Operationalising gamification in an educational authentic environment

This paper addresses the 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; i.e. to bridge the gap between the academic perspecti...

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Bibliographic Details
Main Authors: Reiners, T (Author), Wood, LC (Author), Chang, V (Author), Guetl, C (Author), Herrington, J (Author), Teräs, H (Author), Gregory, S (Author)
Other Authors: Kommers, P (Contributor), Issa, T (Contributor), Isaías, P (Contributor)
Format: Others
Published: IADIS Press, 2013-12-11T05:31:41Z.
Subjects:
Online Access:Get fulltext
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100 1 0 |a Reiners, T  |e author 
100 1 0 |a Kommers, P  |e contributor 
100 1 0 |a Issa, T  |e contributor 
100 1 0 |a Isaías, P  |e contributor 
700 1 0 |a Wood, LC  |e author 
700 1 0 |a Chang, V  |e author 
700 1 0 |a Guetl, C  |e author 
700 1 0 |a Herrington, J  |e author 
700 1 0 |a Teräs, H  |e author 
700 1 0 |a Gregory, S  |e author 
245 0 0 |a Operationalising gamification in an educational authentic environment 
260 |b IADIS Press,   |c 2013-12-11T05:31:41Z. 
500 |a IADIS International Conference on Internet Technologies & Society 2012 held at Curtin University, Perth, WA, Australia, 2012-11-28 to 2012-11-30, published in: Proceedings of the IADIS International Conference on Internet Technologies & Society (ITS 2012), pp.93 - 100 
500 |a 978-972-8939-77-9 
520 |a This paper addresses the 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; i.e. 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. Especially the gaming mechanisms are required to encourage student engagement in (and better manage their interaction/learning process with in a step-wise fashion, rather than 'throwing them in the deep end'), reflection on, and learning from, the flow-on effects of an interlinked immersive, authentic, virtual, awesome, environment; otherwise, the complexity of the interlinked simulation would be too great to ensure effective learning! 
540 |a OpenAccess 
650 0 4 |a Skill training 
650 0 4 |a Virtual environment 
650 0 4 |a Game mechanism 
650 0 4 |a Engagement 
650 0 4 |a Authentic learning 
655 7 |a Conference Contribution 
856 |z Get fulltext  |u http://hdl.handle.net/10292/6204