Stage 3 Workshops: Investigating the Learning Mechanics - Game Mechanics (LM-GM) model for the development of digital game-based learning
This data constitutes stage 3 of 3 stages of data collection for a doctor of professional studies research higher degree. These recordings and transcripts contain the online workshops conducted to:
1. explore the suitability of the LM-GM (Learning Mechanics - Game Mechanics) framework as a suitable tool for learning designers to develop digital game-based learning for human resources development;
2. investigate views and perceptions of educational professionals for designing learning experiences in serious games; and
3. investigate technologies that educational professionals apply to design serious games and analyse learning data
The recordings include conversations, commentary and observations of educational games, collaborative discussions and interviews
Funding
Category 1 - Australian Competitive Grants (this includes ARC, NHMRC)
History
Language
EnglishOpen Access
- Yes
Medium
Video, Images, Audio,Number and size of Dataset
38GBSupervisor
Ashley HolmesGeolocation
Victoria, New South Wales, Western AustraliaUsage metrics
Categories
- Human-computer interaction
- Information visualisation
- Programming languages
- Applications in social sciences and education
- Continuing and community education
- Early childhood education
- Higher education
- Primary education
- Data management and data science not elsewhere classified
- Professional education and training
- Secondary education
- Cloud computing
- Information systems organisation and management
- Concurrent/parallel systems and technologies
- Technical, further and workplace education
- Education systems not elsewhere classified
- Natural language processing
- Planning and decision making
- Distributed systems and algorithms
- Knowledge and information management
- Comparative and cross-cultural education
- Other information and computing sciences not elsewhere classified
- Education assessment and evaluation
- Mobile computing
- Artificial intelligence not elsewhere classified
- Networking and communications
- Educational technology and computing
- Inclusive education
- Computer gaming and animation
- Learning analytics
- Digital and electronic media art
- Interactive media
- Entertainment and gaming
- Interactive narrative
- Serious games
- Context learning
- Virtual and mixed reality
- Graphics, augmented reality and games not elsewhere classified
- Accessible computing
- Semi- and unsupervised learning
- Affective computing
- Machine learning not elsewhere classified
- Collaborative and social computing
- Computing education