Using gamification and mixed reality visualization to improve conceptual understanding in ICT system analysis and design

Juan Carlos Munoz, Michael A. Cowling, James R. Birt

Research output: Chapter in Book/Report/Conference proceedingConference contributionResearchpeer-review

3 Citations (Scopus)
15 Downloads (Pure)

Abstract

This paper presents a research design and intervention that investigates how the use of mixed reality visualization and gamification can be applied to an ICT systems analysis and design course. The research focuses on a learning approach of an ICT modelling and design framework based on visual augmentation of traditional course content and class delivery. Assessment of the learning impact in regards to learners, system components and their interaction in system scenarios will be performed. Allowing learners to explore and discover information in the form of a gamified scavenger hunt that supports scaffolding learning chunks, aims to assist them towards a conceptual understanding of the solution. Educators can incorporate selected representations of key learning artefacts and resources in an augmented capacity using a variety of media such as 2d images, videos, graphics, simulations, and 3d models applied into the design process and promote active learning in the classroom.
Original languageEnglish
Title of host publicationASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education
Subtitle of host publicationShow Me the Learning
EditorsS Barker, S Dawson, A Pardo, C Colvin
Place of PublicationAdelaide
PublisherASCILITE
Pages455-460
Number of pages6
Publication statusPublished - 2016
EventASCILITE 2016: International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education : Show me the learning - Adelaide Convention Centre, Adelaide, Australia
Duration: 27 Nov 201630 Nov 2016
Conference number: 33rd
http://2016conference.ascilite.org/

Conference

ConferenceASCILITE 2016: International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education
Abbreviated titleASCILITE 2016
CountryAustralia
CityAdelaide
Period27/11/1630/11/16
Internet address

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Visualization
Systems analysis
Problem-Based Learning

Cite this

Munoz, J. C., Cowling, M. A., & Birt, J. R. (2016). Using gamification and mixed reality visualization to improve conceptual understanding in ICT system analysis and design. In S. Barker, S. Dawson, A. Pardo, & C. Colvin (Eds.), ASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Show Me the Learning (pp. 455-460). Adelaide: ASCILITE.
Munoz, Juan Carlos ; Cowling, Michael A. ; Birt, James R. / Using gamification and mixed reality visualization to improve conceptual understanding in ICT system analysis and design. ASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Show Me the Learning. editor / S Barker ; S Dawson ; A Pardo ; C Colvin. Adelaide : ASCILITE, 2016. pp. 455-460
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abstract = "This paper presents a research design and intervention that investigates how the use of mixed reality visualization and gamification can be applied to an ICT systems analysis and design course. The research focuses on a learning approach of an ICT modelling and design framework based on visual augmentation of traditional course content and class delivery. Assessment of the learning impact in regards to learners, system components and their interaction in system scenarios will be performed. Allowing learners to explore and discover information in the form of a gamified scavenger hunt that supports scaffolding learning chunks, aims to assist them towards a conceptual understanding of the solution. Educators can incorporate selected representations of key learning artefacts and resources in an augmented capacity using a variety of media such as 2d images, videos, graphics, simulations, and 3d models applied into the design process and promote active learning in the classroom.",
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Munoz, JC, Cowling, MA & Birt, JR 2016, Using gamification and mixed reality visualization to improve conceptual understanding in ICT system analysis and design. in S Barker, S Dawson, A Pardo & C Colvin (eds), ASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Show Me the Learning. ASCILITE, Adelaide, pp. 455-460, ASCILITE 2016: International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education , Adelaide, Australia, 27/11/16.

Using gamification and mixed reality visualization to improve conceptual understanding in ICT system analysis and design. / Munoz, Juan Carlos; Cowling, Michael A.; Birt, James R.

ASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Show Me the Learning. ed. / S Barker; S Dawson; A Pardo; C Colvin. Adelaide : ASCILITE, 2016. p. 455-460.

Research output: Chapter in Book/Report/Conference proceedingConference contributionResearchpeer-review

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AB - This paper presents a research design and intervention that investigates how the use of mixed reality visualization and gamification can be applied to an ICT systems analysis and design course. The research focuses on a learning approach of an ICT modelling and design framework based on visual augmentation of traditional course content and class delivery. Assessment of the learning impact in regards to learners, system components and their interaction in system scenarios will be performed. Allowing learners to explore and discover information in the form of a gamified scavenger hunt that supports scaffolding learning chunks, aims to assist them towards a conceptual understanding of the solution. Educators can incorporate selected representations of key learning artefacts and resources in an augmented capacity using a variety of media such as 2d images, videos, graphics, simulations, and 3d models applied into the design process and promote active learning in the classroom.

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Munoz JC, Cowling MA, Birt JR. Using gamification and mixed reality visualization to improve conceptual understanding in ICT system analysis and design. In Barker S, Dawson S, Pardo A, Colvin C, editors, ASCILITE 2016 - Conference Proceedings - 33rd International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Show Me the Learning. Adelaide: ASCILITE. 2016. p. 455-460