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The Changing Mind: a Transformative Journey Towards Immersive Learning

Research output: Chapter in Book/Report/Conference proceedingChapterResearch

Abstract

Higher education is entering a new era of designing learning for students. Blended learning is gaining prominence as sophisticated technologies provide access for increasing numbers of students to gain work-ready skills and knowledge. More than a decade ago, Bonk and Kim (2005) conducted a survey to identify future directions of learning. Twelve pedagogical techniques were rated; with simulation and role play placed fifth in priority. Respondents were asked to identify what percentage of student learning was being delivered using blended strategies. Interestingly, slightly over 70% indicated that less than 20% of their students were engaged in any of the blended learning techniques including simulations. 10% of die higher education respondents rated the impact of simulations and games fifth, while 21% of the workplace trainers placed them second in priority. A decade later it is questionable whether higher education is much changed, despite the predictions. Simulations have been used in higher education for over fifty years, yet lecturing and teacher-directed activities, as indicated in Bonk and Kim's survey, remain dominant in higher education.
Original languageEnglish
Title of host publicationSimulations, Games and Role Play in University Education
EditorsClaus Nygaard, Nigel Courtney, Elyssebeth Leigh
Place of PublicationFaringdon, United Kingdom
PublisherLibri Publishing
Pages85-102
Edition1
ISBN (Print)9781907471674, 1907471677
Publication statusPublished - 2012

Keywords

  • Curriculum and Pedagogy Theory and Development

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