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Iwant Does Not Equal Iwill: Correlates Of Mobile Learning With Ipads, E-Textbooks, Blackboard Mobile Learn And A Blended Learning Experience, Jeffrey Brand, Shelley Kinash, Trishita Mathew, Ron Kordyban Sep 2012

Iwant Does Not Equal Iwill: Correlates Of Mobile Learning With Ipads, E-Textbooks, Blackboard Mobile Learn And A Blended Learning Experience, Jeffrey Brand, Shelley Kinash, Trishita Mathew, Ron Kordyban

Jeffrey Brand

This research tested the efficacy of a blended learning iteration with iPad tablet computers, an e-textbook and Blackboard's Mobile Learn application connected with a learning management system (LMS). Mobile learning was embedded into the pedagogical design of an undergraduate subject run in two semesters with 135 students. Using design-based research (DBR), an empirical investigation examined four variables including: iPad use; mobile technology use; attitude, including the unified theory of acceptance and use of technology (UTAUT) scale; and academic performance. Quantitative analysis with PASW Statistics included descriptive, scaling, correlations, partial correlations and ANCOVAs. Results suggested that students were positive about mobile …


Interactive Australia 2007 : Facts About The Australian Computer And Video Game Industry, Jeffrey Brand Feb 2009

Interactive Australia 2007 : Facts About The Australian Computer And Video Game Industry, Jeffrey Brand

Jeffrey Brand

Interactive Australia 2007 provides data on who is playing games in Australia, what their attitudes and behaviours are like compared with non-gamers, the nature of the games market, the importance of games in the family experience and the role of online access in game purchasing and play. The study is based on a national random sample of 1,606 Australian households who responded to more than 75 questions and over 300 data points in a 15-minute online survey run by ACNielsen Surveys Australia in late September 2006. Two units of analysis are explored in the study: the household and the player …


The Newsroom Versus The Lounge Room: Journalists’ And Audiences’ Views On News, Jeffrey Brand, Mark Pearson Feb 2009

The Newsroom Versus The Lounge Room: Journalists’ And Audiences’ Views On News, Jeffrey Brand, Mark Pearson

Jeffrey Brand

In May 2001 the Australian Broadcasting Authority released the authors' report titled Sources of News and Current Affairs (ABA, 2001). The monograph consisted of reports from the Stage I study of journalists' views (Pearson & Brand, 2001) and the Stage 2 study of audiences' views (Brand, Archhold & Rane, 2001). These were independent publications focusing on the individual results from each stage of the larger study. Little comparison was made between the journalists' and audiences' views in the two reports. This paper provides a comparison and contrast of the views of news and current affairs producers and their audiences. The …


Informing Our Own Choices: A Proposal For User-Generated Classification, Jeffrey Brand, Mark Finn Dec 2008

Informing Our Own Choices: A Proposal For User-Generated Classification, Jeffrey Brand, Mark Finn

Jeffrey Brand

New media are distrusted media, and computer games are the contemporary currency in new media. Computer game content, like other popular media content, is regulated in different jurisdictions by one of three general models: the open market in which consumption decides the availability of product, industry self-regulation in which industry bodies decide, and government regulation in which government or quasi-governmental bodies decide. Arguably, these models represent the twentieth century state of the art and fail to keep pace with changes in the aesthetics and technologies associated with interactive entertainment. In a networked economy, alternative models exist to serve content gatekeeping …


The Narrative And Ludic Nexus In Computer Games: Diverse Worlds Ii, Jeffrey Brand, Scott Knight Dec 2004

The Narrative And Ludic Nexus In Computer Games: Diverse Worlds Ii, Jeffrey Brand, Scott Knight

Jeffrey Brand

To examine relationships between narratological and ludological elements in computer games, we undertook an empirical study of 80 contemporary titles. We drew inspiration from Jenkins’ 2004 paper on dimensions of narrative architecture and Aarseth, Smedstad and Sunnanå’s (2003) paper on a typology of ludological factors in games. Although these two groups of concepts have not been fully explicated, we defined them in concrete terms, citing example game titles. We intersected six groups of narratological factors with seven groups of ludological factors and present the data in this paper. Of the four dimensions of narrative architecture, evoked was most problematic and …