Simulation and Gamification in Higher Education
Friday 2 May 2025
Simulation-based learning is becoming increasingly common in higher education. For example, we see the growing use of virtual industry projects, virtual labs in science education, virtual farms in agriculture, and role-play scenarios in the social sciences. In health education, there is a long history of using models to allow students to practice simple procedures, and more recently the use of translational simulation in workplaces.
This symposium provides an opportunity to hear from experienced colleagues and to share research and scholarship on the contemporary use of simulation and gamification across the University. The focus of symposium will include:
- Case studies of simulation and gamification
- Applications of Augmented Reality/Virtual Reality/Mixed Reality/eXtended Reality
- Simulated professional experience / work-integrated learning
- Expanding accessibility
- Assessment and feedback in simulations and games
Enquiries
If you have any queries about the Symposium, please contact melbourne-cshe@unimelb.edu.au.
9.30-10.00am | Registration (Woodward Conference Centre, Law Building, level 10) | |||||
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10.00-10.05am | Welcome and opening remarks | |||||
10.05-10.55am | Keynote address: Simulated realities: Combining the virtuality continuum and technology enhanced learning to transform simulation practice Professor Michael Cowling, Information & Communication Technology (ICT), CQUniversity | |||||
10.55-11.00am | Comfort break | |||||
11.00am-12.00pm | Panel discussions and Q&A Motti Blum, Co-Founder and CEO, BlueRoom Simulations Professor Michael Cowling, Information & Communication Technology (ICT), CQUniversity Associate Professor Tess Vawser, Clinical Associate Professor, Melbourne Medical School, The University of Melbourne and Director of Clinical Education and Simulation, Epworth HealthCare Christie Widiarto, Lecturer in Film & Television (Animation) Victorian College of the Arts, Faculty of Fine Arts and Music Moderator: Associate Professor Kate Tregloan, Associate Dean (Teaching and Learning), and Director of the Built Environments Learning + Teaching (BEL+T) group, Faculty of Architecture Building and Planning | |||||
12.00-1.00pm | Networking lunch | |||||
Concurrent sessions | ||||||
Case studies of simulation and gamification | Simulated professional experience | Applications of Augmented Reality/Virtual Reality/Mixed Reality/eXtended Reality | ||||
1.00-1.30pm | Digital witnessing through 3D reconstruction of the Manus Island Detention Centre Dr Claire Loughnan & Meredith Hinze, Faculty of Arts | Future Matters Laura Mártires, Faculty of Architecture, Building and Planning | Virtual Ears: How simulation is innovating Audiology Education Dr Donella Chisari, Faculty of Medicine, Dentistry and Health Sciences | |||
1.30-2.00pm | Learning internationally through shared Cultural Collections: a case study of the Universitas 21 Health Humanities Global Classroom Dr Heather Gaunt, Museums and Collections Department, Chancellery | Enhancing stakeholder management skills through AI-simulated role play in Public Health A/Prof Kayley Lyons, Faculty of Medicine, Dentistry and Health Sciences & Dan Laurence, Melbourne Online | Bridging realities: Design possibilities for virtual music performance coaching A/Prof Margaret Osborne, Faculty of Fine Arts and Music & Ben Loveridge, Student and Scholarly Services | |||
2.00-2.30pm | Designing gamified branching scenarios on a technological platform to enhance clinical reasoning in dental education Matthew White, Faculty of Medicine, Dentistry and Health Sciences | Welcome to 'the Island'. A large-scale low-tech simulation to teach public health and epidemiology A/Prof Melissa Russell, Faculty of Medicine, Dentistry and Health Sciences | Integration of virtual reality into veterinary science teaching A/Prof Stuart Barber, Faculty of Science | |||
Symposium close, participants have the option to visit LED Volume Studio in Southbank Campus | ||||||
3.00-4.00pm | Visit to the Faculty of Fine Arts and Music LED Volume Studio Location: Room 147, Southbank Film & TV (Building 861) How to get there: 15 minute Tram trip from Swanston/Lincoln Square Stop#3 to St Kilda Rd/Grant Street Stop#17 on either Tram 16, 5 or 6 |
Keynote presentation
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Professor Michael A. Cowling
Join Professor Michael A. Cowling—renowned for his pioneering work in AR/VR, robotics, and a strong presence within ASCILITE—as he unpacks the evolving relationship between extended reality and technology-enhanced learning and what this means for simulation and gamification. With decades of experience in simulation, Professor Cowling explores its critical role in preparing health professionals, especially paramedics, and questions what ‘simulation’ truly means in practice. Drawing on the Milgram virtuality continuum and a "pedagogy before technology" model, he highlights how simulation goes beyond immersive tech. Expect engaging case studies across disciplines that challenge traditional assumptions and showcase creative, cost-effective alternatives to high-end simulation. Whether you’re in education, healthcare, or another domain, this session promises valuable insights into designing meaningful learning experiences. Don’t miss this opportunity to rethink simulation not just as a technology, but as a pedagogical tool that spans realities.
Case studies of simulation and gamification
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Dr Claire Loughnan & Meredith Hinze, Faculty of Arts
The Against Erasure project presents a 3D digital reconstruction of the Manus Island Offshore Processing Centre, developed as a multidisciplinary teaching resource for humanities and social sciences. The model preserves an historical record of the now-dismantled detention centre, where thousands of refugees were imprisoned under Australia's offshore processing regime. Despite limited access to official documents, the reconstruction was created using archival materials, interviews, Google Maps, film footage, and audio recordings. The accompanying Canvas community site demonstrates research-led teaching, utilising H5P, Seekbeak, and other learning technologies to contextualise the model across disciplines and delivery modes. Students engage in co-constructing interactive hotspots, becoming active contributors to the simulated site. The model functions as a provocation, prompting students to consider simulation as a technique for memorialisation and countering historical erasure. This project represents a significant contribution to collective knowledge about the facility and its location. It demonstrates how learning technologies can advance research and teaching for restorative justice purposes, while offering insights into the impacts of systemic injustice through concepts like 'performation' in digital memory enhancement. -
Dr Heather Gaunt, Museums & Collections Department, Chancellery
This case study presents outcomes from a novel methodology in Collaborative Online International Learning (COIL) for Health Humanities, utilising digitised cultural collections from the University of Melbourne, National University of Singapore, and University of Hong Kong. The project demonstrates how e-curation of shared cultural collections enhances access to transformative interdisciplinary teaching and learning experiences. A Health Humanities Global Classroom (HHGC) was developed to provide a borderless, cost-effective means for health students to learn interculturally with international peers. The pedagogy combines Object-Based Learning with COIL, using an e-gallery of 26 culturally diverse objects. Fifty-eight health-related students participated in 2-hour online seminars across the three universities. Data collection involved pre- and post-seminar surveys, focus groups, and textual notes from learning activities. Results show over 90% of participants reported increased awareness of intercultural communication and global health perspectives. Focus groups revealed the deeply impactful nature of learning through digitised artworks and cultural artefacts. This innovative approach provides valuable insights into developing healthcare professionals' intercultural capabilities in a globalised context. The methodology offers a model for utilisation across various disciplines, leveraging cultural collections to enhance international learning experiences. -
Matthew White (Presenting Author), Bree Jones , Dr Katharine Dal Santo, Claire Mustchin, & Jenn Copley, Faculty of Medicine, Dentistry and Health Sciences
This project explores the development and implementation of a gamified branching scenario (BrSc) designed to improve clinical reasoning skills in second-year dental and oral health students. Utilising a Design-Based Research approach, a survey platform was repurposed to create an interactive, narrative-driven simulation focused on managing atypical dental pain. The BrSc incorporates gamification elements, including strategically placed 'learning points' and multiple pathways, to engage students and promote productive failure. Preliminary results from 149 students (775 attempts) demonstrate high engagement levels and effective use of gamified elements. Learning analytics provided valuable insights into student decision-making patterns and areas of difficulty. The tool facilitated peer learning and discussion, contributing to a thriving student community. This work showcases the potential of repurposing survey platforms for creating sophisticated, gamified simulations in dental education. It offers insights into gamification design choices and their effects on student engagement and learning behavior. The presentation will include a brief demonstration of the BrSc, discussion of design decisions, and exploration of adapting these principles to other teaching contexts to enhance student learning.
Simulated professional experience
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Laura Mártires, Melbourne School of Design, Faculty of Architecture, Building and Planning
This paper explores the integration of open-source gaming software into architectural design practice and education. It presents two case studies demonstrating how real-time engines can enhance architectural design processes, challenging traditional representation techniques that are abstract, static, and service-oriented. The research advocates for the importance of simulation and filmic practices as generative tools for architectural design, allowing for immersive and interactive stakeholder engagement. It argues for the inclusion of these tools in design studio pedagogy, valuing excellence in education and studio experience. The first case study illustrates how simulation enables precise design decisions pertaining to contextual information, materiality, and spatial user experience in professional practice. The second case study demonstrates how simulation practices allow students to speculate on urban future challenges through a design fiction lens while presenting immersive and evocative concepts. The research proposes a shift in the way architects engage with gaming software tools as design enablers rather than visualisers. It offers a novel perspective on incorporating simulation and immersion technologies into architectural design studio pedagogy models, empowering students to contemplate alternative ways of thinking and communicating speculative projects. In conclusion, the study advocates for integrating gaming software tools like Unreal Engine 5 into architectural practice and education, offering architects new competencies for dynamic, iterative, and engaging design processes.
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Associate Professor Kayley Lyons (Presenting Author) & Associate Professor Nathan Stam Melbourne School of Population and Global Health, Faculty of Medicine, Dentistry and Health Sciences
Dan Laurence (Presenting Author) & Warren Booth, Melbourne OnlineThis project introduces an innovative AI-enabled role-playing simulation for teaching stakeholder management in public health education. Implemented in the "Public Health Leadership and Management" course at the University of Melbourne, the simulation employs a custom-made AI Cogniti bot to create realistic stakeholder interactions for Master of Public Health students. Students, acting as project managers implementing a digital health project, engage with three AI-simulated stakeholders: an addiction services director, a technology developer, and a lived experience advocate. The simulation unfolds across three structured learning sessions, progressively challenging students with individual consultations, conflicting stakeholder needs, and multi-stakeholder negotiations. Currently being implemented with over 250 students, the evaluation will include a post-simulation survey measuring self-efficacy in stakeholder management and perceived utility of the simulation. The simulation model is adaptable across disciplines, providing a framework for creating authentic, scalable learning experiences responsive to individual needs.
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Associate Professor Melissa Russell, Melbourne School of Population and Global Health, Faculty of Medicine, Dentistry and Health Sciences
'The Island' is an innovative educational simulation transforming public health and epidemiology education in the Bachelor of Biomedicine program. Set in a fictional tropical paradise, students become 'Interns' at the Island Department of Health, tackling real-world public health challenges through weekly evolving scenarios. The simulation integrates a flipped classroom approach with active peer learning. Students engage with online content modules presented by 'Experts' before collaboratively problem-solving in tutorials. This structure aligns with cognitive load and informal learning theories, fostering student connection through extensive peer interaction. Over three years, the subject has consistently received high student satisfaction scores, particularly for engagement and interaction. The simulation runs as a standard subject without additional costs, demonstrating its potential as a scalable, low-cost educational tool. This case study contributes to scholarship by showcasing a large-scale, low-tech simulation that could be adapted to various disciplines. 'The Island' offers a unique, immersive learning experience that challenges students to apply theoretical knowledge to practical scenarios, enhancing their understanding of public health and epidemiology concepts.
Applications of Augmented Reality/Virtual Reality/Mixed Reality/eXtended Reality
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Dr Donella Chisari, Department of Audiology and Speech Pathology, Faculty of Medicine, Dentistry and Health Sciences
This paper explores the implementation of digital simulations in audiology education, addressing the evolving landscape of clinical training and the growing demand for clinical placements. Two studies were conducted to evaluate the effectiveness of these innovative tools. The first study compared traditional problem-based learning with an e-simulation module for teaching clinical decision-making in infant diagnostic testing. Results showed no significant difference in exam performance between the two methods, indicating that e-simulations can be as effective as traditional approaches. The second study investigated the impact of pediatric virtual patients on audiology students' self-efficacy in performing behavioral hearing assessments. Findings revealed statistically significant improvements in self-efficacy for cognitive and psychomotor domains following virtual patient use. Both studies demonstrated that well-designed digital simulations can effectively supplement traditional teaching methods, enhance student engagement, and improve self-efficacy in clinical skills. The research contributes to the growing body of evidence supporting the use of digital simulations in audiology education and highlights the importance of user experience in implementation strategies. These findings have implications for curriculum design in audiology programs, suggesting that digital simulations can provide valuable learning experiences, particularly in areas where clinical exposure may be limited.
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Associate Professor Margaret Osborne, Melbourne Conservatorium of Music, Faculty of Fine Arts and Music & Ben Loveridge, Student and Scholarly Services
Virtual reality (VR) simulations offer promising opportunities for managing performance anxiety among musicians in training. This study explores the design and implementation of a VR-based intervention for performance coaching at the University of Melbourne. Aligned with the institution's ASE Strategy, the project aims to extend learning into virtual spaces and develop mental skills for performance. The research employs semi-immersive simulations replicating concert environments to facilitate anxiety management routines. In Phase 1, eight consenting students learned a centering routine and performed in a virtual concert hall using OvationVR software. Heart rate, subjective distress, and confidence levels were measured throughout the exposure task. Preliminary findings indicate that the virtual environment effectively elicited cognitive and affective responses associated with performance anxiety. The centering routine's efficacy was demonstrated by decreased anxiety and increased confidence levels between two virtual performances within a semester. Phase 2, currently underway, involves developing a bespoke virtual music simulation using a user-centered design approach. This study contributes to the scholarship of teaching and learning by offering insights into immersive reality applications for managing performance-related stress. The principles derived may inform interventions across disciplines involving high-stress scenarios, supporting the development of a design framework to enhance performance in higher education.
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Associate Professor Stuart Barber, Faculty of Science
This paper explores the integration of virtual reality (VR) into veterinary science education, addressing the challenge of preparing urban-background students for omnicompetence in livestock practice. The study focuses on the development and implementation of virtual farm enterprise visits as a complement to traditional on-site learning experiences. The research utilises 360-degree imaging content embedded within the learning management system Canvas, allowing students to explore virtual farming enterprises. This approach accommodates diverse learner needs, including international students and those with physical limitations. The virtual visits serve as both standalone experiences and integrated components of broader learning modules and assessments. Preliminary feedback suggests that the VR integration assists student understanding of enterprises, potentially mitigating environmental variables that can impact on-farm learning. The study proposes that a combination of VR and on-farm experience may be more effective for knowledge retention than solely on-farm experience. While initial results are promising, the authors acknowledge the need for further evidence-based review to demonstrate improved learning outcomes. The paper contributes to the growing body of scholarship on technology-enhanced learning in veterinary education and offers insights into the potential of VR to rapidly upskill students in livestock production systems.
Poster presentations

Keynote speaker
Professor Michael Cowling
Professor Michael Cowling has been a leader in educational technology for over 20 years and was the recipient of the Universities Australia 2020 AAUT Award for Teaching Excellence (Physical Sciences & Related Studies). He is currently an Associate Professor - Information & Communication Technology (ICT) at CQUniversity Australia, but from 5th May will take on the role of Professor – Computing Technologies & Director, Hub for Apple Platform Innovation (HAPI) at RMIT University. He is the President (2023 to 2025) of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), where he is also a Community Fellow, as well as the Vice-President of the Open Access Publishing Association (OAPA). He is also a Fellow of the Australian Computer Society (ACS) and a Senior Fellow of the Higher Education Academy (Advance HE UK). Through his mantra ‘pedagogy before technology’, he fosters thoughtfulness in technology for students, educators and the public.
Featured speakers

Motti Blum
Motti Blum is the Co-Founder of BlueRoom Simulations, a cutting-edge mixed reality company transforming how people prepare for critical situations. BlueRoom’s immersive training platform is now used by defence forces around the world, helping to democratise access to high-quality simulation and improve readiness in high-stakes environments. Before launching BlueRoom, Motti spent over a decade as CEO of Real Response, one of Australia’s leading providers of immersive emergency training. With a background in experiential education, he has long been driven by a belief in the power of preparation to save lives. BlueRoom’s impact has been recognised globally, with awards including the Garmin Health Innovation Award, the Simulation Australasia Program Innovation Award, and the IDEX Innovation Trail.

Associate Professor Kate Tregloan
Associate Professor Kate Tregloan is Assoc Dean (Teaching and Learning), and Director of the Built Environments Learning + Teaching (BEL+T) group, in the Faculty of Architecture Building and Planning. The BEL+T group applies creative problem-solving and design-led approaches, evidence-based research methodologies and project-focused consultancy to improve teaching quality and student engagement in built environment disciplines.

Associate Professor Tess Vawser
Tess has an extensive background in the establishment and management of hi-fidelity simulation education centers, the mentoring, coordination and training of facilitators and clinical education program development across Victoria. Her portfolio also oversees the clinical placements of over 3000 undergraduate students, from 14 education providers, across Epworth hospitals. She has been involved in the design and implementation of national and state health simulation-based training programs along with extensive experience in the development and implementation of team-based clinical skills and simulation programs to all health professionals.

Christie Widiarto
Christie Widiarto is a Lecturer in animation, filmmaker, installation artist and researcher. She works in community arts, working with various community groups to help them tell their story through multimedia. Career highlights include undertaking the Talking Difference Fellowship at the Immigration Museum, creating a stop motion wall mural across an 80 metre wall in Footscray entitled "This is Footscray," and producing the 2021 award winning Fringe Festival show, "Ruthless World," incorporating animation and gaming technology with live performance and poetry, all performed over zoom by Roshelle Fong.
Date | 10.00am-2.30pm, Friday 2 May 2025 |
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Cost | The Symposium is free for the University of Melbourne staff and graduate researchers. |
Registration | Registration is closed |
Symposium venue
Woodward Conference Centre
Law Building, 10th floor, 106/185 Pelham St, Carlton VIC
Enquiries
If you have any queries about the registration process, please contact melbourne-cshe@unimelb.edu.au.