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Full-Text Articles in Education

Australian Higher Education Institutions Transforming The Future Of Teaching And Learning Through 3d Virtual Worlds, Sue Gregory, Brent Gregory, Matthew Campbell, Helen Farley, Suku Sinnappan, Shannon Kennedy-Clark, David Craven, Deborah Murdoch, Mark Jw Lee, Denise Wood, Jenny Grenfell, Angela Thomas, Kerrie Smith, Ian Warren, Heinz Dreher, Lindy Mckeown, Allan Ellis, Matthew Hillier, Steven Pace, Andrew Cram, Lyn Hay, Scott Grant, Carol Matthews May 2016

Australian Higher Education Institutions Transforming The Future Of Teaching And Learning Through 3d Virtual Worlds, Sue Gregory, Brent Gregory, Matthew Campbell, Helen Farley, Suku Sinnappan, Shannon Kennedy-Clark, David Craven, Deborah Murdoch, Mark Jw Lee, Denise Wood, Jenny Grenfell, Angela Thomas, Kerrie Smith, Ian Warren, Heinz Dreher, Lindy Mckeown, Allan Ellis, Matthew Hillier, Steven Pace, Andrew Cram, Lyn Hay, Scott Grant, Carol Matthews

Shannon Kennedy-Clark

What are educators‟ motivations for using virtual worlds with their students? Are they using them to support the teaching of professions and if this is the case, do they introduce virtual worlds into the curriculum to develop and/or expand students' professional learning networks? Are they using virtual worlds to transform their teaching and learning? In recognition of the exciting opportunities that virtual worlds present for higher education, the DEHub Virtual Worlds Working Group was formed. It is made up of Australian university academics who are investigating the role that virtual worlds will play in the future of education and actively …


Preparing For Life In A Digital Age: The Iea International Computer And Information Literacy Study International Report, Julian Fraillon, John Ainley, Wolfram Schulz, Tim Friedman, Eveline Gebhardt Nov 2014

Preparing For Life In A Digital Age: The Iea International Computer And Information Literacy Study International Report, Julian Fraillon, John Ainley, Wolfram Schulz, Tim Friedman, Eveline Gebhardt

Dr John Ainley

The International Computer and Information Literacy Study (ICILS) studied the extent to which young people have developed computer and information literacy (CIL) to support their capacity to participate in the digital age. ICILS is a response to the increasing use of information and communication technology (ICT) in modern society and the need for citizens to develop relevant skills in order to participate effectively in the digital age. It also addresses the necessity for policymakers and education systems to have a better understanding of the contexts and outcomes of CIL-related education programs in their countries. ICILS is the first crossnational study …


Preparing For Life In A Digital Age: The Iea International Computer And Information Literacy Study International Report, Julian Fraillon, John Ainley, Wolfram Schulz, Tim Friedman, Eveline Gebhardt Nov 2014

Preparing For Life In A Digital Age: The Iea International Computer And Information Literacy Study International Report, Julian Fraillon, John Ainley, Wolfram Schulz, Tim Friedman, Eveline Gebhardt

Dr Tim Friedman

The International Computer and Information Literacy Study (ICILS) studied the extent to which young people have developed computer and information literacy (CIL) to support their capacity to participate in the digital age. ICILS is a response to the increasing use of information and communication technology (ICT) in modern society and the need for citizens to develop relevant skills in order to participate effectively in the digital age. It also addresses the necessity for policymakers and education systems to have a better understanding of the contexts and outcomes of CIL-related education programs in their countries. ICILS is the first crossnational study …


Digital Fluency For The Digital Age, Gerald White Dec 2013

Digital Fluency For The Digital Age, Gerald White

Dr Gerald K. White

A digital fluency subject to teach students the knowledge, skills and attitudes necessary for the digital age is needed, writes Gerald White.


Digital Fluency : Skills Necessary For Learning In The Digital Age, Gerald White Oct 2013

Digital Fluency : Skills Necessary For Learning In The Digital Age, Gerald White

Dr Gerald K. White

This article examines the skills that will be required for the 21st century that will need to be embedded in educational curricula in order achieve them. It begins by considering how communicating between people has changed and current educational responses. A view of 21st century skills follows with an argument for some core subjects that will be necessary. Learning and teaching are then discussed leading to a view about what is needed in order to develop digital fluency in education, for now and the future.


Skills Needed For Managing Multimedia Development - Invisible Or Visible., Joseph Luca, Pina Tarricone Aug 2013

Skills Needed For Managing Multimedia Development - Invisible Or Visible., Joseph Luca, Pina Tarricone

Dr Pina Tarricone

No abstract provided.


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 Feb 2013

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

Ron Kordyban

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 …


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

Trishita Mathew

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 …


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 …


Introduction; Becoming A Literary Trust Agent, Lisa Russell Apr 2012

Introduction; Becoming A Literary Trust Agent, Lisa Russell

Lisa M Russell

Social Media in Context: Writers Explore the Marketplace brings the world of social media to a practical level, exploring it through the experiences of resourceful entrepreneurs and established corporations, novice users, and expert consultants. Addressing and going far beyond the use of Facebook and Twitter to reach consumers and build professional relationships, Social Media in Context illustrates how marketers and public relations professionals can: • meet and engage potential audiences through interactive location-based marketing • boost employee productivity by injecting corporate intranets with social media in order to streamline communication • help transform society by creating and participating in niche …


Help Me, I’M Drowning! Implementing Libraryh3lp At Utc, Caitlin Shanley, Virginia Cairns Dec 2009

Help Me, I’M Drowning! Implementing Libraryh3lp At Utc, Caitlin Shanley, Virginia Cairns

Caitlin Shanley

No abstract provided.


Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal Dec 2008

Ethically Notable Videogames: Moral Dilemmas And Gameplay, Jose Zagal

Jose P Zagal

In what ways can we use games to make moral demands of players and encouraging them to reflect on ethical issues? In this article we propose an ethically notable game as one that provides opportunities for encouraging ethical reasoning and reflection. Our analysis of the videogames Ultima IV, Manhunt, and Fire Emblem: Radiant Dawn highlights the central role that moral dilemmas can play towards creating ethically notable games. We discuss the different ways that these are implemented, such as placing players in situations in which their understanding of an ethical system is challenged, or by creating moral tension between the …


Assessing Credibility In Online Abortion Information, Caitlin Shanley Dec 2008

Assessing Credibility In Online Abortion Information, Caitlin Shanley

Caitlin Shanley

No abstract provided.


Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas Dec 2007

Rounds, Levels, And Waves: The Early Evolution Of Gameplay Segmentation, Jose Zagal, Clara Fernandez-Vara, Michael Mateas

Jose P Zagal

This article explores the early evolution of the structure and management of gameplay in videogames. We introduce the notion of gameplay segmentation to capture the role that design elements like level, boss, and wave play in videogames, and identify three modes of segmentation. Temporal segmentation limits, synchronizes and/or coordinates player activity over time. Spatial segmentation breaks the game’s virtual space into sub-locations. Challenge segmentation presents the player with a sequence of self-contained challenges. We describe each mode, and additional sub-modes, by analyzing vintage arcade games. Our analyses illustrate how these games represent a “primordial soup” in which many current game …


Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris Dec 2005

Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris

Jose P Zagal

Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is often complex and the underlying mechanisms are frequently opaque. In contrast, board games are simple. Their game play is fairly constrained and their core mechanisms are transparent enough to analyze. In this article, the authors seek to understand collaborative games. Because of their simplicity, they focus on board games. The authors present an analysis of collaborative games. In particular, they focus on Reiner Knizia’s LORDOFTHERINGS, considered by many to be the …