Abstract
This paper reports on the initial outcomes of the ‘Game On: Exploring Innovative Pedagogies: Using Game Design to Enhance Online Learning Symposium’ (Game On Symposium) hosted by Charles Darwin University (CDU) in September 2013. Strategic and effective implementation of game design principles potentially provides CDU with an opportunity to exploit its strengths as a multi-sector institution delivering programs in multiple locations via a range of modalities, pedagogies and technologies that will increase engagement, progression and retention of its students. Whilst games have been acknowledged as effective learning tools (Johnson et al., 2013), there is further need to consider their application and implementation in VET and HE institutions. Whitton (2012), identified that digital games have the potential to support learning in a variety of contexts. However, whilst many institutions have adopted game-based learning strategies, there is a dearth of evidence of moving from small scale pilots to systemic implementation.
A mixed methods approach was used to obtain data about attendees pre and post-attendance knowledge of games/gamification and game-like learning and their potential application for teaching and learning at CDU. Quantitative data was collected using anonymous online surveys whilst qualitative data was collated from hand-written ‘Post-it’ notes and un/de-identified participant observation/conversation notes. Survey results demonstrated support for a range of initiatives including ; the use of simulations, the inclusion of missions and quests for learning and/or assessment, the development of professional development courses for staff, the creation of a Community of Practice and the offering of innovation grants for the development of games and/or the ga-
mification of units or courses.
This paper presents findings from the Game On Symposium and considers their implications for developing institution-wide stra tegies for gamefully designing CDU.
A mixed methods approach was used to obtain data about attendees pre and post-attendance knowledge of games/gamification and game-like learning and their potential application for teaching and learning at CDU. Quantitative data was collected using anonymous online surveys whilst qualitative data was collated from hand-written ‘Post-it’ notes and un/de-identified participant observation/conversation notes. Survey results demonstrated support for a range of initiatives including ; the use of simulations, the inclusion of missions and quests for learning and/or assessment, the development of professional development courses for staff, the creation of a Community of Practice and the offering of innovation grants for the development of games and/or the ga-
mification of units or courses.
This paper presents findings from the Game On Symposium and considers their implications for developing institution-wide stra tegies for gamefully designing CDU.
Original language | English |
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Title of host publication | AVETRA 17th Annual Conference Proceedings |
Place of Publication | Online - AVETRA Website |
Publisher | Australian Vocational Education and Training Research Association (AVETRA) |
Pages | 1-10 |
Number of pages | 10 |
ISBN (Print) | 978-0-9805275-3-7 |
Publication status | Published - 2014 |
Event | Australian Vocational Education and Training Research Association Annual Conference (AVETRA 2014 17th) - Surfers Paradise,QLD, Surfers Paradise, Australia Duration: 22 Apr 2014 → 24 Apr 2014 Conference number: 2014 (17th) |
Conference
Conference | Australian Vocational Education and Training Research Association Annual Conference (AVETRA 2014 17th) |
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Abbreviated title | AVETRA |
Country/Territory | Australia |
City | Surfers Paradise |
Period | 22/04/14 → 24/04/14 |