Mark McMahon
Edith Cowan University
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Publication
Featured researches published by Mark McMahon.
International Journal of Intelligent Defence Support Systems | 2010
Michael Garrett; Mark McMahon
Three-dimensional (3D) gaming technologies can be used to create experiential based learning environments that realistically represent real world places. Such learning environments are well suited for cognitive tasks that include navigation and locomotion in three dimensional environments (Munro et al., 2002). This paper reports on a study to explore the effectiveness of the Location and Scenario Training System (LASTS) to enhance the spatial awareness of trainee submariners. The simulation was used to engage participants in a simplified version of the 12 point safety round (12 PSR) performed inside the main generator room (MGR) on a Royal Australian Navy Collins class submarine. Results indicated that LASTS trainees performed the simplified 12 PSR more effectively than non-LASTS trainees. There was also some evidence to suggest that LASTS trainees possessed a comparatively better overall spatial representation of the MGR, including the development of higher order spatial knowledge.
International Journal of Gaming and Computer-mediated Simulations | 2014
Mark McMahon; Michael Garrett
Stereoscopic display technologies have seen wide spread application in entertainment and gaming contexts through their ability to intensify the perception of depth. However, their potential for enhancing the development and application of spatial knowledge within a 3D space is not as certain. Existing research suggests that stereoscopic displays can contribute both positively and negatively to the process of spatial cognition within 3D virtual environments. In order to explore this issue, a study comparing experience with binocular parallax stereoscopic displays to standard monoscopic displays was undertaken using a 3D virtual environment that required users to complete tasks using spatial cues. Findings suggested that spatial experience with binocular parallax stereoscopic displays and standard monoscopic displays was comparable in terms of effectiveness, though the experience was subjective and many participants found that binocular parallax stereoscopy created a strong emotional response.
Archive | 2011
Mark McMahon
This book presents the relationship between SRL and ICTs from several standpoints, addressing both theoretical and applicative issues, providing examples from a range of disciplinary fields and educational settings - Provided by publisher.
International Journal of Gaming and Computer-mediated Simulations | 2010
Mark McMahon; Michael Garrett
Problem-based learning is an instructional strategy that emphasises the accumulation and development of knowledge via an active and experiential based approach to solving problems. This pedagogical framework can be instantiated using gaming technology to provide learners with the ability to control their learning experience within a dynamic, responsive, and visually rich three-dimensional virtual environment. In this regard, a conceptual framework referred to as the Simulation, User, and Problem-based Learning SUPL approach has been developed in order to inform the design of 3D simulation environments based on gaming technology within a problem-based learning pedagogy. The SUPL approach identifies a series of design factors relative to the user, the problem-solving task, and the 3D simulation environment that guide the learning process and facilitate the transfer of knowledge. This paper will present a simulation environment design according to this conceptual framework for a problem-solving task within the context of an underground mine emergency evacuation. The problem-solving task will be designed to satisfy learning objectives that relate to the development of knowledge and skills for emergency evacuation of the Dominion Minings Challenger mining operation located in South Australia.
Proceedings of the 3rd International Conference on Higher Education Advances | 2017
Mark McMahon; Joseph Heather
Creativity can be viewed, not just as a set of skills and strategies, but as an overarching metacognitive skill that integrates a range of subordinate generic skills. Key to developing creativity is to engage in a cycle of ideation, reflection and adjustment, within a feedback rich environment. Blogs have the ability to garner external comments that can prompt these processes. Case study research was undertaken to explore what forms of feedback promote metacognitive development and how those forms can best be elicited within a blog. Findings indicated that blog comments can motivate, provide information, enhance quality and promote reflection, and that a range of strategies can be applied in blogs to best obtain the most valuable forms of feedback for creative development.
EdMedia: World Conference on Educational Media and Technology | 2001
Mark McMahon; Ron Oliver
Archive | 2009
Mark McMahon
Archive | 2002
Mark McMahon
EdMedia: World Conference on Educational Media and Technology | 2006
Joseph Luca; Mark McMahon
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education | 2008
Mark McMahon; Cesar Ojeda