Please use this identifier to cite or link to this item: https://hdl.handle.net/1959.11/11802
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dc.contributor.authorReiners, Torstenen
dc.contributor.authorWood, Lincoln Cen
dc.contributor.authorChang, Vanessaen
dc.contributor.authorGutl, Christianen
dc.contributor.authorHerrington, Janen
dc.contributor.authorTeras, Hannaen
dc.contributor.authorGregory, Sueen
local.source.editorEditor(s): Piet Kommers, Tomayess Issa, Pedro Isaias and Luis Rodriguesen
dc.date.accessioned2013-01-03T15:31:00Z-
dc.date.issued2012-
dc.identifier.citationProceedings of the IADIS International Conference on Internet Technologies & Society (ITS 2012), p. 93-100en
dc.identifier.isbn9789728939779en
dc.identifier.urihttps://hdl.handle.net/1959.11/11802-
dc.description.abstractThis 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.en
dc.languageenen
dc.publisherIADIS Pressen
dc.relation.ispartofProceedings of the IADIS International Conference Internet Technologies and Society 2012en
dc.titleOperationalising Gamification in an Educational Authentic Environmenten
dc.typeConference Publicationen
dc.relation.conferenceITS 2012: International Association for Development of the Information Society (IADIS) International Conference on Internet Technologies & Societyen
dcterms.accessRightsGreenen
dc.subject.keywordsEducational Technology and Computingen
dc.subject.keywordsEducationen
local.contributor.firstnameTorstenen
local.contributor.firstnameLincoln Cen
local.contributor.firstnameVanessaen
local.contributor.firstnameChristianen
local.contributor.firstnameJanen
local.contributor.firstnameHannaen
local.contributor.firstnameSueen
local.subject.for2008130306 Educational Technology and Computingen
local.subject.for2008139999 Education not elsewhere classifieden
local.subject.seo2008930599 Education and Training Systems not elsewhere classifieden
local.subject.seo2008939999 Education and Training not elsewhere classifieden
local.subject.seo2008930203 Teaching and Instruction Technologiesen
local.profile.schoolSchool of Educationen
local.profile.emailtorsten.reiners@gmail.comen
local.profile.emailL.Wood@curtin.edu.auen
local.profile.emailVanessa.Chang@cbs.curtin.edu.auen
local.profile.emailChristian.Guetl@iicm.tugraz.aten
local.profile.emailj.herrington@murdoch.edu.auen
local.profile.emailhanna.teras@gmail.comen
local.profile.emailsgregor4@une.edu.auen
local.output.categoryE1en
local.record.placeauen
local.record.institutionUniversity of New Englanden
local.identifier.epublicationsrecordune-20121221-11362en
local.date.conference28th - 30th November, 2012en
local.conference.placePerth, Australiaen
local.publisher.placeLisbon, Portugalen
local.format.startpage93en
local.format.endpage100en
local.url.openhttp://aut.researchgateway.ac.nz/handle/10292/6204en
local.peerreviewedYesen
local.access.fulltextYesen
local.contributor.lastnameReinersen
local.contributor.lastnameWooden
local.contributor.lastnameChangen
local.contributor.lastnameGutlen
local.contributor.lastnameHerringtonen
local.contributor.lastnameTerasen
local.contributor.lastnameGregoryen
dc.identifier.staffune-id:sgregor4en
local.profile.orcid0000-0002-0417-8266en
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.profile.roleauthoren
local.identifier.unepublicationidune:12003en
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
dc.identifier.academiclevelAcademicen
local.title.maintitleOperationalising Gamification in an Educational Authentic Environmenten
local.output.categorydescriptionE1 Refereed Scholarly Conference Publicationen
local.relation.grantdescriptionNHMRC/ID12-2498en
local.conference.detailsITS 2012: International Association for Development of the Information Society (IADIS) International Conference on Internet Technologies & Society, Perth, Australia, 28th - 30th November, 2012en
local.search.authorReiners, Torstenen
local.search.authorWood, Lincoln Cen
local.search.authorChang, Vanessaen
local.search.authorGutl, Christianen
local.search.authorHerrington, Janen
local.search.authorTeras, Hannaen
local.search.authorGregory, Sueen
local.uneassociationUnknownen
local.atsiresearchNoen
local.sensitive.culturalNoen
local.year.published2012-
local.subject.for2020390405 Educational technology and computingen
local.subject.for2020399999 Other education not elsewhere classifieden
local.subject.seo2020160304 Teaching and instruction technologiesen
local.date.start2012-11-28-
local.date.end2012-11-30-
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