Learning and Teaching Technical Competence in the Built Environment Using Serious Video Game Technology : Final Report.

The current national initiative to define, implement and assure academic standards in the higher education sector will almost certainly bring a keen spotlight to bear on the identification and testing of competences. This will render effective calibration of the learning and assessment of competence...

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Bibliografski detalji
Institution:University of New South Wales
Glavni autori: Newton, Sidney, Lowe, Russell
Izdano: Office for Learning and Teaching 2013
Teme:
Online pristup:/resources/CG10_1691_Newton_Report_2013.pdf
Opis
Sažetak:The current national initiative to define, implement and assure academic standards in the higher education sector will almost certainly bring a keen spotlight to bear on the identification and testing of competences. This will render effective calibration of the learning and assessment of competences absolutely critical. Whereas knowledge-based learning can quite readily be demonstrated and assessed through written and oral tests, technical skills must be demonstrated and assessed through actual activities. Construction technology is a significant, core component of all undergraduate building and related degrees in Australia. This project used the sophisticated interactive virtual reality simulation environments found in serious video game technologies to enable students to practice and demonstrate their technical skills in domestic construction technology, through a forensic analysis of the detailed house models represented in the game. Whilst the project is specific to domestic construction technology, the approach has application across all sectors of higher education where technical professional skills are taught and assessed. This document is the final report from the project.
ISBN:9781743614464 (PDF)
9781743614471 (DOCX)
9781743614457 (print ed)
9781743614464 (PDF)
9781743614471 (DOCX)
9781743614457 (print ed)