Now showing 1 - 10 of 91
  • Publication
    Authentic Virtual World Education: Facilitating Cultural Engagement and Creativity
    (Springer, 2018) ;
    Wood, Denise
    The book presents the possibilities and realities of virtual worlds in education through the application of 3D virtual worlds to support authentic learning, creativity, learner engagement and cultural diversity in higher education. It includes a unique variety of cross disciplinary approaches to research, teaching and learning in a virtual world, including analysis of data from the experiences of students in education, law, Chinese language, sustainability, computer architecture, business, health and the Arts. The book provides unique learning experiences that have celebrated the rich media of virtual world environments through the utilisation of affordances such as simulation, bots, synchronous interaction, machinima and games. The perspectives come from Australia and New Zealand higher education academics but transferable to any higher educational institution in the sector, worldwide, and is significant to various disciplines in the higher education field.
  • Publication
    Coming of the third wave: a move toward best practice, user defined tools and mainstream integration for virtual worlds in education
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2014)
    McDonald, Marcus
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    Farley, Helen
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    Harlim, Jennifer
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    Sim, Jenny
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    Newman, Chris
    The Gartner Hype Cycle has placed virtual worlds on the climb up the Slope of Enlightenment. While some authors in the past have made much of the educational use of virtual worlds languishing in the Trough of Disillusionment, there has been a community of authors, designers and educators working to further understanding of the limitations and affordances of such technologies. It is time to pool this knowledge, experience, tools and practice to solidify best practice, focus research on development of specific elements and forge ahead to shape the third wave of educational virtual worlds. This paper attempts to outline this information and practice while offering solutions for further development.
  • Publication
    Learning and Teaching in Second Life: Educator and Student Perspectives
    (IGI Global, 2013) ; ;
    Wood, Denise
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    Hay, Lyn
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    Ellis, Allan
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    Jacka, Lisa
    Formal off-campus flexible learning has been a feature of higher education since the 19th century. The introduction of various educational technologies over the years has provided additional opportunities for learners to undertake courses offered anytime and in any location, providing greater flexibility for the development of cost-effective learner-centred curricula. With the emergence of 3D virtual worlds such as Second Life in 2003, educators are quick to realise the potential of such immersive environments to extend the flexible learner-centred approaches that have been a feature of off-campus learning over the decades. However, the benefits of technology-enhanced learning can be contradictory and incompatible and can both widen and reduce access to education. Despite the proliferation of articles attesting to the benefits of teaching in virtual worlds such as Second Life, until relatively recently, there has been a lack of empirical evidence reporting on the learning outcomes for students participating in these virtual learning sessions. Good pedagogical practices must be taken into consideration when educating in a virtual world. The case studies presented in this chapter aim to go some way in addressing this perceived gap in the literature. In this chapter, six authors from five Australian Universities provide their accounts of teaching in a virtual world and report on the learning outcomes as well as their students' perceptions of their learning experiences.
  • Publication
    The Use of Wearable Technologies in Australian Universities: Examples from Environmental Science, Cognitive and Brain Sciences and Teacher Training
    (University of Technology, 2016)
    Alvarez, Victor
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    Bower, Matt
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    de Freitas, Sara
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    de Wit, Bianca
    Innovation and increased access to wearable technologies are poised to inspire a new generation of technology-enhanced learning environments. Wearables provide students and teachers with hands-free access to contextually-relevant knowledge, which can be displayed as a 3D virtual world or overlaid on smart glasses, accessed via a smart watch or wristband, or used for providing biofeedback through EEG monitoring. A wide range of wearable devices is available, and it is often difficult for educators to introduce these advanced techniques into higher education contexts. This paper presents three examples of the kinds of educational applications that have been delivered in Australia and indicate key considerations for educators aiming to develop their practice and embed wearable tools into the classroom.
  • Publication
    The Agile Learning Model: Using big data to personalise the acquisition of accounting skills
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2015) ; ;
    Big data mirrors the accounting process to the extent that it deals with how we capture, categorise, summarise and report information so that users can make informed decisions. By modelling this process, we can both demonstrate the future of accounting to our students, and build an agile learning environment that identifies for a student their 'next crucial action' in the learning process. Presented in this paper is a pilot study.
  • Publication
    Academic domains as political battlegrounds: A global enquiry by 99 academics in the fields of education and technology
    (Sage Publications Ltd, 2017)
    Al Lily, Abdulrahman E
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    Foland, Jed
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    Vlachopoulos, Dimitrios
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    Oni, Aderonke
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    Liu, Yuliang
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    Badosek, Radim
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    de la Madrid, Maria Cristina Lopez
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    Mazzoni, Elvis
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    Lee, Hwansoo
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    Kinley, Khamsum
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    Kalz, Marco
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    Sambuu, Uyanga
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    Stoloff, David
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    Bushnaq, Tatiana
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    Pinkwart, Niels
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    Adedokun-Shittu, Nafisat Afolake
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    Zander, Par-Ola Mikael
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    Oliver, Kevin
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    Pombo, Lucia Maria Teixeira
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    Sali, Jale Balaban
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    Tobgay, Sonam
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    Joy, Mike
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    Gogus, Aytac
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    Elen, Jan
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    Jwaifell, Mustafa Odeh Helal
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    Said, Mohd Nihra Haruzuan Mohamad
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    Al-Saggaf, Yeslam
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    Naaji, Antoanela
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    White, Julie
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    Jordan, Kathy
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    Gerstein, Jackie
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    Yapici, Ibrahim Umit
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    Sanga, Camilius
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    Erguvan, Inan Deniz
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    Nleya, Paul T
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    Sbihi, Boubker
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    Lucas, Margarida Rocha
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    Mbarika, Victor
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    Reiners, Torsten
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    Schon, Sandra
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    Sujo-Montes, Laura
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    Santally, Mohammad
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    Hakkinen, Paivi
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    Saif, Abdulkarim Al
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    Awshar, Mapotse Tome
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    Gegenfurtner, Andreas
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    Schatz, Steven
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    Vigil, Virginia Padilla
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    Tannahill, Catherine
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    Partida, Siria Padilla
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    Zhang, Zuochen
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    Charalambous, Kyriacos
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    Moreira, Antonio
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    Coto, Mayela
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    Laxman, Kumar
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    Tondeur, Jo
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    Farley, Helen Sara
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    Gumbo, Mishack T
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    Simsek, Ali
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    Ramganesh, E
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    Birzina, Rita
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    Player-Koro, Catarina
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    Dumbraveanu, Roza
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    Ziphorah, Mmankoko
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    Mohamudally, Nawaz
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    Thomas, Sarah
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    Hammond, Michael
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    Romero, Margarida
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    Nirmala, Mungamuru
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    Cifuentes, Lauren
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    Osaily, Raja Zuhair Khaled
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    Omoogun, Ajayi Clemency
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    Seferoglu, S Sadi
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    Elci, Alev
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    Edyburn, Dave
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    Moudgalya, Kannan
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    Ebner, Martin
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    Venter, Isabella M
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    Bottino, Rosa
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    Khoo, Elaine
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    Pedro, Luis
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    Buarki, Hanadi
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    Roman-Odio, Clara
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    Qureshi, Ijaz A
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    Khan, Mahbub Ahsan
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    Thornthwaite, Carrie
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    Kerimkulova, Sulushash
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    Downes, Toni
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    Jerry, Paul
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    Malmi, Lauri
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    Bardakci, Salih
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    Itmazi, Jamil
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    Rogers, Jim
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    Rughooputh, Soonil D D V
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    Akour, Mohammed Ali
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    Henderson, J Bryan
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    de Freitas, Sarah
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    Schrader, P G
    This article theorizes the functional relationship between the human components (i.e., scholars) and non-human components (i.e., structural configurations) of academic domains. It is organized around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses as a case study the academic domain of education and technology to examine this question. Its authorship approach is innovative, with a worldwide collection of academics (99 authors) collaborating to address the proposed question based on their reflections on daily social and academic practices. This collaboration followed a three-round process of contributions via email. Analysis of these scholars' reflective accounts was carried out, and a theoretical proposition was established from this analysis. The proposition is of a mutual (yet not necessarily balanced) power (and therefore political) relationship between the human and non-human constituents of an academic realm, with the two shaping one another. One implication of this proposition is that these non-human elements exist as political 'actors', just like their human counterparts, having 'agency' - which they exercise over humans. This turns academic domains into political (functional or dysfunctional) 'battlefields' wherein both humans and non-humans engage in political activities and actions that form the identity of the academic domain.
  • Publication
    Harvesting the interface: Pokémon Go
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2016) ; ;
    Gregory, Boahdan
    What can we harvest from Pokémon Go? This is a conceptual paper about the use of Pokémon Go in Accounting and Education in higher education. The authors provide readers with an overview and context of Pokémon Go, then ways in which this disruptive technology can be used in educational settings. Outlined are ways in which the Pokémon Go app can be used as a tool to provide problem based learning, problem solving and a variety of other skills in the areas of accounting and education.
  • Publication
    VirtualPREX: Providing Virtual Professional Experience for Pre-Service Teachers
    (Nova Science Publishers, Inc, 2015) ; ;
    Dalgarno, Barney
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    Reiners, Torsten
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    Professional experience (or practicum) is problematic within teacher education courses because preparation for, and the quality of, placements can be inconsistent. Preservice teachers can commence their first placement without some of the requisite skills and off-campus pre-service teachers do not always have opportunities to practise any ski lls at all pre-placement. VirtualPREX is an innovative approach to professional experience preparation, providing opportunities for practice in a virtual world such as Second Life . In this chapter the authors outline the rationale for this innovation and then report on the data from the pilot trials of the VirtualPREX role plays where pre-service teachers role-played the teacher and students in a Second Life virtual classroom. The chapter concludes with a discussion of the next steps in the project.
  • Publication
    An Informal Community of Practice: The Case of the DEHub Virtual Worlds Working Group
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2012)
    Farley, Helen
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    Grant, Scott
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    Butler, Des
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    Jacka, Lisa
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    Orwin, Lindy
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    Jones, Janice
    The DEHub Virtual Worlds Working Group has an informal membership of nearly 200 members with an interest in education and virtual worlds within the Australian and New Zealand context. Members come from a variety of academic disciplines and may be teaching or research academics, Research Higher Degree candidates, project managers, virtual world builders and developers. The group acts as an informal Community of Practice, facilitating learning and the transfer of skills through social contact, opportunities to collaborate on projects and publications, and through the sharing of knowledge and experience. This poster provides a snapshot of the activity of this highly active group.
  • Publication
    An Australian and New Zealand scoping study on the use of 3D immersive virtual worlds in higher education
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2011)
    Dalgarno, Barney
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    Lee, Mark JW
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    Carlson, Lauren
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    Tynan, Belinda
    This article describes the research design of, and reports selected findings from, a scoping study aimed at examining current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. The scoping study is the first of its kind in the region, intended to parallel and complement a number of studies conducted in other parts of the world. Results from a sector-wide questionnaire administered as part of the scoping study, portions of which are presented in this article, appear consistent with international trends, especially in terms of the platforms chosen and the dramatic increase in usage seen in recent years. Higher education teaching staff in Australia and New Zealand are using 3D immersive virtual worlds with their students in a variety of ways, for both assessable and non-assessable tasks and in face to face, fully online/distance as well as blended-mode subjects, although use in face to face and blended contexts appears to be most common. The results also provide some insight into the demographics (e.g. age) of staff who have adopted 3D immersive virtual worlds in their teaching, as well as into the academic disciplines in which the technology is being employed.