Data

Stage 3 Workshops: Investigating the Learning Mechanics - Game Mechanics (LM-GM) model for the development of digital game-based learning

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:doi10.25946/27208350.v1&rft.title=Stage 3 Workshops: Investigating the Learning Mechanics - Game Mechanics (LM-GM) model for the development of digital game-based learning&rft.identifier=https://doi.org/10.25946/27208350.v1&rft.publisher=Central Queensland University&rft.description=This data constitutes stage 3 of 3 stages of data collection for a doctor of professional studies research higher degree. These recordings and transcripts contain the online workshops conducted to: 1. explore the suitability of the LM-GM (Learning Mechanics - Game Mechanics) framework as a suitable tool for learning designers to develop digital game-based learning for human resources development; 2. investigate views and perceptions of educational professionals for designing learning experiences in serious games; and 3. investigate technologies that educational professionals apply to design serious games and analyse learning data The recordings include conversations, commentary and observations of educational games, collaborative discussions and interviews&rft.creator=Glen Shearer&rft.date=2024&rft_rights=CC-BY-NC-4.0&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_subject=Computer gaming and animation&rft_subject=Digital and electronic media art&rft_subject=Interactive media&rft_subject=Continuing and community education&rft_subject=Early childhood education&rft_subject=Higher education&rft_subject=Primary education&rft_subject=Professional education and training&rft_subject=Secondary education&rft_subject=Technical, further and workplace education&rft_subject=Education systems not elsewhere classified&rft_subject=Comparative and cross-cultural education&rft_subject=Education assessment and evaluation&rft_subject=Educational technology and computing&rft_subject=Inclusive education&rft_subject=Learning analytics&rft_subject=Applications in social sciences and education&rft_subject=Natural language processing&rft_subject=Planning and decision making&rft_subject=Artificial intelligence not elsewhere classified&rft_subject=Data management and data science not elsewhere classified&rft_subject=Cloud computing&rft_subject=Concurrent/parallel systems and technologies&rft_subject=Distributed systems and algorithms&rft_subject=Mobile computing&rft_subject=Networking and communications&rft_subject=Entertainment and gaming&rft_subject=Interactive narrative&rft_subject=Serious games&rft_subject=Virtual and mixed reality&rft_subject=Graphics, augmented reality and games not elsewhere classified&rft_subject=Accessible computing&rft_subject=Affective computing&rft_subject=Collaborative and social computing&rft_subject=Computing education&rft_subject=Human-computer interaction&rft_subject=Information visualisation&rft_subject=Information systems organisation and management&rft_subject=Knowledge and information management&rft_subject=Context learning&rft_subject=Semi- and unsupervised learning&rft_subject=Machine learning not elsewhere classified&rft_subject=Programming languages&rft_subject=Other information and computing sciences not elsewhere classified&rft.type=dataset&rft.language=English Access the data

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This data constitutes stage 3 of 3 stages of data collection for a doctor of professional studies research higher degree. These recordings and transcripts contain the online workshops conducted to:

1. explore the suitability of the LM-GM (Learning Mechanics - Game Mechanics) framework as a suitable tool for learning designers to develop digital game-based learning for human resources development;

2. investigate views and perceptions of educational professionals for designing learning experiences in serious games; and

3. investigate technologies that educational professionals apply to design serious games and analyse learning data

The recordings include conversations, commentary and observations of educational games, collaborative discussions and interviews

Issued: 2024-10-14

Created: 2024-10-14

This dataset is part of a larger 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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