Innovations in Teaching Game related topics and using Gamification

Abstract

Game design elements intrinsic in gamification are also key elements that are taught in game design and development courses. In this work these gamification principles are used in two roles; to encourage active participation in the learning process and to provide a simulated environment in which the application of these techniques can be studied.

Participants

Journal Articles

[1] Sophie McKenzie, Rachael Hains-Wesson, Shaun Bangay, and Greg Bowtell. A team-teaching approach for blended learning: an experiment. Studies in Higher Education, 0(0):1–15, 2020. [PDF] [BibTeX]

[2] Rachael Hains-Wesson, Sophie McKenzie, and Shaun Bangay. Anytime and anywhere: A case study for blended learning. EDUCAUSE Review Online, (Monday, July 20), 2015. [PDF] [BibTeX]

Conference Papers (peer reviewed)

[1] Farah Ditha Farizi, Thuong Hoang, Shaun Bangay, and Stefan Greuter. Developing design guidelines for virtual reality based decision-making training for team sports. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '21, page 61–66, Virtual Event, Austria, 2021. Association for Computing Machinery, New York, NY, USA. [PDF] [BibTeX]

[2] Shaun Bangay, Guy Wood-Bradley, Hasan Ferdous, Thuong Hoang, Sophie Mckenzie, Alexander Baldwin, and Elicia Lanham. On repurposing social virtual reality platforms to support distributed learning. In 2020 IEEE/WIC/ACM International Joint Conference on Web Intelligence and Intelligent Agent Technology (WI-IAT), pages 981–986, 2020. [PDF] [BibTeX]

Books

[1] Shaun Bangay. The Monster Fun Book of Patterns for Developing Virtual Reality Applications: With examples using Unity software. Kindle Direct Publishing, Geelong, Australia, January 2019. [PDF] [BibTeX]

[2] Shaun Bangay. Fantastic Tales of Bold Creative Technologies. Kindle Direct Publishing, Geelong, Australia, November 2019. [PDF] [BibTeX]

Images