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dc.contributor.authorCook, Jimen_AU
dc.contributor.authorBrown, Martinen_AU
dc.contributor.authorSellwood, Matthewen_AU
dc.contributor.authorCampbell, Craigen_AU
dc.contributor.authorKouppas, Paulen_AU
dc.contributor.authorPoronnik, Philipen_AU
dc.date.accessioned2021-09-16T22:00:34Z
dc.date.available2021-09-16T22:00:34Z
dc.date.issued2021
dc.identifier.urihttps://hdl.handle.net/2123/26084
dc.description.abstractThis 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.isoenen_AU
dc.subjectCOVID-19en_AU
dc.subjectCoronavirusen_AU
dc.titleXR game development as a tool for authentic, experiential, and collaborative learningen_AU
dc.typeArticleen_AU
dc.subject.asrc1303 Specialist Studies In Educationen_AU
dc.subject.asrc13 Educationen_AU
dc.identifier.doi10.1002/bmb.21572


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