TY - JOUR
T1 - Playable experiences through technologies
T2 - Opportunities and challenges for teaching simulation learning and extended reality solution creation
AU - See, Zi Siang
AU - Ledger, Susan
AU - Goodman, Lizbeth
AU - Matthews, Benjamin
AU - Jones, Donovan
AU - Fealy, Shanna
AU - Har ooi, Wooi
AU - Amin, Manisha
N1 - Funding Information:
This paper and the research behind it would not have been possible without the exceptional support of Professor Victoria Carrington, Associate Professor Greg Oates, and Dr. Abbey MacDonald, we thank them for their valuable input and feedback as we developed this collaborative initiative.
Publisher Copyright:
© (CC BY-NC 4.0) This article is licensed to you under a Creative Commons Attribution-NonCommercial 4.0 International License.
PY - 2023
Y1 - 2023
N2 - 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 ed-ucation-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 class-room 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 ap-proach 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 Sim-ulation 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. Recommendations for Researchers The goal was to provide key criteria and an outline that can be adapted by aca-demic researchers and learning designers in various higher education-based con-texts 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 institu-tional 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 Simu-lation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of tech-nology-enhanced learning engagement.
AB - 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 ed-ucation-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 class-room 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 ap-proach 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 Sim-ulation 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. Recommendations for Researchers The goal was to provide key criteria and an outline that can be adapted by aca-demic researchers and learning designers in various higher education-based con-texts 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 institu-tional 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 Simu-lation Learning could be utilised to accelerate student learning in STEM and HASS disciplines, to promote knowledge retention and a higher level of tech-nology-enhanced learning engagement.
KW - augmented reality
KW - design and technologies
KW - digital literacy
KW - digital media
KW - digital technologies
KW - education technologies
KW - ethical design
KW - extended realities
KW - higher education
KW - human-computer interaction
KW - humanities and social sciences (HASS)
KW - inclu-sive design
KW - inter-active media
KW - multidisciplinary
KW - science tech-nology engineering and mathematics (STEM)
KW - serious games
KW - simulation learning
KW - technologies education
KW - transdisciplinary
KW - user experience study
KW - virtual learning
KW - virtual reality
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U2 - 10.28945/5121
DO - 10.28945/5121
M3 - Article
SN - 2165-3151
VL - 22
SP - 67
EP - 90
JO - The Journal of Information Technology Education: Innovations in Practice
JF - The Journal of Information Technology Education: Innovations in Practice
ER -