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Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Torsten Reiners & Lincoln Wood Using narratives to assess free exploration in 3D spaces 2013-08- 27

Using Narratives to Assess Free Exploration in 3D Spaces

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Presentation was part of the "Online conference with e-Assessment Scotland", which is featuring 20 free sessions from the UK, Ireland, Australia and New Zealand (19 to 30 Aug). The Webinar includes Six 'Transforming Assessment' sessions highlighting nationally funded e-assessment related projects from across Australia. This presentation was done by Torsten Reiners and Lincoln Wood, Curtin University; Sue Gregory, University of New England; Hanna Teras, University of Wollongong, Topic is the usage of narratives in a story to assess explorative learning in a virtual world scenario.

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  • 1. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Torsten Reiners & Lincoln Wood Using narratives to assess free exploration in 3D spaces 2013-08-27

2. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Agenda Motivation Gamification Story and Narrative Context:Logistics&SCM 3. Motivation get as many students as possible to meet professionally/academically acceptable levels of performance at as high a level as we can (Buckridge and Guest, 2007, p. 144). Apathy countered with active learning Lack of authenticity and high levels of engagement in university education in L&SCM 4. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Why not Site Visits? 5. Site Visits great opportunity communication with on-site staff able to grasp dimension of sites equity issues with online classes Challenge of capturing entire SC 6. Site Visits, but great opportunity communication with on-site staff able to grasp dimension of sites equity issues with online classes challenge of capturing the bigger picture dangerous http://deadsquare.net http://www,tension.com 7. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVEOLT Grant 2013-2014 (AUD 220,000) Torsten Reiners, Lincoln C. Wood, Vanessa Chang, Christian Guetl, Jan Herrington, Hanna Ters 8. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVEOLT Grant 2013-2014 (AUD 220,000) n-Dimensional Immersive Virtual Environment increase authenticity through inclusion of real-life complexity use scenarios linked into a comprehensive supply chain include gaming mechanisms to increase student engagement 9. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Skills Training in L&SCM Difficult to observe for the learner Long time-periods without events before the outcome of decisions becomes visible Consequences that are not desirable to replicate in real- life environments 10. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVE: Library 11. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J nDiVE: Connectivity 12. nDiVE: Immersive 3D Environment Interested in complete immersion of learners in a scenario Multiple communication channels Social awareness Knowledge transfer and understanding Presence Feeling of being part of the environment Increase of motivation and productivity Awareness of others Decreasing barriers Facilitation of collaboration 13. Arent Virtual Worlds already enough fun? Virtual Training Environments Serious Games Game-based Simulations Games . 14. Some games in L&SCM Beer Game The Fresh Connection The Candy Factory Game 2012-11-29 15. Port Simulator 2012 Screenshot here 2012-11-29 Gamification in logistics and supply chain education 16. Authenticity Real problems require real skills Requires complex communication, judgment, reflection, expert thinking, and advanced problem-solving skills Higher authenticity in education provides Opportunity to exercise realistic work practices Cognitive processes that are aligned with authentic situations Receiving valuable feedback Authentic sources and materials 17. Fidelity 18. Gamification Integrating game dynamics into your site, service, community, content or campaign, in order to drive participation. the use of game design elements in non-game contexts motivational elements of games + learning activities + communicate and share accomplishment + goals = direct the attention + motivate for action fun, play, passion 19. SKILLS Challenge Boredom Anxiety 20. DYNAMICS 21. Advanced Gaming Components Game over Next life Save points Rewind Multi-player NPC / Ghosts Slow motion Awards 2012-11-29 Gamification in logistics and supply chain education 22. passing on information and experiences to others Stories 23. Narratives Unique paths through the story which also enliven the story and unfold in space and support the process of understanding and building cognitive structures 24. It Is A Long Story 25. Map 26. Story 27. Narratives 28. Narratives 29. Narratives 30. Assessment Authentic Learning Focus on the student Thinking, problem solving Using knowledge/skills Should be: Relevant but not oversimplified Different perspectives, multiple resources Collaborative Driven by student decisions Integrating learning with assessment Artefact as an outcome Alternative paths to a solution 31. Narratives What can we learn from narratives? 32. Conclusion Learning should be about fun, play, and passion Learners should retain 75% of the knowledge; not 5% Virtual worlds have gained prominence as they address Authenticity Unrestricted availability Interactivity Gamification for student engagement Educators have the tools, the content, and the methods Bind learners who are compelled to complete just one more level. 33. Conclusion Learning should be about fun, play, and passion Learners should retain 75% of the knowledge; not 5% Virtual worlds have gained prominence as they address Authenticity Unrestricted availability Interactivity Gamification for student engagement Educators have the tools, the content, and the methods Bind learners who are compelled to complete just one more level. Awesome environment ... self-explorative learning success