3D Digital Training of a High-Risk Environment: A Case Study of an Industry-Academia Partnership for Improved Learning PROCEEDING
Jon Preston, Jeff Chastine, Rongkai Guo, Kennesaw State University, United States
EdMedia: World Conference on Educational Media and Technology, in Washington, DC ISBN 978-1-939797-29-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Balancing the efficacy of learning with an engaging experience for players is a central design constraint of game-based learning. This research presents a novel collaboration between an industry partner and an academic research team of game designers in the context of a high-risk environment of a railroad yard; the 3D, interactive training system developed highlights the needs of authenticity and safety to the real-world environment, the ability to present learning scenarios in game that are not possible in the real world, and the automatic tracking and reporting of user actions in the environment. The results of our user study of the system show a positive impact on learning. We present the novel design constraints, lessons learned, best practices we have developed, and recommendations for other research teams to apply to their projects.
Preston, J., Chastine, J. & Guo, R. (2017). 3D Digital Training of a High-Risk Environment: A Case Study of an Industry-Academia Partnership for Improved Learning. In J. Johnston (Ed.), Proceedings of EdMedia 2017 (pp. 17-26). Washington, DC: Association for the Advancement of Computing in Education (AACE). Retrieved October 20, 2017 from https://www.learntechlib.org/p/178340/.
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