XR game development as a tool for authentic, experiential, and collaborative learning
Field | Value | Language |
dc.contributor.author | Cook, Jim | en_AU |
dc.contributor.author | Brown, Martin | en_AU |
dc.contributor.author | Sellwood, Matthew | en_AU |
dc.contributor.author | Campbell, Craig | en_AU |
dc.contributor.author | Kouppas, Paul | en_AU |
dc.contributor.author | Poronnik, Philip | en_AU |
dc.date.accessioned | 2021-09-16T22:00:34Z | |
dc.date.available | 2021-09-16T22:00:34Z | |
dc.date.issued | 2021 | |
dc.identifier.uri | https://hdl.handle.net/2123/26084 | |
dc.description.abstract | This brief review provides insights into the recent advances made by the Unity game engine into education and the ways that learning resources can be used to teach novice bioscience students to use the VR/AR affordances of the platform. We present our own practises for implementation of a novel gamification task for final-year bioscience students and reflect on the changes we have had to make in order to overcome challenges presented by the COVID-19 pandemic. | en_AU |
dc.language.iso | en | en_AU |
dc.subject | COVID-19 | en_AU |
dc.subject | Coronavirus | en_AU |
dc.title | XR game development as a tool for authentic, experiential, and collaborative learning | en_AU |
dc.type | Article | en_AU |
dc.subject.asrc | 1303 Specialist Studies In Education | en_AU |
dc.subject.asrc | 13 Education | en_AU |
dc.identifier.doi | 10.1002/bmb.21572 |
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