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Introduction
After many years of interest in sims and serious games, for learning and for problem solving, the time has come for more action research on developing and sharing new ideas in a practical way.
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Publications
Publications (42)
This chapter examines the concept of interactivity, or meaningful decision making, as a pillar of the challenge based learning approach. This is part of a broader notion of exploration within active learning—meaningful decisions that lead to different outcomes. Interactive learning can take many different forms, through human moderated activities (...
This is the first of the project chapters and begins with the task of designing a single session workshop challenge, to enhance or replace a conventional tutorial-style workshop. This may be to enhance engagement for a conventional classroom environment, professional training or for even a conference activity (Whitton & Mosley, 2019). Like each of...
This chapter contains over fifty different challenge based learning activities, designed to help improve active engagement in learning. This is by no means an exhaustive list and may act as inspiration for development of new challenges. Each challenge entry contains a brief description, followed by the learning tools commonly used (discussed in the...
Most games are designed for play with a small circle of participants. Team sports can include larger groups but as the size of players increases so to do the rules that limit the forms of interaction between players and keep the level of complexity manageable. There are also types of game that embrace the complexity of multiple players interacting...
Roleplay activities have long been in the repertoire of engaging workshop activities, particularly in situations where learners are encouraged to see different perspectives on issues and problems. In practice, roleplays can suffer from a lack of definition and structure, in Huizinga’s framing, an ill defined magic circle that can leave participants...
This chapter explores design frameworks created for games and gamification as starting points for educational design. While this is most suitable for designing challenge based learning activities, the implications extend to any project. The Challenge Based Learning approach encourages changes to educational environment and approach, best done in an...
This book sets out the framework for Challenge Based Learning, a design-based approach that has been built standing on the shoulders of giants and, it is hoped, provides a different vantage point to view learning design. Design is an important concept here as it asks us to be deliberate about the choices we make, to be critical of what we know does...
Technology is frequently proposed as a solution to educational problems, as it is with many areas of life. While digital learning games have the potential to engage learners and enable flexible, interactive exploration, too often educational games are some augmented version of a quiz, an activity that is seldom appealing to the learner. The reasons...
This chapter explores the importance of setting effective difficulty in challenge based learning. In Chap. 4 the concept of flow was used to explain that learner motivation depends strongly on an effective level of difficulty—not too difficult to be frustrating but not too easy to be boring (Csikszentmihalyi, 1990). While most educators grapple reg...
https://theconversation.com/playing-pandemic-the-hit-board-game-about-the-very-thing-were-trying-to-avoid-137009
The Momentum Program is an extra-curricular model of digital badged based credentialing for law students studying at CQ University. In that program, students can choose to engage in online workshops and face challenges that earn credentials, recognising professional skills in both traditional and emerging 21st century lawyering. This paper is a ref...
This chapter looks at the regulatory practices of an online 'yaoi' fan art community, particularly around sexually explicit material and intellectual property. It suggests that the concept of a counterpublic best explains the form of publication used in these global communities and guides the way in which community members regulate themselves.
Legislative studies are a sub discipline of law that explores legislation, as a process and as a product, including the legislative environment in its widest sense. Within this context, the nature of legislative drafting as art, craft, science or mere process has been much debated. Nowadays, legislative drafting is considered a ‘phronetic’ area of...
This paper examines the feasibility of a courtroom simulation being used to assist self-represented litigants in learning basic advocacy skills. A review of legal and forensic mechanics in games, particularly the Phoenix Wright games, provides design roadmap for a courtroom learning simulation.
This paper examines the feasibility of a courtroom simulation being used to assist self-represented litigants in learning basic advocacy skills. A review of legal and forensic mechanics in games, particularly the Phoenix Wright games, provides design roadmap for a courtroom learning simulation.
This symposium is based on a recently published edited volume 'Foundations of Digital Badges and Micro-Credentials' which aims to provide insight into how digital badges may enhance formal and informal education by focusing on technical design issues including organizational requirements, instructional design, and deployment. All panel members are...
As Digital Badging matures and the technologies to issue, curate, massify and automate badges evolve, the question of overall framework design becomes increasingly crucial. If badges are to attain and maintain currency they must be contextualised in relation to other badges, as parts of sets of badges and in relation to other sets of badges. The le...
It can be difficult to discern the place of student experience in the present academic quality framework that focuses on the alignment of designed unit and course outcomes with abstract quality standards through the collection of curriculum profile data. The problem may be fundamentally one of information design and this paper explores the use of E...
Enthusiasm for the potential of learning analytics and big data technologies must be tempered with caution for fundamental learner rights to that data and concern for the ways in which these re-shape the learning environment and the learner-teacher-university relationship. This paper argues that there is a legitimate distrust of 'creepy' analytics...
Enthusiasm for the potential of learning analytics and big data technologies must be tempered with caution for fundamental learner rights to that data and concern for the ways in which these re-shape the learning environment and the learner-teacher-university relationship. This paper argues that there is a legitimate distrust of 'creepy' analytics...
Universities are enthused by the capacity of social media to engage students, encourage creativity, support collaboration and connect students, teaching staff and industry globally. Without dismissing the very real capacity for social media to contribute to a connected, informed, critical digital citizenry, it is timely to consider some of the risk...
The video game Fable 2 promises new modes of interaction, by which decisions made by the player can shape the game world and the body of their virtual persona. Some decisions affect the good/evil index by which the avatar takes on a diabolical or saintly aspect. Other decisions affect the character's purity/corruption index, which impacts on the re...
http://www.icicte.org/ICICTE11Proceedings.htm
Internet censorship is a controversial topic - while the media periodically sounds alarms at the dangers of online life, the uncontrollable nature of the internet makes any kind of pervasive regulatory control impossible. This book compares the Australian solution, a set of laws which have been criticized as being both draconian and ineffectual, to...
Legal and regulatory activity is an intrinsic element of online communities rather than being an outside force. This paper examines how law making and criminal activity are intrinsic to the virtual world of Popomundo, a MMORPG and music industry sim. This paper also considers how ruleplay stances inform legal debates and allow exploration different...
Rules may seem restrictive, merely negative exercises of coercive power. Nevertheless rules also have a strong constitutive role-in shaping fields of practice, defining roles and enabling agency. This paper explores the theory of different rule-playing 'stances' emerging from the theory of role playing games and asks if this might also have juridic...
This paper explores the notion of ethical engagement in interactive media through an examination of the Splinter Cell series of games.
If Blake is right and the path of excess leads to the tower of wisdom then video games ought to provide plenty of shortcuts along the way. Wading through gore, dismemberment and the occasional bout of torture, violent games have pushed the limits of depiction of violence. While even video nasties pad the ‘money shot’ scenes of extremity with exposi...
Critical work concerning the philosophy of space and place has had an increasing impact on recent social theory in most discourses but has had surprisingly little influence in education theory. This article considers the importance of spatial theory in constructing a new criminal justice
studies course which focuses on problem-based learning method...