Virtual Site Visits through Gamification for AEC Students: Perspectives on Practice

This paper covers the evolution of a unique learning and teaching solution devised for introductory construction education for tertiary architecture and construction students. Since 2015, a simplified version of the VLE model was used to supplement construction curriculum taught in a traditional manner. In 2024, the new and current version of this VLE model SiteSeer was introduced in response to user testing and industry feedback. Providing a far more comprehensive and detailed immersive experience, the project continued to strive for authenticity as a substitute for real-world construction site visits. This paper reports on the premise for the project as a gamified platform that continues to address a core challenge of information gathering and authentic learning within a tertiary curriculum.

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Publication Details

Published
2024-11-22
DOI
https://doi.org/10.1145/3680533.3697062
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Virtual Site Visits through Gamification for AEC Students: Perspectives on Practice

Damian Madigan, D. Bruce Holmes, Sean Pickersgill, Andrew Lymn-Penning
1 citations
Educational Games and Gamification
0.79
article

Virtual Site Visits through Gamification for AEC Students: Perspectives on Practice

Damian Madigan, D. Bruce Holmes, Sean Pickersgill, Andrew Lymn-Penning
article en
1 citations

Abstract

This paper covers the evolution of a unique learning and teaching solution devised for introductory construction education for tertiary architecture and construction students. Since 2015, a simplified version of the VLE model was used to supplement construction curriculum taught in a traditional manner. In 2024, the new and current version of this VLE model SiteSeer was introduced in response to user testing and industry feedback. Providing a far more comprehensive and detailed immersive experience, the project continued to strive for authenticity as a substitute for real-world construction site visits. This paper reports on the premise for the project as a gamified platform that continues to address a core challenge of information gathering and authentic learning within a tertiary curriculum.

University of South Australia (AU)
Openalex Percentile: Top 22%
Educational Games and Gamification
0.79
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