Playable experiences through technologies: Opportunities and challenges for teaching simulation learning and extended reality solution creation

Zi Siang See, Susan Ledger, Lizbeth Goodman, Benjamin Matthews, Donovan Jones, Shanna Fealy, Wooi Har ooi, Manisha Amin

Research output: Contribution to journalArticlepeer-review

2 Citations (Scopus)
117 Downloads (Pure)


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.
Original languageEnglish
Pages (from-to)67-90
Number of pages24
JournalThe Journal of Information Technology Education: Innovations in Practice
Publication statusPublished - 2023


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