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Article
Publication date: 15 June 2015

Bill Kapralos, Stephanie Fisher, Jessica Clarkson and Roland van Oostveen

The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an…

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Abstract

Purpose

The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and development leading to many examples of serious games that provide little, if any, educational value.

Design/methodology/approach

Organized around a collection of video clips (that provided a brief contextualized overview of the topic and questions for further exploration), readings, interdisciplinary research projects and games, the course introduced the principles of game and instructional design, educational theories used to support game-based learning and methods for evaluating serious games. Discussions and activities supported the problems that students worked on throughout the course to develop a critical stance and approach toward implementing game-based learning. Students designed serious games and examined potential issues and complexities involved in developing serious games and incorporating them within a teaching curriculum.

Findings

Results of student course evaluations reveal that the course was fun and engaging. Students found the course fun and engaging, and through the successful completion of the final course project, all students met all of the course objectives. A discussion regarding the techniques and approaches used in the course that were successful (or unsuccessful) is provided.

Research limitations/implications

It should be noted that a more detailed analysis has not been presented to fully demonstrate the effectiveness of the course. A more detailed analysis may have included a comparison with, for example, past versions of the course that was not based on an online problem-based learning (PBL) approach, to better quantify the effectiveness of the course. However, such a comparison could not be carried out here, given there was no measure of prior knowledge of students taken before they took course (e.g. no “pre-test data”).

Originality/value

Unlike the few existing courses dedicated to serious game design, the course was designed specifically to facilitate a fully online PBL approach and provided students the opportunity to take control of their own learning through active research, exploration and problem-solving alone, in groups and through facilitated class discussions.

Details

Interactive Technology and Smart Education, vol. 12 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 14 June 2011

R. van Oostveen, William Muirhead and William M. Goodman

This study aims to examine the experience of 31 university students who were issued tablet PCs for their use during an academic year. The primary research problem which drove this…

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Abstract

Purpose

This study aims to examine the experience of 31 university students who were issued tablet PCs for their use during an academic year. The primary research problem which drove this project revolved around the student perceptions of the benefits of technology to provide opportunities to restructure their learning experiences.

Design/methodology/approach

The students were surveyed twice during the year and they were invited to participate in either individual interviews or a series of focus groups. A number of lectures were also visited and observed. The survey results provided quantitative data regarding student usage of the technology. The interviews, focus groups and observed classes provided data around the reasons why the students used the technology in the ways they did.

Findings

Little evidence was found to support a contention that meaningful learning with technology had occurred and, in spite of their comfort and familiarity with the technology, there is no evidence of changing attitudes with respect to meaningful learning on the part of the students surveyed in this study.

Research limitations/implications

A major application of this should be directed towards similar studies focused on combining the redefinition usage potential of new touch interface‐driven devices, such as the iPad, with a new pedagogical approaches to support learners to use the technology as cognitive tools.

Originality/value

It is important to note that the introduction of a new technology, even if it makes a wide variety of affordances available for use, cannot by itself, instigate redefinition of learning tasks to allow for meaningful learning to occur.

Details

Interactive Technology and Smart Education, vol. 8 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 10 July 2023

Senuri Siriwardhana and Robert Moehler

Skills development among construction stakeholders has become an increasingly urgent necessity for the successful implementation of Construction 4.0 in recent years. There is a…

Abstract

Purpose

Skills development among construction stakeholders has become an increasingly urgent necessity for the successful implementation of Construction 4.0 in recent years. There is a lack of comprehensive analysis on the domain of Construction 4.0 implementation, with a focus on skills development. This study aims to address this gap through the use of the science mapping approach to show the gaps of research domain and propose future directions.

Design/methodology/approach

This study adopted a three-step holistic review approach, comprising bibliometric review, scientometric analysis, and qualitative discussion, to obtain a comprehensive overview of research in the field of Construction 4.0 skills development. f on a total of 57 articles published in three databases, the influential sources, keywords, scholars, and articles in the domain were analysed. A follow-up discussion aimed to identify main-stream research topics, research gaps, and future research directions.

Findings

Findings discovered that the topics were concerned about Construction 4.0 whilst skills development aspect was lacking in creation of policies, frameworks, strategies in different contexts. The study revealed research gaps such as presence of skills gaps and shortages in some countries, the lack of frameworks and roadmaps for successful Construction 4.0 implementation, and the lack of readiness assessments from professional, company and industry viewpoints.

Originality/value

This study contributes to the knowledge in the domain of Construction 4.0 and the contribution of skills development for its implementation and a comprehensive overview with research gaps and future research directions in the domain.

Details

Smart and Sustainable Built Environment, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2046-6099

Keywords

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