Title

The SUPL Approach: A Conceptual Framework for the Design of 3D E-Simulations Based on Gaming Technology within a Problem-Based Learning Pedagogy

Document Type

Book Chapter

Publisher

Business Science Reference (an imprint of IGI Global)

Editor(s)

Dale Holt, Stephen Segrave, Jacob L. Cybulski

Faculty

Faculty of Education and Arts

School

School of Communication and Arts / Centre for Research in Entertainment, Arts,Technology, Education and Communications

RAS ID

13362

Comments

This chapter was originally published as: Garrett, M. J., & Mcmahon, M. T. (2011). The SUPL Approach: A Conceptual Framework for the Design of 3D E-Simulations Based on Gaming Technology within a Problem-Based Learning Pedagogy. In Dale Holt, Stephen Segrave, Jacob L. Cybulski (Eds.). Professional Education Using E-Simulations: Benefits of Blended Learning Design (pp. 233-254). Business Science Reference (an imprint of IGI Global). Original book available here

Abstract

This chapter presents a conceptual framework for the design of e-simulations with a focus on developing knowledge and skills that can be transferred to real world scenarios. The Simulation, User, and Problem based Learning (SUPL) approach has been developed to inform the design of e-simulations within a problem-based learning pedagogy. This approach is focussed towards the development of e-simulations using three-dimensional (3D) gaming technologies for low cost computer hardware to support face-to face instruction. A case study has been undertaken using the SUPL approach to design an occupational health and safety training platform, designated the Fires in Underground Mines Evacuation Simulator (FUMES), to support traditional training for underground mining in order to evaluate the effectiveness of the SUPL approach as a design framework. This chapter offers guidance for the design of future e-simulations using the SUPL approach as well as report on current research and evaluation on the impact of FUMES within a blended learning environment.