Data

Stage 2 Interviews: Investigating models for the development of online educational interventions

Central Queensland University
Glen Shearer (Aggregated by)
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ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Adc&rfr_id=info%3Asid%2FANDS&rft_id=info:doi10.25946/27200838.v1&rft.title=Stage 2 Interviews: Investigating models for the development of online educational interventions&rft.identifier=10.25946/27200838.v1&rft.publisher=Central Queensland University&rft.description=These zoom interviews constitute Stage 2 of 3 data collection stages for a professional doctorate thesis. These interviews follow an online survey and are conducted with survey respondents who indicated familiarity with gamification and digital game-based learning as tools for education. The interviews seek to explore perceptions of gamification and game-based learning and to elicit any information the interviewee has about technology and educational theory. In this interview, interviewees observe a series of games that to a greater or lesser degree educate the player. Interviewees are asked to evaluate and provide their view on these artefacts. The interviews also seek to gather information that will be useful in the design of subsequent group workshops which will be used for further data collection.&rft.creator=Glen Shearer&rft.date=2024&rft_rights= https://creativecommons.org/licenses/by-nc/4.0/&rft_subject=Human-computer interaction&rft_subject=Information visualisation&rft_subject=Programming languages&rft_subject=Applications in social sciences and education&rft_subject=Continuing and community education&rft_subject=Early childhood education&rft_subject=Higher education&rft_subject=Primary education&rft_subject=Data management and data science not elsewhere classified&rft_subject=Professional education and training&rft_subject=Secondary education&rft_subject=Cloud computing&rft_subject=Information systems organisation and management&rft_subject=Concurrent/parallel systems and technologies&rft_subject=Technical, further and workplace education&rft_subject=Education systems not elsewhere classified&rft_subject=Natural language processing&rft_subject=Planning and decision making&rft_subject=Distributed systems and algorithms&rft_subject=Knowledge and information management&rft_subject=Comparative and cross-cultural education&rft_subject=Other information and computing sciences not elsewhere classified&rft_subject=Education assessment and evaluation&rft_subject=Mobile computing&rft_subject=Artificial intelligence not elsewhere classified&rft_subject=Networking and communications&rft_subject=Educational technology and computing&rft_subject=Inclusive education&rft_subject=Computer gaming and animation&rft_subject=Learning analytics&rft_subject=Digital and electronic media art&rft_subject=Interactive media&rft_subject=Entertainment and gaming&rft_subject=Interactive narrative&rft_subject=Serious games&rft_subject=Context learning&rft_subject=Virtual and mixed reality&rft_subject=Graphics, augmented reality and games not elsewhere classified&rft_subject=Accessible computing&rft_subject=Semi- and unsupervised learning&rft_subject=Affective computing&rft_subject=Machine learning not elsewhere classified&rft_subject=Collaborative and social computing&rft_subject=Computing education&rft_subject=digital game-based learning&rft_subject=gamification&rft_subject=serious games&rft_subject=learning analytics&rft_subject=LM-GM&rft_subject=serious game mechanics&rft.type=dataset&rft.language=English Access the data

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These zoom interviews constitute Stage 2 of 3 data collection stages for a professional doctorate thesis. These interviews follow an online survey and are conducted with survey respondents who indicated familiarity with gamification and digital game-based learning as tools for education. The interviews seek to explore perceptions of gamification and game-based learning and to elicit any information the interviewee has about technology and educational theory. In this interview, interviewees observe a series of games that to a greater or lesser degree educate the player. Interviewees are asked to evaluate and provide their view on these artefacts. The interviews also seek to gather information that will be useful in the design of subsequent group workshops which will be used for further data collection.

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Subjects
Accessible computing | Affective computing | Applications in social sciences and education | Artificial intelligence not elsewhere classified | Cloud computing | Collaborative and social computing | Comparative and cross-cultural education | Computer gaming and animation | Computing education | Concurrent/parallel systems and technologies | Context learning | Continuing and community education | Data management and data science not elsewhere classified | Digital and electronic media art | Distributed systems and algorithms | Early childhood education | Education assessment and evaluation | Education systems not elsewhere classified | Educational technology and computing | Entertainment and gaming | Graphics, augmented reality and games not elsewhere classified | Higher education | Human-computer interaction | Inclusive education | Information systems organisation and management | Information visualisation | Interactive media | Interactive narrative | Knowledge and information management | LM-GM | Learning analytics | Machine learning not elsewhere classified | Mobile computing | Natural language processing | Networking and communications | Other information and computing sciences not elsewhere classified | Planning and decision making | Primary education | Professional education and training | Programming languages | Secondary education | Semi- and unsupervised learning | Serious games | Technical, further and workplace education | Virtual and mixed reality | digital game-based learning | gamification | learning analytics | serious game mechanics | serious games |

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Identifiers
ACN 633 798 857