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...

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Main Authors: Reiners, Torsten, Wood, Lincoln, Chang, Vanessa, Guetl, Christian, Herrington, J., Teras, H., Gregory, S.
Other Authors: Piet Kommers
Format: Conference Paper
Published: IADIS Press 2012
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/26625
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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.
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format Conference Paper
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institution Curtin University Malaysia
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last_indexed 2025-11-14T08:02:17Z
publishDate 2012
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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