Giving virtual worlds a pedagogical boost with gamified authentic learning design

Gamification is one of today’s hot topics in education. However, the concept is new and sometimes gets mixed up with others, such as virtual worlds or game­based learning. Understanding of what gamification actually is and what the educational benefits are is also diverse. The nDiVE research team explores how learning work related skills in supply chain management with the help of immersive virtual worlds can be supported with a learning design building on elements of gamification and the pedagogical framework of authentic learning. The complexity of supply chains and the related skills cannot be fully acquired from textbooks or other traditional ways of teaching and learning. There is also an identified gap in graduate skills and organisational expectations. While immersive virtual worlds can be extremely useful in that they can take students to learning situations that otherwise would not be safe, feasible or cost­effective, it is important not to let cutting edge technology steal the show. Instead, a pedagogically sound learning design should be employed to ensure a beneficial learning experience. Authentic learning provides a useful design framework for gamified learning experiences in a virtual world.

[1]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[2]  Torsten Reiners,et al.  The role of gamification and game-based learning in authentic assessment within virtual environments , 2013 .

[3]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[4]  Karl M. Kapp,et al.  A Gamified Approach on Learning Logic Gates to Improve Student’s Engagement , 2012, IOP Conference Series: Materials Science and Engineering.

[5]  M. Fardo KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. , 2013 .

[6]  Jane Thall,et al.  Games and Simulations in Training: Factors to Consider When Designing for Adult Learners , 2010 .

[7]  Lincoln C. Wood,et al.  Authentic, immersive and emotional experience in virtual learning environments: The fear of dying as an important learning experience in a simulation , 2014 .

[8]  Thomas C. Reeves,et al.  A Guide to Authentic e-Learning , 2009 .

[9]  Diane Larsen-Freeman,et al.  Transfer of Learning Transformed. , 2013 .

[10]  Donald A. Sch The reflective practitioner: how professionals think in action , 1983 .

[11]  J. Michael Spector,et al.  Handbook of Research on Educational Communications and Technology, 3rd Edition , 2012 .

[12]  John P. Wilson The Transfer of Learning: Participants' Perspectives of Adult Education and Training , 2007 .

[13]  Christian Gütl,et al.  NDive: The story of how logistics and supply chain management could be taught , 2013 .

[14]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[15]  D. Schoen,et al.  The Reflective Practitioner: How Professionals Think in Action , 1985 .

[16]  Jan Dirk L. Fijnheer,et al.  Gamification , 2019, Encyclopedia of Education and Information Technologies.

[17]  Thomas C. Reeves,et al.  Authentic Learning Environments , 2014 .