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dc.contributor.authorMacCallum, K.
dc.contributor.authorParsons, David
dc.contributor.authorCrow, T.
dc.date.accessioned2019-12-17T20:26:32Z
dc.date.available2019-12-17T20:26:32Z
dc.date.issued2019-05
dc.identifier.urihttps://hdl.handle.net/10652/4790
dc.description.abstractThis article outlines a case study of a team of secondary school students creating a commercially deployed immersive Virtual Reality (VR) game as part of their learning. Given the limited amount of relevant literature on the learning outcomes from students creating and deploying VR games to the commercial marketplace, the study adopted a grounded theory approach to explore the initial ideas, themes and constructs that emerged from a preliminary interview study. From this study, we identified the emergent constructs in their learning process as being authenticity, agency (including processes) and innovation. Although the students developed their technical skills through this activity, most of the ideas that were expressed in the interviews related to the opportunities offered by engaging with innovative technology in an authentic context. Through dealing with stakeholders, gathering and responding to feedback, understanding design requirements and the commercial aspects of VR game development and deployment, the student team created their own powerful learning experience.en_NZ
dc.language.isoenen_NZ
dc.subjectvirtual reality teaching toolsen_NZ
dc.subjectVR (virtual reality)en_NZ
dc.subjectgame developmenten_NZ
dc.subjectimmersive learningen_NZ
dc.subjectauthentic learningen_NZ
dc.subjectstudent agencyen_NZ
dc.subjectinnovationen_NZ
dc.subjectsecondary studentsen_NZ
dc.subjectMind Lab (Unitec)en_NZ
dc.titleInnovative learning opportunities with virtual reality game developmenten_NZ
dc.typeConference Contribution - Paper in Published Proceedingsen_NZ
dc.date.updated2019-12-05T13:30:22Z
dc.rights.holderAuthorsen_NZ
dc.subject.marsden130306 Educational Technology and Computingen_NZ
dc.subject.marsden130106 Secondary Educationen_NZ
dc.identifier.bibliographicCitationMacCallum, K., Parsons, D., & Crow, T. (2019). Innovative Learning Opportunities with Virtual Reality Game Development. Conf-IRM 2019 Conference (pp. Paper 31). Retrieved from https://aisel.aisnet.org/confirm2019/31/en_NZ
unitec.publication.spagePaper 31en_NZ
unitec.conference.titleConf-IRM 2019 Conferenceen_NZ
unitec.conference.orgAuckland University of Technology (AUT)en_NZ
unitec.conference.orgUniversity of Aucklanden_NZ
unitec.conference.locationAuckland, New Zealanden_NZ
unitec.conference.sdate2019-05-27
unitec.conference.edate2019-05-29
unitec.peerreviewedyesen_NZ
unitec.identifier.roms64604en_NZ
dc.identifier.orcid0000-0002-9815-036Xen_NZ


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