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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 …


“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz Feb 2016

“Are We Playing A Game Today?” Classroom Engagement And Assessment Through Gamification, Tracy A. Hudson Ms, Kendall Lentz

Winthrop Conference on Teaching and Learning

Today’s classroom demands a different style of engagement and assessment, primarily due to the changing nature of today’s learners. In fact, according to Liz Dwyer in “How Gaming is Changing the Classroom,” by the time students are age 21, they will have participated in over 10,000 hours of video gaming. As a result, using traditional pedagogies and “skill and drill” teaching strategies aren’t as effective with students who are more inclined to favor a controller over a book. Therefore, regardless of the discipline, adding gamification to the classroom can dramatically increase student engagement and also provide instructors with instantaneous assessment …


A Case Study: Using Blackboard Tools To Measure Correlations Between Student Engagement And Student Achievement, Andrew Vorder Bruegge Feb 2016

A Case Study: Using Blackboard Tools To Measure Correlations Between Student Engagement And Student Achievement, Andrew Vorder Bruegge

Winthrop Conference on Teaching and Learning

The Blackboard course management system includes the tool "statistics tracking." An instructor can use this tool to generate a report that "displays the summary of usage for that content item and [the students] enrolled in the course. The access date, hour and day of the week are all reported for the selected item and [students]." In this case study the researcher will correlate aggregate data about students' visits to numerous content items in a course and their final grade in the course. The instructor will also correlate aggregate data from a study log created to track the number of hours …


Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan Jan 2016

Gamification To Improve First Year Engagement, John Colleran, Aoife Lloyd Mckernan, Julie Ann Naughton, Brian Vaughan

Practitioner Research Projects

The purpose of this project was to examine the role of Gamification in increasing first year student engagement within the third level educational setting. A literature review was carried out in order to explore the teaching philosophy behind gamification in education and review the quantitative and qualitative evidence regarding its use. Gamification can be broadly described as the application of gaming methods and elements in non-gaming contexts in order to improve user engagement and user experience (Deterding et al., 2011). Qualitative analysis suggests these factors result in beneficial emotional and social impacts on students, particularly in the area of increasing …