christian Herrington, J. Teras, H. Gregory, S. |
| author2 | Piet Kommers |
| author_facet | Piet Kommers Reiners, Torsten Wood, Lincoln Chang, Vanessa Guetl, Christian Herrington, J. Teras, H. Gregory, S. |
| author_sort | Reiners, Torsten |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-14T08:02:17Z |
| format | Conference Paper |
| id | curtin-20.500.11937-26625 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T08:02:17Z |
| publishDate | 2012 |
| publisher | IADIS Press |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-266252023-02-02T07:57:40Z Operationalising gamification in an educational authentic environment Reiners, Torsten Wood, Lincoln Chang, Vanessa Guetl, Christian Herrington, J. Teras, H. Gregory, S. Piet Kommers Tomayess Issa Pedro Isaias virtual environment authentic LEARNING game mechanism engagement skill training 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. 2012 Conference Paper http://hdl.handle.net/20.500.11937/26625 IADIS Press fulltext |
| spellingShingle | virtual environment authentic LEARNING game mechanism engagement skill training Reiners, Torsten Wood, Lincoln Chang, Vanessa Guetl, Christian Herrington, J. Teras, H. Gregory, S. Operationalising gamification in an educational authentic environment |
| title | Operationalising gamification in an educational authentic environment |
| title_full | Operationalising gamification in an educational authentic environment |
| title_fullStr | Operationalising gamification in an educational authentic environment |
| title_full_unstemmed | Operationalising gamification in an educational authentic environment |
| title_short | Operationalising gamification in an educational authentic environment |
| title_sort | operationalising gamification in an educational authentic environment |
| topic | virtual environment authentic LEARNING game mechanism engagement skill training |
| url | http://hdl.handle.net/20.500.11937/26625 |