| Summary: | As educators we seek to set up meaningful graduate attributes to encourage creativity
and a drive for innovation among our graduates in order to produce professionals not content
with learning how to do more of the same, but who have the courage to push the boundaries of
their profession and innovate. Referring to preparatory research on work in progress at Curtin
University, we explored the capacity of team teaching using online gaming platform technology.
We investigated the feasibility of engaging teams of students in practical applications of
theoretical concepts of communicative and collaborative planning and decision-making, along
with the dynamics and politics of community consultation in a pluralistic society. We
ascertained the potential of developing students’ interpersonal and intercultural skills to
develop collaborative partnerships through engagement with fellow students and a wide range
of stakeholders/partners, simulating real-life situations using serious gaming platforms. It is
contended that through a collaborative and experiential learning-approach to teaching and by
employing state-of-the-art online gaming/teaching platforms, we could enable students to deal
with real-life issues in simulated and sufficiently supervised conditions to encourage creativity
and risk taking. This would encourage students to strive for creativity in solving contextual
problems in their search for innovative solutions to complex and wicked problems. It is also
contended that state-of-the-art delivery of curricula could free up academics during teaching
sessions to concentrate on inspiring students to explore innovative and creative solutions for
these problems.
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