Sue Gregory

Sue Gregory
University of New England (Australia) | UNE · School of Education

PhD, MEd (CompEd), GradDipEd (Inf/Prim), BA

About

143
Publications
79,838
Reads
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1,346
Citations
Introduction
Professor, Head of School, School of Education, Faculty of HASSE, University of New England, Australia. Previously, Chair of Research and lecturer in ICT Education. 2008 to 2017, taught and researched in Second Life with a focus on adult learning, authenticity, engagement, immersion, impact, and the efficacy of virtual worlds for education examining student perceptions of their learning. Chair of the Australian and New Zealand Virtual Worlds Working Group.
Additional affiliations
October 2010 - December 2012
OLT
Position
  • VirtualPREX: Innovative assessment using a 3D virtual world with pre-service teachers
February 2010 - December 2012
University of New England (Australia)
Position
  • Research Associate
February 2006 - present
University of New England (Australia)
Position
  • Lecturer
Education
February 2013
February 1989
Armidale College of Advanced Education
Field of study

Publications

Publications (143)
Conference Paper
Full-text available
Teachers' ways of using ICT (Information and Communication Technology) in various disciplines is a recent issue in the higher educational research paradigm. In order to extend previous findings in relation to this issue, this research proposes an in-depth investigation focusing on vocational teachers' qualitatively diverse ways of using ICT in diff...
Conference Paper
Full-text available
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...
Article
Full-text available
This article aims to identify different ways of using mobile devices in students’ learning in higher education. This qualitative research presents the findings from a phenomenographic research of students’ conceptions of mobile learning (m-learning) in higher education. A cohort of 16 students from four universities of Bangladesh took part in semi-...
Article
Snapchat, released in 2011, is embedded in the youth culture of advanced capitalist societies. Theorising Snapchat from a socio-material ontology, we explore the application’s capacity to evoke the gendered politics of networked affect. Dipping into the conceptual toolbox of Deleuzoguattarian philosophy, we map how affect is distributed through bod...
Article
Facebook is social media that is ubiquitously used in higher education contexts by both staff and students. It provides a platform for student networking and expression. The authors illuminate how pre-service teachers in an Australian university, undertaking undergraduate units, use Facebook as a student-initiated social media community. Although a...
Chapter
Virtual learning spaces provide the opportunity to create authentic, immersive and high-fidelity experiences for learners; often enhanced with new technology to increase the interaction and perception with the learning space. Instead of creating mock-ups in classrooms, educators are able to recreate a controlled replica of the real world, i.e. scen...
Conference Paper
Full-text available
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...
Presentation
Full-text available
Conference presentation. Abstract peer reviewed.
Article
Three distinct clusters were identified from a survey study of a sample of 127 unit coordinators from a regional Australian University. The clusters emerged after a survey that explored perceptions of pedagogical practices that incorporated the use of Information Communication and Technology (ICT). The key components of the survey were based on sev...
Article
Full-text available
This article theorises the functional relationship between the human components (i.e., scholars) and non-human components (i.e., structural configurations) of academic domains. It is organised around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
Online teaching has become more pervasive throughout the 21 st century, partly a result of new technologies allowing for interactive online learning environments and partly to meet the needs of students who cannot access traditional face-to-face classrooms for all or part of their schooling. Pre-service teacher education has lagged behind this upta...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
Snapchat is one of the most popular social media applications among Australian young people. Its global impact has grown rapidly in recent years. Reported is a mixed methods case study located in New South Wales schools. An online survey was conducted with education practitioners to enquire into their experiences of Snapchat in their school setting...
Conference Paper
Full-text available
Snapchat is one of the most popular social media applications among Australian young people. Its global impact has grown rapidly in recent years. Reported is a mixed methods case study located in New South Wales schools. An online survey was conducted with education practitioners to enquire into their experiences of Snapchat in their school setting...
Conference Paper
Full-text available
Innovation and increased access to wearable technologies are poised to inspire a new generation of technology-enhanced learning environments. Wearables provide students and teachers with hands-free access to contextually-relevant knowledge, which can be displayed as a 3D virtual world or overlaid on smart glasses, accessed via a smart watch or wris...
Presentation
Full-text available
Panel held at the 15th World Conference on Mobile and Contextual Learning, mLearn 2016, on 24th October 2016 in Sydney, Australia This panel discussed how mobile wearable computing can support learning. The presentation focused on the various aspects of design, development and delivery of state-of-the-art WT applications in education, and encourage...
Article
Four distinct constructs were identified from a survey of a sample of pre-service science teachers at a regional Australian University. The constructs emerged after employing Exploratory Factor Analysis (EFA) on respondents' perceptions of pedagogical practices incorporating the use of Information Communication and Technology (ICT). The key compone...
Article
Research on youth subjectivities and disappearing media is still in its infancy. Ephemeral technologies such as Snapchat, Frankly and Wickr offer young people opportunities for discursive agency, harnessing teenage discourses ofto social positioning. These media facilitate social mobility in teen peer contexts by providing a medium for dynamic and...
Article
Full-text available
This article theorizes the functional relationship between the human components (i.e., scholars) and non- human components (i.e., structural configurations) of academic domains. It is organized around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses...
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
Practice in the role of the teacher is an essential part of teacher education, however professional experience placements are becoming increasingly difficult to find. Consequently, additional university-based teaching practice, such as classroom role play with student teacher peers is important. Classroom role plays can be effective but there are l...
Article
Full-text available
http://ijlter.org/index.php/ijlter/article/view/482/pdf Virtual schools are no longer a pipedream: they are already with us. Pre-service teachers need to be prepared for this alternate teaching medium. Unlike blended learning in the classroom, new virtual schools have no need for physical classrooms, and students can be geographically distant from...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
Improvements in available technologies and an increased popularity of online learning spaces have seen a shift in the dominant ways students engage with formal and informal learning in their day-today lives. This is especially true for the distance education experience through the rise in virtual schools. As this shift occurs, it becomes increasing...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Presentation
Full-text available
Conference presentation - refereed abstract
Conference Paper
This research examines the application of eLearning in degree courses delivered by 18 online lecturers in six countries (Australia, Brazil, Canada, Norway, Spain and U.S.A.). Using an interpretivist paradigm with qualitative case studies from these six countries, the research explored current online lecturers' views on effectiveness and challenges...
Conference Paper
This research examines the application of eLearning in degree courses delivered by 18 online lecturers in six countries (Australia, Brazil, Canada, Norway, Spain and U.S.A.). Using an interpretivist paradigm with qualitative case studies from these six countries, the research explored current online lecturers' views on effectiveness and challenges...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
This research examines the application of eLearning in degree courses delivered by 18 online lecturers in six countries (Australia, Brazil, Canada, Norway, Spain and U.S.A.). Using an interpretivist paradigm with qualitative case studies from these six countries, the research explored current online lecturers' views on effectiveness and challenges...
Chapter
Full-text available
Teachers want their lessons to be enjoyable, immersive, productive and full of learning. In this regard, digital games have everything we want. Successful digital games maintain players’ attention, require them to solve problems, acquire new knowledge and learn new skills. Moreover, despite the considerable amount of learning, emotional investment...
Article
Full-text available
Three-dimensional (3D) virtual worlds have been used for more than a decade in higher education for teaching and learning. Since the 1980s, academics began using virtual worlds as an exciting and innovative new technology to provide their students with new learning experiences that were difficult to provide any other way. But since that time, virtu...
Article
Full-text available
The number of online programs in the higher education sector has increased dramatically in the last decade, and with it, an increase in attrition has become a recurring problem worldwide. Literature suggests that elements of culture, motivation, learning management systems and online pedagogy play a major role in attrition rates in the higher educa...
Article
Discussion boards are seen as convenient learning tools to use with higher education students. Although even the most basic learning management system has a discussion board available, unless the academic has a clear purpose for the discussion board, students will not use it. This article presents ways in which collaboration can occur between stude...
Article
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 des...
Article
Full-text available
This paper presents an analysis of the perceptions and actions of five Information Communication Technology (ICT) Education lecturers, at the University of New England (UNE), concerning issues associated with the online teaching to students in rural and remote areas. The authors reflect upon the strategies that support these models and discuss how...
Article
Full-text available
This paper presents four case studies from two regional and two metropolitan Australian universities, showcasing how 3D virtual world platforms have been used to connect, engage and motivate students in both co-located and non-co-located contexts. The case studies provide practical examples of how virtual worlds and associated applications have bee...
Article
Imagine being able practise your teaching techniques when enrolled in a teaching degree without the use of a ‘live’ classroom. It is a common phenomenon for off-campus (online) pre-service teachers living in rural and remote regions to not have access of schools to practise their teaching skills. Discussed in this article is a solution to this ever...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
In a doctoral study that focused on the enhancement of reflection through an ePortfolio-based learning environment, students' indicated that they felt reflection was not real when it was used for assessment. This led to an examination of assessment practices linked to reflection and ways to make it authentic. The literature revealed that reflection...
Conference Paper
Full-text available
The Gartner Hype Cycle has placed virtual worlds on the climb up the Slope of Enlightenment. While some authors in the past have made much of the educational use of virtual worlds languishing in the Trough of Disillusionment, there has been a community of authors, designers and educators working to further understanding of the limitations and affor...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
Little has been written about the impact of ephemeral messaging technologies such as Snapchat, Wickr and iDelete on learner identities. The authors explore how disappearing social media may enable young people to take up a range of discourses and demonstrate discursive agency in ways that support social mobility through shifting relationships with...
Technical Report
Full-text available
Despite significant and rapid technology improvements, educators have frequently failed to make use of the new opportunities to create more authentic learning scenarios. Virtual worlds offer an attractive proposition to create 3D representations of real business environments to provide an authentic learning activity for higher education students to...
Conference Paper
Full-text available
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...
Chapter
Davis and Stewart, through the chapter, “Factors Shaping Assessment Design in the Virtual Environment: A Case Study of Midwifery,” have explored using the virtual world of Second Life to teach midwifery to their university students. The cohort included two groups of students. The first group were junior students at the beginning of their program an...
Chapter
Since 2008, the author, a Senior Lecturer in ICT Education at a regional university in Australia, the University of New England, has provided both on-campus and offcampus (online) students the opportunity to learn through the use of Second Life™, an immersive 3D virtual world. On-campus students were required to participate in these learning activi...
Chapter
The 4th Global Conference in Experiential Learning in Virtual Worlds (ELVW4) was held in Prague, Czech Republic from March 22 to March 24, 2014. Over these three days, presenters from around the world brought a large diversity of topics which showcased the very essence of Inter-Disciplinary.Net’s objective; that is, to bring individuals from a vari...
Book
The 4th Global Conference in Experiential Learning in Virtual Worlds (ELVW4) was held in Prague, Czech Republic from March 22 to March 24, 2014. Over these three days, presenters from around the world brought a large diversity of topics which showcased the very essence of Interdisciplinary.Net’s objective; that is, to bring individuals from a varie...
Article
Special Edition: http://journals.tdl.org/jvwr/index.php/jvwr/issue/view/356
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
One major element of supply chain management education is helping learners to grasp the complexity, the challenges, and the efficient management of the multiple dimensions in supply chains. Each decision made can ‘ripple’ through supply chains and have serious repercussions that may include causing millions of dollars in damage or triggering a chai...