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Encouraging Engagement in Game-Based Learning

Nicola Whitton
2011 International Journal of Games Based Learning  
Games can embody many good learning and teaching practices such as scaffolding from easy to hard tasks, provision of a safe environment in which students can learn from their mistakes and creation of characters  ...  LEARNING WITH ALTERNATE REALITY GAMES Alternate reality games (ARGs) present an opportunity for educators to create affordable and technologically-feasible computer games with the potential to engage learners  ... 
doi:10.4018/ijgbl.2011010106 fatcat:spihbrclhfc4zlna2rfqtnm76q

Collaborative virtual gaming worlds in higher education

Nicola Whitton, Paul Hollins
2008 Research in Learning Technology  
Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education.  ...  (MMORPGs) for collaborative learning.  ...  Examples of how ARGs can be used in education are provided in the Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project (see www.playthinklearn.net/argosi.htm) and the Futurelab  ... 
doi:10.1080/09687760802526756 fatcat:ktiivq3dl5gihez6glu5c52zzy

Collaborative virtual gaming worlds in higher education

Nicola Whitton, Paul Hollins
2008 Research in Learning Technology  
Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education.  ...  (MMORPGs) for collaborative learning.  ...  Examples of how ARGs can be used in education are provided in the Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project (see www.playthinklearn.net/argosi.htm) and the Futurelab  ... 
doi:10.3402/rlt.v16i3.10900 fatcat:t3ejf4xdprbrzghofq3z2du5bi

QR code programming tasks with automated assessment

Lasse Hakulinen, Lauri Malmi
2014 Proceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14  
teaching interventions: 1) achievement badges and 2) alternate reality games.  ...  Alternate Reality Games (ARG), are games that blur the line between reality and fiction and typically they involve puzzles and an interactive narrative.  ...  Therefore, alternate reality games are particularly suitable for informal learning whereas badges can be used as part of formal courses as well as in informal settings.  ... 
doi:10.1145/2591708.2591761 dblp:conf/iticse/HakulinenM14 fatcat:tnunlmqsnbasviwkg4xgcx5ona

Adaptive Behavioral Outcomes: Assurance Of Learning And Assessment

David S. Baker, Geoffrey T. Stewart
2011 American Journal of Business Education  
In reality, many business curricula lack learning environments where integrative non-technical skills such as longitudinal adaptive behavior can be isolated and programmed for improvement.  ...  This manuscript identifies an experiential inductive-based teaching method that has been extended to account for longitudinal variation in adaptive behavior-based learning.  ...  In reality, many business curricula lack learning environments where integrative non-technical soft-skills such as longitudinal adaptive behavior can be isolated and programmed for improvement.  ... 
doi:10.19030/ajbe.v5i1.6703 fatcat:47vih2nggzamblpsezlw43brca

The use of interactive computer simulations in training

Diana Gatto
1993 Australasian Journal of Educational Technology  
As an alternative to high-cost or high-risk learning, they are designed not to teach directly but to demonstrate the effects to students.  ...  As a vehicle for the acquisition of knowledge and skills in an active exploratory learning environment, simulations allows for student interaction by the entering answers, directions or decisions and solving  ...  Author: Diana Gatto is studying for her Masters in Education at the University of Wollongong specialising in Information Technology in Education. Please cite as: Gatto, D. (1993) .  ... 
doi:10.14742/ajet.2105 fatcat:uipjpprwpfbbbenldpwy2yzmzq

Implementation of Emergency Management Exercises as Alternate Reality Games – Students' Perceptions

Ivar Svare Holand, Peter Mozelius, Trond Olav Skevik
2022 International Journal of Emerging Technologies in Learning (iJET)  
Alternate reality games (ARGs) offer a model for interactive networked narratives based on realistic and immersive emergency scenarios, and possibilities for collaborative problem solving with peer-to-peer  ...  Emergency management exercises could be carried out as simulations or serious games, as they allow for infinite replications in which participants can make mistakes without negative consequences.  ...  well as students at Nord University who contributed to this research.  ... 
doi:10.3991/ijet.v17i06.27937 doaj:cc22f136d4034e66b91c78b7071caf68 fatcat:hvnxhmgklbgclk544ph7s46drq

AN EDUCATIONAL APPLICATION BASED ON VIRTUAL REALITY TECHNOLOGY FOR LEARNING ARCHITECTURAL DETAILS: CHALLENGES AND BENEFITS

Sayyed Amir Hossain Maghool, Seyed Hossein (Iradj) Moeini, Yasaman Arefazar
2018 Archnet-IJAR  
With its experiential nature, VR technology can improve architectural students' learning.  ...  Educational theories such as Problem Based Learning, Flipped Learning, Learning Styles theory, and Experiential Learning theory are researchers' responses to those challenges.  ...  Collins dictionary defines Virtual Reality as: "an environment which is produced by a computer and seems very like reality to the person experiencing it".  ... 
doi:10.26687/archnet-ijar.v12i3.1719 fatcat:i26sz5kwezclngtkhtgvnhytfq

Redefining Field Experiences: Virtual Environments In Teacher Education

Laurie Mullen, Jayne Beilke, Nancy Brooks
2007 Zenodo  
The explosion of interest in online gaming and virtual worlds is leading many universities to investigate possible educational applications of the new environments.  ...  In this paper we explore the possibilities of 3D online worlds for teacher education, particularly the field experience component.  ...  Halverson suggests that game environments provide a pathway for constructivist learning by presenting compelling activities that motivate students and by offering an alternative approach to traditional  ... 
doi:10.5281/zenodo.1076303 fatcat:5pzb5rtewrbqncr3hol5qzr5ki

Virtual O&M: A far north queensland innovation

Katrina Blake, Helen Kinnane, Melinda Whipp
2018 International Journal of Orientation & Mobility  
Transition programs for students with vision impairment require the facilitation of more than navigational orientation and mobility (O&M) skills.  ...  The authors discuss the development and trial of an innovative transition program for one student with low vision from Far North Queensland.  ...  The authors would also like to acknowledge the staff and parents from St Monica's College, Cairns and Western Cape College, Weipa for their support of this trial program.  ... 
doi:10.21307/ijom-2018-005 fatcat:cl6d5ubsgjef5ckjw5u54py2ba

Mix Method Approach of Measuring VR as a Pedagogical Tool to Enhance Experimental Learning: Motivation from Literature Survey of Previous Study

Muhammad Mujtaba Asad, Aisha Naz, Prathamesh Churi, Antonio José Moreno Guerrero, Anas A. Salameh, Ehsan Namaziandost
2022 Education Research International  
This paper is aimed at exploring the effect of virtual reality as a pedagogical tool for enhancing experiential learning among undergraduate students.  ...  For the qualitative part, the sample of eight undergraduate students was interviewed for exploring their perceptions about virtual reality for enhancing experiential learning.  ...  in immersion, (d) virtual reality as a substitute to physical environment, (e) virtual reality as interest trigger for learners, (f) virtual reality practical for experiential learning, and (g) user-friendliness  ... 
doi:10.1155/2022/8262304 fatcat:e2qizn3ztfa3nb7tfbrbwje6qm

Pedagogical Innovation: Key Driver for the Educational Process of Future Industrial Engineers — The Case of Industrial University of Santander (UIS), Colombia

Orlando E. Contreras, Erika T. Ruíz
2015 International Journal of Information and Education Technology  
the future performance of its former students.  ...  as a product of its Strategic Focus in search of its consolidation to be the most important program of Engineering in Colombia.  ...  The game offers a social learning environment which aims to assist teachers and schools with a set of powerful tools to enhance student motivation and learning-related outcomes. 11) Technology infrastructure  ... 
doi:10.7763/ijiet.2015.v5.505 fatcat:2by73s7ilffczequ5uimq3szte

Using Augmented Reality Cognitive Artifacts in Education and Virtual Rehabilitation [chapter]

Claudio Kirner, Christopher Shneider, Tereza Goncalves
2012 Virtual Reality in Psychological, Medical and Pedagogical Applications  
AR environments allow the students to explore objects, perform tasks, learn concepts and develop skills.  ...  game must consider usability factors, such as easy to understand, easy to learn and easy to use.  ... 
doi:10.5772/46416 fatcat:uwefvnx3jncz3be42ymqshdwsm

Perceptions of the use of virtual reality games for chemical engineering education and professional training

Chioma Udeozor, Ryo Toyoda, Fernando Russo Abegão, Jarka Glassey
2021 Higher Education Pedagogies  
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such  ...  The study found that students and professionals believe that IVR games are useful for learning.  ...  Therefore, when deploying IVR games (or any advanced technology) for learning, alternatives should be available for students who might be excluded from the activities. • Students can be encouraged to be  ... 
doi:10.1080/23752696.2021.1951615 fatcat:4lm42v72ybdqtoqpzrp72beise

Full STEAM ahead a manifesto for integrating arts pedagogics into STEM education

Andy M. Connor, Sangeeta Karmokar, Chris Whittington, Charles Walker
2014 2014 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)  
The paper concludes with some suggestions about how best to create a fertile environment from which inquiry based learning can emerge as well as a reflection on whether the only real limitation on cultivating  ...  The paper argues that there is a potential confusion in engineering education around the role of active learning approaches, and that the adoption of these approaches may be limited as a result of this  ...  Further, just as cooperative learning provides a natural environment to promote interpersonal skills, project based learning provides a natural environment for developing problem-solving and life-long  ... 
doi:10.1109/tale.2014.7062556 fatcat:u4sirnmtrbhbxpkeqghbubmdr4
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