Bill Kapralos, and Michelle Hogan (Faculty of Business and Information Technology/Canada Health Education Technology Research Unit (HETRU), University of Ontario Institute of Technology, Oshawa), Adam Dubrowski (SickKids Learning Institute, The Hospital for Sick Children, Toronto, Canada Department of Pediatrics and The Wilson Centre, Faculty of Medicine, University of Toronto, Toronto, Canada) and I have published: Virtual simulations and serious games in a laptop-based university: Gauging faculty and student perceptions., Interactive Technology and Smart Education, Volume 8 issue 2, pp. 106-120 (2011).
Here is the abstract:
Purpose – Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be assessed and taken into account, regarding their use in the classroom. This paper aims to present the results of two surveys conducted to assess faculty and student perceptions.
Design/methodology/approach – Both surveys were conducted at University of Ontario Institute of Technology. The surveys were made available to students and faculty members via a link on an institute-wide internal course management system.
Findings – Results indicate that students and educators appreciate the use of virtual simulations and serious games, but care must be taken to ensure that they are relevant to the course material and that educators are familiar with their use to assist students, should problems arise.
Originality/value – This is the first study of its kind conducted at a laptop-based university and the results are important when considering the development of virtual simulations and serious games for teaching and learning.
- How People Learn (and What Technology Might Have to Do With It) (education.com)
- Virtual Reality, To the Rescue (blogs.cisco.com)
- Get Serious: games that address contemporary social and global issues (schoollibraryjournal.com)
- Serious Games: Developing a Research Agenda for Educational Games and Simulations (sharpbrains.com)
- The Brain Grows With Practice…and Then Shrinks Back to Normal. (sharpbrains.com)