Using gamification to create opportunities for engagement, collaboration and communication in a peer-to-peer environment for making and using remote access labs
Paper
Paper/Presentation Title | Using gamification to create opportunities for engagement, collaboration and communication in a peer-to-peer environment for making and using remote access labs |
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Presentation Type | Paper |
Authors | Orwin, Lindy (Author), Kist, Alexander A. (Author), Maxwell, Andrew D. (Author) and Maiti, Ananda (Author) |
Journal or Proceedings Title | Book of Proceedings: exp.at'15 |
Number of Pages | 7 |
Year | 2016 |
ISBN | 9781267377171 |
Digital Object Identifier (DOI) | https://doi.org/10.1109/EXPAT.2015.7463271 |
Web Address (URL) of Paper | http://ieeexplore.ieee.org/document/7463271/ |
Conference/Event | 3rd Experiment@International Conference 2015 (exp.at'15) |
Event Details | 3rd Experiment@International Conference 2015 (exp.at'15) Event Date 02 to end of 04 Jun 2015 Event Location Ponta Delgada, Portugal |
Abstract | The RALfie Project began in 2013 with the goal of engaging children and youth with Science, Technology, Engineering and Math learning in formal and informal settings using Remote Access Labs (RAL). A design based research approach is being used to develop and test a peer-to-peer system that incorporates gamification of the system to engage learners in collaboration and communication. The key game mechanics used are: Narrative with a group of characters who play key roles in the community; a maker approach where the participants build the RAL as opposed to expert-built rigs; communities of practice based on video game style `guilds'; tasks and activities designed as quests with opportunities for collaboration; and a reputation and achievement system to track mastery that uses points, levels and badges. An iterative approach is being used to test and refine the gamification elements and technical system that form the environment. This paper provides a summary of the theoretical educational foundations of this project; discusses design-based research as the methodology in the context of the RALfie project; and presents initial results. It includes design decisions and feedback from expert review. |
Keywords | decision support systems, electronic learning, remote laboratories, STEM, computer aided instruction, computer games, design, engineering education, laboratories,peer-to-peer computing, design-based research, system gamification, peer-to-peer environment, remote access lab,RAL, science technology engineering and math learning, education, gamification, quest-based learning, e-learning,remote laboratories, pedagogy |
ANZSRC Field of Research 2020 | 460609. Networking and communications |
390405. Educational technology and computing | |
400799. Control engineering, mechatronics and robotics not elsewhere classified | |
Public Notes | File reproduced in accordance with the copyright policy of the publisher/author. |
Byline Affiliations | Australian Digital Futures Institute |
Faculty of Health, Engineering and Sciences | |
Institution of Origin | University of Southern Queensland |
https://research.usq.edu.au/item/q3x4w/using-gamification-to-create-opportunities-for-engagement-collaboration-and-communication-in-a-peer-to-peer-environment-for-making-and-using-remote-access-labs
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