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  5. Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation
 
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Playable Experiences Through Technologies: Opportunities and Challenges for Teaching Simulation Learning and Extended Reality Solution Creation

Author(s)
See, Zi Siang  
Ledger, Susan  
Goodman, Lizbeth  
et al.  
Uri
http://hdl.handle.net/10197/26081
Date Issued
2023
Date Available
2024-05-28T14:11:14Z
Abstract
Aim/Purpose: This paper describes a technologies education model for introducing Simulation Learning and Extended Reality (XR) solution creation skills and knowledge to students at the tertiary education level, which is broadly applicable to higher education-based contexts of teaching and learning. Background: This work is made possible via the model’s focus on advancing knowledge and understanding of a range of digital resources, and the processes and production skills to teach and produce playable educational digital content, including classroom practice and applications. Methodology: Through practice-based learning and technology as an enabler, to inform the development of this model, we proposed a mixed-mode project-based approach of study within a transdisciplinary course for Higher Education students from the first year through to the post-graduate level. Contribution: An argument is also presented for the utility of this model for upskilling Pre-service Teachers’ (PSTs) pedagogical content knowledge in Technologies, which is especially relevant to the Australian curriculum context and will be broadly applicable to various educative and non-Australian settings. Findings: Supported by practice-based research, work samples and digital projects of Simulation Learning and XR developed by the authors are demonstrated to ground the discussion in examples; the discussion that is based around some of the challenges and the technical considerations, and the scope of teaching digital solutions creation is provided. Recommendations for Practitioners: We provide a flexible technologies teaching and learning model for determining content for inclusion in a course designed to provide introductory Simulation Learning and XR solution creation skills and knowledge. Recommendation for Researchers: The goal was to provide key criteria and an outline that can be adapted by academic researchers and learning designers in various higher education-based contexts of teaching and inclusive learning design focused on XR. Impact on Society: We explore how educators work with entities in various settings and contexts with different priorities, and how we recognise expertise beyond the institutional interests, beyond discipline, and explore ‘what is possible’ through digital technologies for social good and inclusivity. Future Research: The next step for this research is to investigate and explore how XR and Simulation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of technology-enhanced learning engagement.
Type of Material
Journal Article
Publisher
Informing Science Institute
Journal
Journal of Information Technology Education: Innovations in Practice
Volume
22
Start Page
067
End Page
090
Subjects

Augmented reality

Virtual reality

User experience study...

Extended realities

Interactive media

Human-computer intera...

Simulation learning

Serious games

Digital media

Higher education

Virtual learning

Education technologie...

Inclusive design

Ethical design

Digital technologies

Design and technologi...

Digital literacy

Technologies educatio...

Transdisciplinary

Multidisciplinary

Science technology en...

Humanities and social...

DOI
10.28945/5121
Language
English
Status of Item
Peer reviewed
ISSN
2165-3151
This item is made available under a Creative Commons License
https://creativecommons.org/licenses/by/3.0/ie/
File(s)
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Playable_Experiences_Through_Technologies_Opportun.pdf

Size

2.46 MB

Format

Adobe PDF

Checksum (MD5)

57f09dc23f51bbc07bdeca1d70027f95

Owning collection
Mechanical & Materials Engineering Research Collection

Item descriptive metadata is released under a CC-0 (public domain) license: https://creativecommons.org/public-domain/cc0/.
All other content is subject to copyright.

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