Search results for author:"Lachlan Mackinnon"
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World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2010 (Oct 18, 2010) pp. 1724–1731
A series of implementation of a design for a game-based virtual learning environment is completed. These have been tested using groups of students learning various engineering subjects. These experiments were designed to see if with an environment...
Automated Student Portfolio Development and Verification for Expertise Capture in Learning and Development Activities – the DECADE Approach
Global Learn 2010 (May 17, 2010) pp. 136–141
The DECADE project is concerned with the capture of data from digital authoring and development environments, to enable quantitative and qualitative analysis to determine the expertise of individual practitioners. The purpose behind this activity is ...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (October 2006) pp. 1968–1976
The student created narrative based assessment is based on a student demonstrating their understanding of a topic by creating a narrative. That narrative usually takes the form of the exposition of a series of facts and the relationship between them,...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (Nov 17, 2008) pp. 2661–2668
The implementation of a design for a game based virtual learning environment is described, which is then tested using a group of first year students learning java programming. The focus of the testing is to determine the viability of a muli-level,...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 1167–1173
This paper describes a methodology for integrating learning material into computer games for multiple target audiences. The chosen approach to integrating learning material within a games context is embedding.
Global Learn 2010 (May 17, 2010) pp. 3564–3574
Following on from earlier experiments, a second implementation of a design for a game-based virtual learning environment is described, which is then tested using groups of first year students learning C++ programming. This experiment was designed...
A Computer Game Modelling Routing in Computer Networks as Abstract Learning Material in a Blended Learning Environment
International Journal of Emerging Technologies in Learning (iJET) Vol. 4, No. 2009 (Oct 24, 2009)
We use routing in computer networks as an experiment to determine the viability of using a computer game specifically designed to incorporate abstract learning materials as part of a blended learning environment. Routing is the process of...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2012 (Oct 09, 2012) pp. 1143–1151
This research considers the issues of emotional affect in virtual and augmented reality training environments. It describes two different training environments, in which the use of computational models to engender affect are fundamental to the...
Journal of Interactive Learning Research Vol. 13, No. 1 (2002) pp. 149–166
This article describes the development of a task-based framework for providing learning within the workplace using networked multimedia. A philosophy is adopted for the framework that builds on the recognition that tasks must reflect the social...
Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play
International Journal of Game-Based Learning Vol. 1, No. 3 (July 2011) pp. 30–52
This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-...
Experimental Evaluation Results of a Game Based Learning Approach for Learning Introductory Programming
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2012 (Oct 09, 2012) pp. 636–647
There is a common belief that educational video games designed to deliver conceptual and applied knowledge on programming constructs are helpful to students who are learning introductory programming. A limited number of studies have been undertaken...
Developing a game model for computational thinking and learning traditional programming through game-play
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2010 (Oct 18, 2010) pp. 1378–1386
In this paper, we discuss the problems students face when learning computer programming and describe our ongoing work that enables students to learn programming through the use of puzzle solving game-play. Learning how to program is difficult and...
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 2259–2266
Bateman et al (2007) state that tagging is largely unemployed in e-learning systems. Common e-learning platforms (for example Moodle) offer course and learner management tools, however, previous research has found that they offer little in the way...
Annual Meeting of the International Conference on Engineering Education 1998 (August 1998)
This paper describes an educational multimedia network developed in Advanced Software for Training and Evaluation of Processes (ASTEP). ASTEP started in February 1998 and was set up by a mixed industry-academia consortium with the objective of...
Using a Dashboard-based Statistical Information System to Support Online Learning - The Tourism Monitor Project
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 1126–1135
The Tourism Monitor project is concerned with the development and deployment of statistical models of information relating to tourism within Norway, particularly within Buskerud and Nordland counties. An online dashboard system, offering intensively ...
Liz Bacon; Lachlan MacKinnon; Mark Anderson; Börje Hansson; Anne Fox; Mariano Cecowski; Tor Atle Hjeltnes; Demosthenes Stamatis
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 53–63
Abstract: The recent development of massively open online courses (MOOCs) has led to a plethora of courses being offered to the general public, as students, but these have had extreme issues of retention and completion with MOOCs typically returning ...