Ludic Learning: Exploration of TLE TeachLivETM and Effective Teacher Training

  • Authors:
  • Aleshia T. Hayes;Carrie L. Straub;Lisa A. Dieker;Charlie E. Hughes;Michael C. Hynes

  • Affiliations:
  • University of Central Florida, Orlando, FL, USA;University of Central Florida, Orlando, FL, USA;University of Central Florida, Orlando, FL, USA;University of Central Florida, Orlando, FL, USA;University of Central Florida, Orlando, FL, USA

  • Venue:
  • International Journal of Gaming and Computer-Mediated Simulations
  • Year:
  • 2013

Quantified Score

Hi-index 0.00

Visualization

Abstract

New and emerging technology in the field of virtual environments has permitted a certain malleability of learning milieus. These emerging environments allow learning and transfer through interactions that have been intentionally designed to be pleasurable experiences. TLE TeachLivETM is just such an emerging environment that engages teachers in practice on pedagogical and content aspects of teaching in a simulator. The sense of presence, engagement, and ludus of TLE TeachLivETM are derived from the compelling Mixed Reality that includes components of off-the shelf and emerging technologies. Some of the noted features that have been identified relevant to the ludic nature of TeachLivE include the flow, fidelity, unpredicability, suspension of disbelief, social presence, and gamelike elements. This article explores TLE TeachLivETM in terms of the ludology, paideic user experience, the source of the ludus, and outcomes of the ludic nature of the experience.