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The Challenge of Investigating the Value of E-Simulations in Blended Learning Environments: A Case for Design-Based Research

The Challenge of Investigating the Value of E-Simulations in Blended Learning Environments: A Case for Design-Based Research
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Author(s): Stephen Segrave (Deakin University, Australia)and Mary Rice (Educational Consultant, Australia)
Copyright: 2012
Pages: 21
Source title: Professional Education Using E-Simulations: Benefits of Blended Learning Design
Source Author(s)/Editor(s): Dale Holt (Deakin University, Australia), Stephen Segrave (Deakin University, Australia)and Jacob L. Cybulski (Deakin University, Australia)
DOI: 10.4018/978-1-61350-189-4.ch021

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Abstract

This chapter focuses on digital role-play simulations, which are increasingly being used in higher education via the Web to provide engaging, more authentic learning experiences for students. With careful attention to design, development, and implementation processes they can be particularly valuable for increasing the professional capabilities that graduates require in the workplace. Evaluation of an e-simulation can be difficult, particularly when it is just one component of a blended learning environment. Using Deakin University’s e-simulations program as a case study, this chapter outlines the phases and elements of the program, its evaluation approach, evaluation challenges experienced, and lessons learnt. The chapter argues that, in spite of the challenges of investigating e-simulations in blended learning environments, design-based research offers the most value to stakeholders. The chapter concludes by outlining future commitments in the DeakinSims program to maintain a focus on design-based research.

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