Search results for author:"David Cameron"
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Journalism Education Association Conference 2005 (December 2005)
This paper describes an attempt to take a snapshot of the latest generation of students entering tertiary education. The higher education sector is one of the largest consumers of information technology in Australia. Universities invest massive...
AsiaPacific MediaEducator Vol. 11 (2001) pp. 141–49
Explores how training simulations may need to become more sophisticated and media rich in order to stimulate and engage students. Considers that one possible interface between journalism simulations and technology is the area of video games. Defines ...
Innovate Learning Summit 2020 (Nov 03, 2020) pp. 337–342
This brief paper introduces work-in-progress to develop hybrid forms of drama-based and game-based learning using a web platform called Prospero (https://prospero.digital/). Suitable for face-to-face, online or blended delivery modes, Prospero...
Topics: Game-based learning
Research in Drama Education Vol. 14, No. 2 (May 2009) pp. 295–312
This article presents a case study of Australian secondary school students as co-creators of a dramatic pre-text, using online and mobile media to develop an improvisation-based drama that introduces a textual study. Integrating recognised dramatic...
(2006) pp. 1–102
This study explores how online communication tools affect connectivity between home and school, in a public school setting. An online communications portal was developed in Moodle, an open source course management platform, and demonstrated to...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 55–59
As more university teachers embrace the pedagogical soundness of the “flipped” or “inverted” classroom – having students engage with course content online before participating in classroom activities – universities are also quickly equipping all...
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 1263–1272
As the use of classroom lecture capture gains wide acceptance and application around the world, this technology is quickly moving into the mainstream for university teaching. This paper describes the move of one Australian university to join the...
The New Space Challenge: A game-based professional development program for staff teaching in new generation learning spaces
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 1139–1141
The New Space Challenge is a staff development approach specifically designed to enhance student learning experiences in the new generation of learning spaces being developed at the University of Newcastle. These learning spaces will allow for...
Instructor perceptions regarding the integration of PowerPoint® in the Canadian Forces Air Navigation School
Instructor perceptions regarding the integration of PowerPoint<super><p>®</super> in the Canadian Forces Air Navigation School (2002) pp. 1–133
The purpose of this study was to examine instructor perceptions regarding the integration of a computer-based multimedia instructional technology, that is, PowerPoint ® , in the Canadian Forces Air Navigation School (CFANS). A...
ASCILITE - Australian Society for Computers in Learning in Tertiary Education Annual Conference 2008 (2008) pp. 142–146
Hands on What? The Relative Effectiveness of Physical versus Virtual Materials in an Engineering Design Project by Middle School Children
Journal of Research in Science Teaching Vol. 44, No. 1 (January 2007) pp. 183–203
"Hands-on" activities play an important, but controversial, role in early science education. In this study we attempt to clarify some of the issues surrounding the controversy by calling attention to distinctions between: (a) type of instruction ...
Relationships between Cognitive Loads and Motivational Support in a Virtual Reality Game-Based Learning System for Teaching Introductory Archaeology
Laura Shackelford; Wenhao David Huang; Alan Craig; Cameron Merrill; Danying Chen; Xuehui Chao; Jamie Arjona
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2019 (Nov 04, 2019) pp. 583–588
While virtual reality (VR) might be effective in engaging learners with authentic and immersive learning experiences, current literature is lacking in understanding the relationship between learners’ perceived cognitive loads and motivational...
Topics: Augmented and Virtual Reality
A Formative Evaluation on a Virtual Reality Game-Based Learning System for Teaching Introductory Archaeology
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2018 (Oct 15, 2018) pp. 605–611
Virtual reality (VR) holds great potential for instructional and educational purposes as it is capable of immersing learners cognitively, physiologically, and emotionally by transcending physical limitations and boundaries, so learners can acquire...
Daniel Tillman; Shaunna Smith; Song An; Punya Mishra; Danah Henriksen; Jonathan Cohen; David Slykhuis; Curby Alexander; Joyce Asing-Cashman; Carlos Paez; Annette Siemssen; Cameron Wilson; Sandy Romo; W. Monty Jones
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 137–140
This roundtable discusses research on the utilization of innovative digital design technologies to support current and future teachers in their efforts creating creative classrooms—such as elementary teachers contextualizing mathematics education...
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
Norah Dunbar; Matthew Jensen; Claude Miller; Elena Bessarabova; Yu-Hao Lee; Scott Wilson; Javier Elizondo; Bradley Adame; Joseph Valacich; Sara Straub; Judee Burgoon; Brianna Lane; Cameron Piercy; David Wilson; Shawn King; Cindy Vincent; Ryan Schuetzler
International Journal of Game-Based Learning Vol. 7, No. 4 (October 2017) pp. 86–100
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing,...