Now showing 1 - 7 of 7
  • Publication
    Virtual Worlds: Can virtual worlds promote a higher level of collaboration, engagement and deeper thinking for students than traditional Web 2.0 tools?
    (University of New England, 2009) ;
    Smith, Howard
    An investigation will compare students using the virtual world environment of Second Life to those using traditional methods of distance education (Web 2.0 tools and resource materials) to determine whether there are variations in the amount of collaboration and discussions by students with these synchronous and asynchronous eLearning tools. All students will undertake the same assessment tasks and the results compared. The Second Life group will participate in a number of online sessions to familiarise them with the environment. Studies have reported that asynchronous eLearning can engage the students in deeper thinking (Dabbagh & Bannan-Ritland 2005). In contrast, synchronous eLearning is reportedly more useful for spontaneous discussions (Woodman 2003). This study will explore whether using a virtual world environment, predominantly relating to synchronous interaction, can engage the student in deeper thinking than traditional synchronous eLearning methods while maintaining the spontaneous interaction. All students will be given set tasks to complete. One group will utilise any social computing resource they wish, whilst the other can utilise only resources offered in Second Life. The participant experience will be monitored by pre and post surveys and online interaction will be recorded and compared.
  • Publication
    Creative Use of Digital Technologies: Keeping the Best and Brightest in the Bush
    (Society for the Provision of Education in Rural Australia (SPERA), 2015) ; ; ;
    Gifted students have been provided the opportunity to study three core subjects through an academically selective virtual high school in western NSW, Australia. At the same time these students continue to attend their local public high school for their other subjects. This article presents the mechanisms that have provided this opportunity, and describes successes and challenges. Students are located across 385,000 km² and meet online through web conferencing to engage in real time. They are also able asynchronously to access study materials in an online repository.
  • Publication
    Six Hats in Second Life: Enhancing Preservice Teacher Learning in a Virtual World
    A well known teaching and learning strategy for teachers is Edward de Bono's 'Six Thinking Hats'. Our research examined the engagement and understanding of first year preservice teachers being taught the theory and practice of this strategy through both on-campus and Second Life (virtual) workshops. In both workshops, the six thinking hats were used to judge student response to the use of this approach in their teaching. This pilot study provides insights into the use of virtual worlds for teaching and learning. The paper clarifies methodological issues such as why the Six Thinking Hats were used and the controls that were put in place between real life and Second Life workshops. The results, the challenges that were encountered, the future plans for virtual classrooms, particularly in the area of distance education, and whether this study can be generalised beyond preservice teacher education is discussed.
  • Publication
    Alternative Realities: Immersive Learning for and with Students
    (Information Science Reference, 2009) ;
    Reiners, Torsten
    ;
    Tynan, Belinda
    As students increasingly engage with alternative social networking (or realities) there is a scope for educators to explore whether they pose opportunities for rethinking learning and teaching spaces. The authors argue that there is a requirement to shift away from mapping traditional thinking about what constitutes a learning experience when considering virtual worlds. This chapter draws upon two case studies that have provided two distinctly different learning designs for Logistics students and pre-service teachers. These cases, alongside a comprehensive review of the use of virtual worlds in education will draw out issues and factors which need to be considered when pursuing virtual worlds as learning spaces. Specifically, discussion and recommendations will have a focus on pedagogical, organisational, equity and access, cultural, economic and social factors relevant to the use of virtual worlds in distance education.
  • Publication
    Accepting Choices: To ICT or Not to ICT - Engagement!
    (Australian Council for Computers in Education (ECCA), 2010) ;
    Lloyd, Ian
    Over a period of several weeks 16 male students in a middle school were required to complete a project to measure their level of engagement using Information Communication Technology (ICT). During the lessons students were observed by the classroom teacher, two pre-service teachers and an ICT education lecturer, who assisted, photographed, videoed and interviewed students. Students were also requested to complete survey questions on three occasions throughout the project. The project required student to use anything they desired, technology or otherwise, to research and present their findings in order persuade the observers to choose their group's project. The tasks of the onlookers were to observe whether students were engaged, or otherwise, in the production and presentation of their project. The degree of engagement when using ICT is dependant on a student's ability to choose how and when to implement ICT. Engagement is the combination of feelings (emotional), observable actions or performance (behavioural) and perceptions and beliefs (cognitive). Many observations were made about the students' choice of whether to use ICT or not and this paper addresses the results of their engagement in the task.
  • Publication
    Tools of the trade: 'Breaking the ice' with virtual tools in online learning
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2014) ; ;
    Farley, Helen
    ;
    Roberts, Pauline
    The reality is that online learning can be a daunting and lonely experience. This is why icebreakers can be a rewarding practice for both students and educators. The use of icebreakers allows students studying online to introduce themselves and become familiar with other members of the group and/or community. Not only are these icebreakers used as a starter within the first weeks of study, but they are also used to help motivate students throughout the course. Highlighted in this paper are particular online (virtual) tools that can be used as icebreakers within an online learning environment and help shift the view of isolation associated with learning online and create a more engaged community of practice with effective learning.
  • Publication
    The role of instant feedback in improving student understanding of basic accounting concepts
    (Australasian Society for Computers in Learning in Tertiary Education (ASCILITE), 2014) ;
    Uys, Philip
    ;
    An Accounting Practice Set that provided immediate feedback was developed in an attempt to accelerate the acquisition of accounting skills by students. A number of metrics were used to measure student engagement in the practice set and to measure if students did acquire accounting skills more rapidly. While results to this stage are still preliminary, through the analysis of Phase One it does appear that many students can gain significant benefit from the practice set. However, there are still a portion of the students that have not engaged.