Mark J. W. Lee

Mark J. W. Lee
Charles Sturt University · School of Education

About

96
Publications
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Introduction
Mark J. W. Lee currently works at the School of Education, Charles Sturt University. Mark does research in Educational Technology, Higher Education, and Adult Learning.

Publications

Publications (96)
Book
Full-text available
The 7th International Conference of the Immersive Learning Research Network (iLRN 2021) is an innovative and interactive virtual gathering for a strengthening global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on...
Conference Paper
Full-text available
The interdisciplinary field of immersive learning research is scattered. Combining efforts for better exploration of this field from the different disciplines requires researchers to communicate and coordinate effectively. We call upon the community of immersive learning researchers for planting the Knowledge Tree of Immersive Learning Research, a...
Conference Paper
Voyage is a multiuser mobile virtual reality (VR) experience for Google Daydream that allows students to go on virtual field trips in which they immersively explore a deciduous forest biome. The experience is designed to be undertaken in a middle-school classroom and facilitated by a teacher using a tablet computer.
Chapter
Full-text available
This activity involves students pitching early concepts for self-determined innovation projects they wish to undertake to an audience of peers and experts attending a live event in a virtual space. The students practice articulating their ideas while eliciting feedback and constructive criticism to help them further develop and refine those ideas,...
Article
Full-text available
This special-issue section of the IEEE T ransactions on E ducation (ToE) consists of three papers centered around the theme of Maker Learning in Computer Science and Engineering Education. It is being published in tandem with a special “sister” issue of the IEEE T ransactions on L earning T echnologies (TLT) on the topic of Learning Through Wearabl...
Chapter
Full-text available
In this case, a mixed-reality environment based on a hybrid of desktop videoconferencing and 3D virtual world technology is used to bring together campus-based students in multiple countries studying an engineering design course with experts from industry. The relevant course requires student teams to work face-to-face and online on designing and p...
Article
Full-text available
Project-based learning is a widely used pedagogical strategy in engineering education shown to be effective in fostering problem-solving, design, and teamwork skills. There are distinct benefits to be gained from giving students autonomy in determining the nature and scope of the projects that they wish to undertake, but a lack of expert guidance a...
Conference Paper
The goal of this session is to provide engineering educators an opportunity to compare the strengths and limitations in regards to 2D, 3D and immersive video augmented collaborative online learning environments. Participants will also gain valuable hands on experience to provide confidence in using such technologies. This session is targeted to tho...
Conference Paper
A key goal of engineering education is to ensure students are adequately prepared to enter professional practice. Unfortunately, students have been found to bring to university significant misconceptions about the types of work engineers perform, which can have an adverse impact on their readiness to fully appreciate and benefit from course activit...
Article
Full-text available
The papers in this special issue are devoted to the topic of learning via wearable computing technologies considering the Internet of Things (IoT). The IoT is being touted as the next technological revolution and one that will be the most potentially disruptive we will see in our lifetime, surpassed only by the World Wide Web and universal mobile c...
Book
Full-text available
This important book provides both a synthesis of current research on virtual worlds as media for engagement and learning as well as an implicit research agenda for the future. As the authors note, at this point in the evolution of immersive interfaces, those making claims about their value should support them with both theoretical and evidence-bas...
Chapter
Full-text available
Although virtual worlds, and 3D virtual environments more broadly, have been used in educational contexts for more than 20 years, there remains a great deal that we still do not know about how best to design and use them to maximize learning effectiveness and outcomes. The contributors to this volume have explored a range of research topics related...
Article
Full-text available
This article presents the outcomes of a pilot study investigating factors that supported and constrained collaborative learning in a blended reality environment. Pre-service teachers at an Australian university took part in a hybrid tutorial lesson involving a mixture of students who were co-located in the same face-to-face (F2F) classroom along wi...
Article
Full-text available
Increasingly, universities are using technology to provide students with more flexible modes of participation. This article presents a cross-case analysis of blended synchronous learning environments—contexts where remote students participated in face-to-face classes through the use of rich-media synchronous technologies such as video conferencing,...
Book
This book showcases contemporary examples of three-dimensional virtual world use for Internet and web-mediated tertiary education from across the globe that cut across a range of disciplinary contexts and settings. By doing so, it seeks to promote scholarly dialogue as well as to assist the development and dissemination of good practice and best pr...
Article
Full-text available
p class="Abstractandkeywordsstyle">Blended synchronous learning involves using rich-media technologies to enable remote and face-to-face students to jointly participate in the same live classes. This article presents blended synchronous learning designs from seven case studies that were part of a project funded by the Australian Government Office f...
Book
Full-text available
The Blended Synchronous Learning Handbook is the primary output of the Blended Synchronous Learning Project. It includes the summative findings of the Blended Synchronous Learning case studies, a Blended Synchronous Learning Design Framework, and a range of other resources and information to support blended synchronous learning design research and...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
This paper presents seven blended synchronous learning designs and articulates principles for implementation as espoused by the teachers who enacted them. Blended synchronous learning approaches use media-rich synchronous technologies to enable remote and face-to-face students to co-participate in the same live classes. A wide range of technologies...
Article
In this activity, students from a single cohort undertaking practicum placement at geographically dispersed locations form online, peer-to-peer mentoring relationships in which they assist and support one another with the help of Web-based social software tools. They undertake structured tasks requiring them to create weekly blog entries and voice...
Chapter
Numerous papers have been published reporting on specific applications of 3D immersive virtual worlds in higher education, but there have been few attempts to systematically analyse and document views, experiences and applications across the sector. Presented in this paper are selected results and findings from a questionnaire (n = 117), which was...
Article
Full-text available
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...
Technical Report
Full-text available
3D immersive virtual worlds, such as Second Life, have been the focus of substantial attention from tertiary educators in recent years and the potential for the use of such environments in learning and teaching contexts has been a frequent topic of discussion by commentators on higher education futures. However, despite anecdotal evidence of an inc...
Article
Full-text available
Virtual worlds (referred to by some as multi-user virtual environments or MUVEs) have generated much attention and interest among tertiary education practitioners and researchers in recent years, with many universities and colleges making use of commercial platforms like Second Life or building customised platforms using open tools and resources to...
Conference Paper
Full-text available
This paper provides an overview of media-rich real-time collaboration tool use for learning and teaching in Australian and New Zealand universities. These tools, which include video conferencing tools, web conferencing tools and virtual worlds, afford students and teachers the ability to synchronously represent concepts, and enable them to interact...
Article
In this paper, we build on our previously proposed model of learning in three-dimensional virtual learning environments (3D VLEs) (Dalgarno & Lee, 2010) by exploring the relationship between learning tasks that are afforded by such environments and learning benefits that arise from their use. We draw on data from a questionnaire in which 53 of the...
Article
Full-text available
In this paper, we revisit and re-examine the importance of and possibilities for supporting and scaffolding learner activity, with a particular focus on discovery learning tasks mediated by information and communications technologies. We propose a new framework for classifying scaffolding in technology-mediated environments that consists of two dim...
Chapter
While references to the concept of “learning community” abound in the literature, a common ingredient is the belief that learning is enhanced when there is a commitment to sharing ideas and knowledge within a collaborative group or network of individuals. To support student teachers completing their practicum placements as part of a one-year Gradua...
Article
Full-text available
An Outstanding Paper Award recipient, ascilite Sydney 2010 Conference 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...
Chapter
This chapter explores how podcasting can be used to support and enhance the student experience, with a focus on tertiary-level distance education contexts. It begins with a review of the rationale behind the use of podcasting and digital audio for distance teaching and learning, including a consideration of the unique features and attributes of pod...
Conference Paper
Full-text available
Anecdotal evidence suggests that despite recognising the potential benefits of 3D immersive virtual worlds for learning and teaching, many academic staff have chosen not to adopt them, due in large part to the complex array of technical and policy hurdles that must be negotiated in order to make use of such resources within higher education institu...
Conference Paper
Full-text available
Twenty-first century university students find it increasingly difficult to commit to regular face-toface classes, yet real-time interaction and collaboration are often essential to achieving successful learning outcomes. This paper outlines the authors'plans for a cross-institutional project funded by the Australian Learning and Teaching Council ai...
Chapter
This chapter focuses specifically on the use of three-dimensional multi-user virtual environments (3D MUVEs) for simulation-based teaching and learning in tertiary-level healthcare education. It draws on a broad range of extant research conducted over the past three decades, synthesizing this with newer developments and examples that have emerged s...
Chapter
At present, many Web 2.0 activities are being integrated into the e-learning spaces designed for learners. We need to analyze and learn from these activities to derive insights about their effectiveness, in order to promote the systematic application of technology in post-compulsory educational contexts, from undergraduate to postgraduate levels an...
Conference Paper
Full-text available
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...
Chapter
Full-text available
The main agents of change in the present era can be posited as globalization and the diffusion and uptake of technologies that have given rise to a knowledge-based, networked society. The latest evolution of the Internet, Web 2.0, is resulting in significant transformations in terms of how we live, work, and communicate. In the higher education are...
Article
Full-text available
blockquote> Research findings in recent years provide compelling evidence of the importance of encouraging student control over the learning process as a whole. The socially based tools and technologies of the Web 2.0 movement are capable of supporting informal conversation, reflexive dialogue and collaborative content generation, enabling access t...
Article
Full-text available
Barney Dalgarno is a research fellow with the Centre for Research in Complex Systems (CRiCS), Charles Sturt University, and an associate professor with the School of Education at the same university. His research interests lie in desktop virtual reality learning environments, as well as constructivist computer-assisted learning theories, techniques...
Article
To support students undertaking an initial teacher training program, a communities of practice model (Wenger, 1998) was implemented, supported by a social software-based technology framework, to enable mutual engagement, joint enterprise, and a shared repertoire. Participants formed peer-to-peer mentoring relationships, creating and sharing web log...
Article
Full-text available
This paper reports initial findings of a major scoping study that is being undertaken to examine current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. This scoping study is the first of its kind in the region. It is parallel and complementary to several studies conducted i...
Conference Paper
Full-text available
This paper reports initial findings of a major scoping study that is being undertaken to examine current and planned applications of 3D immersive virtual worlds at higher education institutions across Australia and New Zealand. This scoping study is the first of its kind in the region. It is parallel and complementary to several studies conducted i...
Article
This chapter examines the importance of and possibilities for providing learner support and scaffolding in 3D virtual learning environments designed to promote and encourage learner exploration and discovery. The chapter begins with an overview of the need for scaffolding in discovery learning, before discussing scaffolding in technology-mediated l...
Article
This chapter focuses specifically on the use of three-dimensional multi-user virtual environments (3D MUVEs) for simulation-based teaching and learning in tertiary-level healthcare education. It draws on a broad range of extant research conducted over the past three decades, synthesizing this with newer developments and examples that have emerged s...
Article
Worldwide, tertiary educators and institutions are discovering that new models of teaching and learning are required to meet the needs of today's students, and their demands for autonomy, connectivity, and socio-experiential learning. The educational applications of the new wave of Web 2.0-based social software tools compel us to consider how the a...
Chapter
This chapter focuses specifically on the use of three-dimensional multi-user virtual environments (3D MUVEs) for simulation-based teaching and learning in tertiary-level healthcare education. It draws on a broad range of extant research conducted over the past three decades, synthesizing this with newer developments and examples that have emerged s...
Chapter
This chapter investigates the use of mobile digital technologies for learning, or mobile learning (m-learning), across a variety of education and training settings. In particular, it focuses on pervasive m-learning, defined as m-learning involving activities that are able to integrate into learners’ lives, coinciding with other actions and tasks in...
Chapter
Learning management systems (LMS’s) that cater for geographically dispersed learners have been widely available for a number of years, but many higher education institutions are discovering that new models of teaching and learning are required to meet the needs of a generation of learners who seek greater autonomy, connectivity, and socioexperienti...
Article
Purpose – The purpose of this paper is to explore future consciousness, in particular the desire for adventure and change, in light of the literature and ideas around academic development in higher education teaching and learning, and with a particular focus on supporting staff in their engagement with technologies in new ways. Design/methodology/a...
Article
Partly owing to the status of podcasting as a buzzword and subject of much recent media attention, educational technology researchers and practitioners have been using the term very loosely. Few studies have examined student perceptions and uptake of “podcasting” in the true sense of the word, whereby a syndication protocol such as Really Simple Sy...
Article
Full-text available
Recent educational research attests to an increasing awareness of the need to encourage learner control over the entire learning process. Web 2.0 and social software tools are capable of supporting informal conversation, dialogue and collaborative content generation, enabling access to a wide raft of ideas and representations. Used appropriately, t...
Article
Full-text available
Excited at the prospects of engaging their Net Generation students, educators worldwide are attempting to exploit the affordances of threedimensional (3D) virtual worlds such as Second Life, citing "collaborative learning" as rationale, though often without careful consideration of the design of learning activities to support and enable collaborati...
Article
This chapter explores how educators can harness the potential of a new wave of social software to respond to the challenges of tertiary education in the new millennium, by combining the interactivity and immediacy of face-to-face instruction with the openness, connectivity, and flexibility afforded by the new tools and technologies. It also argues...
Article
The Australian Catholic University (ACU National at www.acu.edu.au) is a public university funded by the Australian Government. There are six campuses across the country, located in Brisbane, Queensland; North Sydney, New South Wales; Strathfield, New South Wales; Canberra, Australian Capital Territory (ACT); Ballarat, Victoria; and Melbourne, Vict...
Article
Learning management systems (LMS's) that cater for geographically dispersed learners have been widely available for a number of years, but many higher education institutions are discovering that new models of teaching and learning are required to meet the needs of a generation of learners who seek greater autonomy, connectivity, and socio-experient...
Article
Full-text available
While blogs, wikis and social networking sites are enjoying high levels of attention as tools to support learning, Really Simple Syndication (RSS) remains the “poor cousin” of these technologies in the higher education classroom, with relatively low uptake amongst educators and students. In this article, the authors argue that the affordances of RS...
Article
Full-text available
Podcasting allows audio content from one or more user-selected feeds or channels to be automatically downloaded to one's computer as it becomes available, then later transferred to a portable player for consumption at a convenient time and place. It is enjoying phenomenal growth in mainstream society, alongside other Web 2.0 technologies that enabl...
Article
Full-text available
In the emerging digital landscape of the Web 2.0 era, where social software tools like blogs, wikis and podcasts provide instant connectivity, promises of engagement and community building, there is a need to rethink models for teaching and learning. In this paper, the authors argue that outmoded didactic models, which place emphasis on the deliver...
Chapter
Full-text available
Australia has a strong tradition of distance education due to its small and geographically dispersed population (Bell et al. 2002). The distance learning cohorts at Charles Sturt University (CSU)(www.csu.edu.au) represent 65 per cent of the university's enrolments. At the University of New England(UNE) (www.une.edu.au) 88 per cent study at a distan...
Conference Paper
Full-text available
This paper aims to provoke discussion regarding the use of information and communication technologies (ICTs) in university teaching. In the age of Web 2.0 and the millennial learner, universities face the challenge of ensuring sustainability in teaching, learning, and curriculum design. This issue is examined specifically from the perspective of th...
Article
Full-text available
Catherine McLoughlin and Mark J. W. Lee discuss the new pedagogical landscape made possible by the emergence of Web 2.0 social software, which allows users to become active contributors. Web 2.0 tools offer unparalleled opportunities for participation, productivity, and interaction. Through a discussion of emerging learning scenarios enabled by soc...
Article
This chapter investigates the use of mobile digital technologies for learning, or mobile learning (mlearning), across a variety of education and training settings. In particular, it focuses on pervasive m-learning, defined as m-learning involving activities that are able to integrate into learners' lives, coinciding with other actions and tasks in...
Article
GUEST EDITORIALThis special issue of TOJDE is centred around the theme of ‘Web 2.0 and Social Software in Distance Education’. The Web 2.0 (O’Reilly, 2005) movement, epitomised by such nascent technologies as blogs, wikis, RSS, podcasting, as well as tag-based folksonomies, social networking, collaborative editing and peer-to-peer (P2P) media shari...
Conference Paper
The authors were involved in an international project in which first year (freshman) students studying comparable IT courses at two universities, one in the United States and the other in Australia, formed virtual teams and engaged in collaborative learning and content creation via the Internet. Each team was tasked with jointly producing a short "...
Article
Full-text available
The two-way Web has arrived, accompanied by a raft of affordances that expand how we teach, communicate, learn and create knowledge. New trends are emerging in the way information is distributed and consumed. Emerging "Web 2.0" services such as blogs, wikis and social bookmarking applications, as well as social networking sites like MySpace, Friend...
Article
Full-text available
This article opens with a discussion of how and why mobile learning (m‐learning) is purported to be the next step in the evolution of distance education, before looking at various perspectives on what m‐learning constitutes. It critically examines the degree to which ‘true’ m‐learning has been achieved, by offering pedagogical value beyond the mere...
Article
Full-text available
This article reports on an initiative to explore the potential of using supplementary audio podcast material to reduce the anxiety caused by isolation and to promote a sense of inclusivity amongst both undergraduate and postgraduate students studying an information technology subject in external mode with Australia’s largest provider of distance ed...
Article
PODCASTING facilitates the timely delivery of digital audio content such as MP3 files to a user’s desktop, as it becomes available. The authors believe it holds tremendous potential as a low-cost, low-barrier tool for mobile ubiquitous learning, given the large uptake of portable music players. This paper explores some of the possibilities for enha...
Conference Paper
Full-text available
The authors are involved in an ongoing project in which a group of second year volunteer students are placed in charge of producing a series of short, talkback radio-style educational podcasts for the students enrolled in a first year undergraduate information technology subject. The entire production process, from inception and scriptwriting throu...
Article
Full-text available
A group of volunteer students who had previously completed a first year undergraduate information technology subject were tasked with producing audio supplementary material for new students undertaking the subject, to be disseminated through podcasting. The production process, from inception and scriptwriting through to the final recording, was dri...
Article
Full-text available
The authors have been involved in a year long project in which a group of second year undergraduate students is placed in charge of producing a series of educational podcasts targeted towards other students undertaking a number of information technology subjects. The exercise has proved to be a valuable learning experience for all those involved: t...