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Machinima for immersive and authentic learning in higher education

Brent Gregory, Sue Gregory, Myee Gregory

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

The use of virtual worlds have been well documented as a space for immersive participation by students when learning authentic tasks that can be difficult, if not impossible, to undertake in the real world. They have also been used in order to grasp important concepts through machinima (inworld video). A pilot project, "computers@armidale", explores the use of machinima to explain important concepts in a first year accountancy degree. Often, these concepts are difficult to grasp without taking students through authentic learning tasks. This paper describes the learning concept, the creation of the machinima and how it is used with first year accountancy students through a think out loud protocol.
Original languageEnglish
Title of host publication30th ascilite Conference Proceedings
EditorsHelen Carter, John Hedberg, Maree Gosper
Place of PublicationSydney, Australia
PublisherMacquarie University
Pages308-311
ISBN (Print)9781741384031
Publication statusPublished - 2013
EventASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conference - Sydney, Australia
Duration: 1 Dec 20134 Dec 2013

Conference

ConferenceASCILITE 2013: 30th Annual Australasian Society for Computers in Learning in Tertiary Education International Conference
CitySydney, Australia
Period1/12/134/12/13

Keywords

  • Financial Economics
  • Higher Education
  • Educational Technology and Computing

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