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Full-Text Articles in Education

Thinking Outside The"I Am The User" Box: A Trial Of Social-Emotional Design In Hci Education, Jo Jung, Barnard Clarkson, Martin Masek Jan 2011

Thinking Outside The"I Am The User" Box: A Trial Of Social-Emotional Design In Hci Education, Jo Jung, Barnard Clarkson, Martin Masek

Research outputs 2011

A socio-emotional approach to consider human-computer interaction (HCI) has emerged as a discipline responding to much neglected aspect of interaction design: the social nature and emotions of users. Teaching a socio-emotional design in practice can be challenging due to the newness and multidisciplinary nature. This paper reports a trial of a collaborative socio-emotional design project shared by two faculties and three design disciplines–interface design, software design, and 3D design. Success and challenges encountered during the project are presented to share our experience of teaching and managing a multidisciplinary collaboration project.


Exploring The Use Of Audio-Visual Feedback Within 3d Virtual Environments To Provide Complex Sensory Cues For Scenario-Based Learning, Michael Garrett, Mark Mcmahon Jan 2011

Exploring The Use Of Audio-Visual Feedback Within 3d Virtual Environments To Provide Complex Sensory Cues For Scenario-Based Learning, Michael Garrett, Mark Mcmahon

Research outputs 2011

The continuous quest for ever increasing fidelity in 3D virtual worlds is running parallel to the emergence and adoption of low-cost technologies to implement such environments. In education and training, complex simulations can now be implemented on standard desktop technologies. However, such tools lack the means to represent multisensory data beyond audio-visual feedback. This paper reports on a study that involved the design, development and implementation of a 3D learning environment for underground mine evacuation. The requirements of the environment are discussed in terms of the sensory information that needs to be conveyed and techniques are described to achieve this …


The Natives Are Restless: Meeting The Diversity And Needs Of Millennial Students In A Large Undergraduate Unit, Mark Mcmahon, Joo Jung Jan 2011

The Natives Are Restless: Meeting The Diversity And Needs Of Millennial Students In A Large Undergraduate Unit, Mark Mcmahon, Joo Jung

Research outputs 2011

Today’s students are referred to as ‘digital natives’. But what does it mean to be digitally native? How does the digital nativeness affect the way student learn and we teach? This paper examines the key characteristics of Millennial students, and outlines teaching and learning strategies. A modular structure was implemented in first year undergraduate unit to trial the new strategies. Challenges and successes of the trial are described.


Enhancing Nutritional Learning Outcomes Within A Simulation And Pervasive Game-Based Strategy [Conference Paper], Mark Mcmahon, Shane Henderson Jan 2011

Enhancing Nutritional Learning Outcomes Within A Simulation And Pervasive Game-Based Strategy [Conference Paper], Mark Mcmahon, Shane Henderson

Research outputs 2011

Games are often seen as a means of enhancing motivation in learning. Despite the rhetoric, however, games that provide quality experiences for learners are hard to find. One reasoning is the focus on the game medium without a clear understanding of the strategy behind it. This paper outlines a game designed to raise primary school-aged children’s awareness of nutritional issues using simulation and pervasive gaming strategies. Nute implements ubiquitous mobile technology and QR Code scanning to allow players to engage in virtual shopping. The effects of their dietary choices are manifest in a simulated character, Nute, who has similar dietary …


Exploring The Nature Of Immersion In Games To Enhance Educational Engagement, Mark Mcmahon, Shane Henderson Jan 2011

Exploring The Nature Of Immersion In Games To Enhance Educational Engagement, Mark Mcmahon, Shane Henderson

Research outputs 2011

Student engagement is often considered one of the most important determinants of successful learning. An often cited argument for games in learning is their value to be ‘immersive’. Beyond the rhetoric however, a model needs to be developed of immersion to identify the cognitive and affective factors involved and to tie it into existing theories relating to flow and narratology. This paper presents a model of immersion and details findings based upon the development and implementation of a range of levels in a 3D ‘first person shooter’ game which were evaluated according to criteria for immersion. A range of potential …


Managing Large E-Learning Development Initiatives: Lessons Learnt From The Australian Flexible Learning Toolbox Project, Mark Mcmahon Jan 2011

Managing Large E-Learning Development Initiatives: Lessons Learnt From The Australian Flexible Learning Toolbox Project, Mark Mcmahon

Research outputs 2011

This paper reports on a research consultancy undertaken for the Flexible Learning Framework in reviewing management processes undertaken as part of Series 13 of Flexible Learning Toolboxes. Toolboxes are e-learning products that cover multiple Units of Competency in National Training Packages. In the 13th iteration of the project a number of initiatives were implemented designed to support the development of 7 Toolboxes. The research explores the role of documentation and communication processes and their impact on the development experiences of key stakeholders such as the designers, developers and managers of the products. Findings identified a number of important factors with …


Managing Multidisciplinary Student Design Teams, Martin Masek, Joo Jung, Barnard Clarkson Jan 2011

Managing Multidisciplinary Student Design Teams, Martin Masek, Joo Jung, Barnard Clarkson

Research outputs 2011

The management of multidisciplinary student teams is a challenge. In this paper we describe our experience in running a shared assessment across several units. Four multidisciplinary teams were formed, and success was mixed, with one team splitting into two along discipline lines and all experiencing communication issues. The main management challenges that arose were based around difficulty in communication and the understanding of the other disciplines requirements. We outline the process we used to construct the shared assessment, and provide some insight in how the student groups dealt with issues that arose.


Using Ipad2 To Assess Students' Live Performances And Actively Engage Students With Tutor And Peer Feedback, Julia Wren, Alistair B. Campbell, John Heyworth, Christine Lovering Jan 2011

Using Ipad2 To Assess Students' Live Performances And Actively Engage Students With Tutor And Peer Feedback, Julia Wren, Alistair B. Campbell, John Heyworth, Christine Lovering

Research outputs 2011

Assessing student live performances can be challenging because markers need to make quick and often complex judgements about the learning while at the same time record information and watch the performance. This is further challenged where multiple markers are involved and moderation between markers is required. Maintaining fairness and validity throughout the assessment process can consequently become a significant issue. Moderation of assessment can cause a delay in the turnaround time for student feedback because markers need to meet and review. In addition, the ‘busy type of work’ associated with compiling and sorting individual marks and distributing them to students, …