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28
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Introduction
The current focus is Scalable Personalisation. This is how to deliver an enhanced student experience but with low marginal cost per student. The RENT framework is the vehicle where these two seemingly conflicting goals can be achieved and on-demand online assessment is a crucial tool in the model.
Additional affiliations
February 2007 - present
Publications
Publications (28)
This paper examines the journey from education literature to business principles to enable new ways for looking at an unsolved problem. This has resulted in the development of a highly scalable on-demand assessment model. Overall, student acquisition of accounting skills increased significantly.
This is the second of a webinar series presented by the ASCILITE Business Education SIG. In this webinar, Brent Gregory shared insights from his rich experience of offering On-Demand Exams. The introduction of Online Exams to UNE was an enabler for new thinking about how we structure units that are exam dependent. UNE is no longer constrained by th...
Scalable Personalisation is about how we provide a personalised student learning experience but do this will a low marginal cost. In order to meet these apparently conflicting goals we can use the RENT framework which is adapted from a business framework to an educational environment. The RENT framework highlights the different roles we play to dev...
The Australian and New Zealand Virtual Worlds Working Group (VWWG) was established in 2009. Members of the group have written papers for ASCILITE conferences since 2010. Each paper’s intention is to provide an overview on using virtual worlds in higher education, especially the practical aspects of incorporating 3D worlds to enhance student learnin...
The adoption and pedagogical use of technologies such as virtual worlds to support teaching and learning, and research in higher education involves a complex interplay of technical, organisational and personal factors. In this paper, eighteen educators and researchers provide an overview of how they perceive a virtual world can be used in education...
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 u...
Leah Irving Curtin Teaching and Learning Curtin University Student voice has played a big role in shaping the development and measure of success/failure of virtual worlds in education. Data on past and ongoing educational uses and contexts of use of virtual worlds and associated student feedback was gathered via a survey of educational researchers...
There continues to be strong interest among established, experienced academic users of 3D virtual environments for their sustained educational use. Consistent with global trends, they plan to further develop and optimise existing applications, reuse skills and experiences gained to develop new applications, and to share and reuse existing virtual r...
There continues to be strong interest among established, experienced academic users of 3D virtual environments for their sustained educational use. Consistent with global trends, they plan to further develop and optimise existing applications, reuse skills and experiences gained to develop new applications, and to share and reuse existing virtual r...
There continues to be strong interest among established, experienced academic users of 3D virtual environments for their sustained educational use. Consistent with global trends, they plan to further develop and optimise existing applications, reuse skills and experiences gained to develop new applications, and to share and reuse existing virtual r...
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 ‘nex...
There continues to be strong interest among established, experienced academic users of 3D virtual environments for their sustained educational use. Consistent with global trends, they plan to further develop and optimise existing applications, reuse skills and experiences gained to develop new applications, and to share and reuse existing virtual n...
The emergence of any new educational technology is often accompanied by inflated expectations about its potential for transforming pedagogical practice and improving student learning outcomes. A critique of the rhetoric accompanying the evolution of 3D virtual world education reveals a similar pattern, with the initial hype based more on rhetoric t...
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 prelimina...
The use of virtual worlds have been well documented as a space for immersive participation by students when learning authentic tasks that can be difficult, if not impossible, to undertake in the real world. They have also been used in order to grasp important concepts through machinima (inworld video). A pilot project, “computers@armidale”, explore...
3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, l...
3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, l...
Virtual worlds (VWs) continue to be used extensively in Australia and New Zealand higher education institutions although the tendency towards making unrealistic claims of efficacy and popularity appears to be over. Some educators at higher education institutions continue to use VWs in the same way as they have done in the past; others are exploring...
The following values have no corresponding Zotero field:
PB - Palmerston North, New Zealand: Massey University
Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in t...
Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in t...
Student engagement has become an increasing focus for higher education institutions in the
market driven environment. Improved student engagement leads to improved student performance and
this also results in higher levels of student retention. Student engagement has often been more
challenging for off-campus students but improvements in technology...
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 learni...
Projects
Projects (4)
Improve the student experience while being conscious of the effective use of resources, such that the improved experience can be delivered to a high number of students.