Using online simulation to engage users in an authentic learning environment

Brian Ferry, Lisa Kervin

Research output: Chapter in Book/Report/Conference proceedingChapter (Book)Researchpeer-review

Abstract

This chapter describes how we used an authentic learning framework (Herrington & Oliver, 2000) to inform the design of an online simulation that included gaming features specifically designed to enhance learner engagement. We describe our analysis of user responses to the simulation, focusing particularly on learner engagement and what the users learned from using the software. Our research revealed that users initially approached the software from a gaming framework, however with extended interaction with the software, moved toward treating the virtual experience as an authentic environment, even to the point of empathizing with some of the virtual characters and downloading some of the support material that they might use in real classrooms. We offer some explanations for this change and conclude the chapter by identifying future directions for researchers who may be interested in this field.

Original languageEnglish
Title of host publicationHandbook of Research on Effective Electronic Gaming in Education
EditorsRichard E. Ferdig
PublisherIGI Global
Pages315-330
Number of pages16
VolumeI
ISBN (Electronic)9781599048116
ISBN (Print)9781599048086
DOIs
Publication statusPublished - 2008
Externally publishedYes

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