
Thomas CochraneUniversity of Melbourne | MSD · Centre for the Study of Higher Education
Thomas Cochrane
PHD (Monash)
Exploring Immersive Reality to enhance higher education
About
241
Publications
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Introduction
Thomas Cochrane is an Associate Professor in Technology Enhanced Learning at the Centre for Study of Higher Education, University of Melbourne.
BE, BD, GDHE, MTS, Mcomp, PHD (Monash), SCMALT.
Senior Certified Member of the Association for Learning Technology.
http://orcid.org/0000-0002-0192-6118
https://thomcochrane.wordpress.com/about/
https://www.mendeley.com/profiles/thomas-cochrane2/
http://goo.gl/maps/U5Oqy
https://publons.com/author/1391664/thomas-cochrane#profile
Additional affiliations
April 2020 - April 2020
August 2011 - April 2020
March 2004 - August 2011
Education
October 2006 - October 2011
March 2002 - October 2005
March 1998 - October 2001
Publications
Publications (241)
The rise of mobile social media provides unique opportunities for new and creative pedagogies. Pedagogical change requires a catalyst, and we argue that mobile social media can be utilized as such a catalyst. However, the mobile learning literature is dominated by case studies that retrofit traditional pedagogical strategies and pre-existing course...
Within the background where education is increasingly driven by the economies of scale and research funding, we propose an alternative online open and connected framework (OOC) for building global learning communities using mobile social media. We critique a three year action research case study involving building collaborative global learning comm...
This paper examines how mobile social media is being utilized to augment a traditional physical design studio education context as well as bridging situated student learning experiences beyond the confines of the design studio. Critical to the establishment of the project has been the creation and nurturing of a lecturer community of practice. The...
Mobile learning (mlearning) research has in general been characterised by short-term comparative pilot studies with little high-level critique or theory formation. Consequently, Vavoula, Pachler and Kukulska-Hulme (2009) call for mlearning research that is longitudinal across multiple contexts, cooperative and participatory. In response, this paper...
This paper is a revised and expanded version of a paper entitled “iPadagogy: Appropriating the iPad within pedagogical contexts” presented at the MLearn 2011 Conference in Beijing, China, in which we compared and critiqued four mlearning projects using iPads in 2010. Using an action research methodology the authors explored the impact of the integr...
Poster accepted for the HERDSA2022 Conference
Background/context. Mobile learning can be a catalyst to design authentic learning environments (Cochrane, 2013). However Traxler (2016) argues that a focus upon repurposing content for delivery via mobile devices has killed the mobile learning dream.
The initiative/practice. To introduce an agile yet...
A Design-Based Research (DBR) Framework to Guide Curriculum Design 1 Why use Design Based Research (DBR) to guide curriculum design? 2 What is DBR? 2 The four phases of a curriculum design project as illustrated in Figure 1 are: 3 Key steps in applying DBR to curriculum design: 3 Breaking down the four phases of DBR: 4 An example Collaborative curr...
In this first editorial for the Pacific Journal of Technology Enhanced Learning, PJTEL, the lead editors reflect upon the first three years of the journal and explore the impact statistics. We also explore future directions and themes for the journal particularly in light of the impact of COVID19 on education.
Healthcare education and practice has significantly been impacted by COVID-19. This includes the challenge on pedagogical approaches that highlight the potential of technology to facilitate innovative new approaches in response to social distancing, lockdowns, remote learning and improving the patient experience and positive outcomes. Many of these...
CONTEXT The boundaries between traditional engineering disciplines are breaking down. It is increasingly important for engineering students to be equipped with the ability to integrate complex concepts across disciplines to tackle real world problems. Biomedical engineering is a discipline that marries concepts from mechanical, electrical, and chem...
The initial impact upon higher education from the COVID19 pandemic was a rapid shift to online learning for a large proportion of the academic teaching community and for students as learners as well (Naciri et al., 2020; Zayapragassarazan, 2020). The on-going impact requires a more considered, designed response that takes account of the many socio-...
The pandemic has drastically changed the education landscape. The pedagogical practices, policies and procedures ingrained and refined over many years were suddenly rendered less effective. Overnight, new practices, policies and procedures had to be drafted to support teaching and learning. More than a year on, educators have found a new home, new...
Building students’ capabilities to integrate complex concepts across transdisciplinary boundaries of related but distinct theoretical courses is critical to real-world problem solving and creative design solutions (Burnett, 2011). In the context of bioengineering, students must be able to draw on knowledge from several scientific and mathematical d...
The new normal: Dialogues and ways forward As we grapple with adapting higher education to COVID-19, dialogic spaces are needed where we can explore lessons learned and consider paths forward. This Pecha Kucha synthesizes key discussions from a 12-month dialogic webinar series, The New Normal, aimed at understanding current experiences and sustaina...
Paper 1 for the Symposium led by the University of Melbourne Virtual Performace Lab team, including four papers for discussion.
Simulation training is used to develop performance skills in various disciplines, particularly where performance failures may have devastating consequences. Such training enables learners to acclimatise to real-life stressors and feared scenarios in a physically and/or psychologically safe environment, to protect against performance decrements whic...
This collaborative autoethnographic story of #DataCreativities articulates data traces found within the rapid move online in education and creative sectors in Melbourne, Australia. As a result of the lockdowns imposed to combat the initial spread of COVID-19, this collaboratory began within the anxieties of 2020. #DataCreativities takes a data-rela...
COVID-19 has impacted not only higher education teaching practice, but also professional development (PD) such as F2F workshop sessions for supervisor training have had to pivot to online modes. This presentation overviews the process of designing an academic supervision training workshop as an online module that can be used as a design framework f...
The Bioengineering Systems major offered at the University of Melbourne aims to enable students to rigorously integrate mathematics and modelling concepts with the fundamental sciences of biology, physics, and chemistry in order to solve biomedical engineering problems. This requires mastery of core concepts in engineering design, programming, mech...
The Multiple Environments Simulation Hub (MESH360) research cluster was established in 2016 to explore ways of making critical care simulation environments more authentic learning experiences for students (Cochrane et al., 2016). Since its establishment, three cycles of data collection have occurred exploring immersive mixed reality (XR) to enhance...
Transdisciplinarity and collaboration are key capabilities that need to be fostered by authentic higher education learning environments to prepare our graduates for an unknown future (Barnett, 2012). These capabilities need to be modelled through the practice of academics, and even more so during a global pandemic such as COVID19 in response to the...
This paper will explore ways of reconceptualizing learning environments beyond static classrooms to virtualize the graphic design studio. The driver for this is a desire to enable student-centred constructivist pedagogies that can be described as Dewey for the digital age. Outlined in this paper is an ecology of resources designed to stimulate rhiz...
This paper describes using an educational design-based methodology to evaluate authentic learning environments for Graduate Entry Nursing (GEN) students. While developing this new GEN program in New Zealand, two specific challenges arose: how to design and deliver a condensed and intensive program that met healthcare sector requirements, while ensu...
In this article, we present the development of a framework for supporting and facilitating collaborative networks of reflective practice using mobile social media. Developed throughout a two-year collaborative mobile learning project #NPF14LMD, the framework has subsequently been used to support two wider international networks of mobile learning r...
This paper explores the application of a design-based research (DBR) methodology to inform the redesign of pedagogical strategies for studio-based classrooms within undergraduate higher education programmes. The goal is to establish a transferable model that is student-centred around authentic educational and professional learning environment as de...
COVID-19 has catalyzed online learning environment design across all university disciplines, including the traditionally practice-based disciplines. As we move from a rapid response triage mode of online learning towards a more sustained engagement with a mix of online and face-to-face learning environments (particularly for practice-based learning...
Mobile devices and a vast array of accompanying applications offer significant affordances to create, consume, share, collaborate and communicate-affordances that could be easily leveraged to facilitate meaningful learning. A positive disruption arising from COVID-19 that aligns with the affordances of mobile learning is the uncoupling of time and...
Mixed reality technologies including virtual reality (VR) and augmented reality (AR) have been in development and implemented in various modes for many years. A new wave of awareness of mixed reality has been generated by the recent developments of VR headsets for gaming, and mobile head mounted displays (HMD) such as Google Cardboard and the Samsu...
This paper explores the interrelationship between educational design research, and design thinking that guides the design stage, enabling the design of authentic collaborative mobile learning environments. As an example the article outlines the design thinking principles and processes that informed the development of wireless mobile presentation sy...
This special collection of Research in Learning Technology explores the development of the state of the art of Mobile Mixed Reality (MMR) in education. The special collection was established in 2018 to provide research-informed exploration of this emergent and rapidly developing arena of educational technology through the lens of Scholarship Of Tec...
In this article, we present a theoretical framework for mixed reality (MR/XR) self-determined learning to enhance ecological literacy in free-choice educational settings. The framework emerged from a research study in New Zealand which aimed to explore how learning experiences which incorporate mobile technologies within free-choice learning settin...
This article evaluates the results of two prototype iterations of a design-based research project that explores the application of mobile mixed reality (MMR) to enhance critical care clinical health education simulation in Paramedicine. The project utilises MMR to introduce critical elements of patient and practitioner risk and stress into clinical...
Mobile learning can be a catalyst to think differently about designing learning environments. Instead of focusing on translating or substituting old pedagogies into mobile environments, educators should begin by considering new pedagogies and new approaches that were previously difficult or impossible to implement. When designing mobile learning wi...
This paper reports on the second iteration prototype design stage of an immersive reality (XR) enhanced simulation project in critical healthcare higher education. While there is no doubt of the positive impact on the development of a variety of clinical skills through the use of XR in health education, a literature review indicates that the level...
This concise paper outlines the initial stages of a project involving a transdisciplinary team of educational researchers, practitioners, student designers, and the Auckland Hospital Design Lab in the design of innovative technology enhanced solutions to enhance patient and health care practitioner experiences. We outline the methodological design...
This symposium discussion is based around the 2019 update to the special collection of Research in Learning Technology (RLT) on Mobile Mixed Reality (MMR) Enhanced Learning that the ASCILITE Mobile Learning SIG has coordinated this year - due for publication in November/December 2019 – the authors will use the articles to spark discussion around th...
Student internships and work experience schemes provide students with highly authentic learning experiences (Bosco & Fern, 2014). Therefore many university programmes include a job-experience element that students must demonstrate completion of, usually through a report signed by the employer that the student has managed to find work with over thei...
This case study critically reflects upon the development of a scholarship of technology enhanced learning (SOTEL) research cluster in clinical sciences higher education. The research cluster has grown from an initial community of practice established in 2015 in the context of Paramedicine education (Author1, Cook, Aiello, Harrison, & Aguayo, 2016),...
Following the introduction of the Google Cardboard virtual reality (VR) head mounted display (HMD) in 2014, mainstream journalism began exploring the potential of VR to transform news storytelling as an immersive experience (Lalwani, 2015; Somaiya, 2015). However, unlike the transformative impact of social media on journalism and journalism educati...
Smartphone ownership has become ubiquitous (International Telecommunication Union, 2017), but also fragmented by the variety of manufacturers and models available. In particular there are significant differences between the two major smartphone platforms (iOS and Android). This workshop is designed to provide participants with a cross-platform tool...
Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integra...
Traditional professional development (PD) strategies revolve around either the provision of a series of workshops or completion of a postgraduate qualification in teaching and learning, often leading to a portfolio of evidence for a professional accreditation framework. The Universities and Colleges Information Systems Association Technology Enhanc...
Background/context
Higher education (HE) has a long history of tension between the competing demands of academic teaching and research expectations, and recent changes to funding models for higher education have driven the development of professional teaching accreditation frameworks and pathways. Part of the conversation was started by Boyer (1990...
Overview
The workshop will explore the unique affordances of mobile devices for enabling collaborative user-generated content and authentic learning environments. The workshop will take the form of an interactive guided exploration and discussion of an ecology of resources for mobile collaborative video production and sharing. The workshop is found...
An overview of AUT SOTEL projects
https://tinyurl.com/SOTELprojects
http://claridenglobal.com/conference/digitalcampus-nz/agenda/#tab-content-1
The workshop will explore user generated mobile video production and integration into interactive learning environments. Participants will experience using a low-cost, BYOD, rapid collaborative production and sharing framework to create and share their own mobile video. The workshop will also introduce techniques for creating and sharing mobile 360...
This round table will bring together the perspectives of a variety of CMALT (http://alt.ac.uk/cmalt) fellows (Certified Membership of the Association for Learning Technology) and those in the process of submitting their portfolios for accreditation to reflect upon the process and impact of CMALT accreditation on their own practice, their colleagues...
Traditional professional development (PD) strategies revolve around either the provision of a series of workshops or completion of a post-graduate qualification in teaching and learning. In contrast to these traditional PD approaches, we developed a connectivist MOOC (cMOOC) framework to support a global network of PD Communities of practice (COP)...
This workshop will introduce participants to the Open Researcher and Contributor Identity (ORCID) and guide them in establishing their own ORCID profile during the workshop. The goal of the workshop is to enable participants to begin critical engagement with the Scholarship of Teaching and Learning through establishing a reflective practice researc...
Designing Immersive Mobile Mixed Reality for Paramedic Education
https://www.acode.edu.au/mod/page/view.php?id=1663
https://tinyurl.com/IEEETALE2018
This paper outlines and critiques the first two stages of a mobile mixed reality design-based research study exploring the design and evaluation of mobile virtual reality for paramedic education. We triangulate subjective student immersive environment feedback with objective biometric data to gain clearer insights into the impact of these immersive...
This paper is based on the second stage of a design-based research (DBR) project encompassing the initial prototyping of virtual reality (VR) simulation in para-medicine education using self-reported and biometric feedback data. In this discussion paper we present the range of reflections and theoretical possibilities that arose from the piloting e...
In this paper, we discuss the design of a 360-degree virtual environment experience for Health School students to explore seven university health disciplines within the School of Clinical Science. This teaching approach uses the Seekbeak 360-degree online platform to create a virtual environment and a rhizomatic learning pedagogy to encourage parti...
This paper outlines the first stage of a design-based research (DBR) project exploring the literature and establishing a research methodology for the design of mixed reality (MR) environments to enhance informal learning in preparation for engagement in high-risk environments. The context of the project is mountain safety education for expert climb...
This paper explores the use of mobile virtual reality (mVR) to create authentic learning environments for health education, initially in three contexts, followed by the development of collaborative health team scenarios that mirror profes-sional practice. The use of mVR mitigates the dispersion of the university’s seven health departments across th...
Background: The evolution of technology and simulation has had a significant impact on clinical education. However, it remains grounded in traditional teaching paradigms, limiting potential for enhanced learning. Furthermore, the impact of mixed reality enabled mobile devices remains underexplored.Purpose: The aim of this article was to investigate...
This special collection of Research In Learning Technology explores the state of the art of mobile mixed reality (MMR) in education. The special collection includes eight articles that cover; a systematic review of MMR in healthcare higher education, using mobile devices for connecting people to places, and a variety of case studies of implementing...
Traditional research impact factors, researcherIDs and alternative metrics can be used together to provide a more comprehensive measure of the impact of wider critical reflection around technology enhanced learning (TEL) research and practice. Alongside this there is a growing global community of educational researchers that are actively engaging i...
Over the last decade, mobile and social media (MSM) tools have been in a constant flux. A growing ecology of tools and affordances have enabled multiple types of user actions and abilities never witnessed or imagined before. Educators all around the world are actively exploring and investigating learning and teaching design and approaches to harnes...
Mobile and social media over the last decade has created significant shifts in society: how we communicate and collaborate, and in learning and teaching. This paper discusses a study that investigated how mobile social media tools and affordances could be harnessed to facilitate a student-determined learning experience (heutagogy). A design-based r...
In this article, we present the development of a framework for supporting and facilitating collaborative networks of reflective practice using mobile social media. Developed throughout a two-year collaborative mobile learning project #NPF14LMD, the framework has subsequently been used to support two wider international networks of mobile learning r...
This guest editorial explores the potential impact of alternative metrics and social research networks to enhance Technology Enhanced Learning (TEL) research and practice, particularly in the realm of open scholarship. Conventional measures of research impact are based upon a publications’ impact factor. Article or author-level metrics can provide...
In this discussion paper we propose a framework for embedding the scholarship of technology enhanced learning (SOTEL) within an educational design research (EDR) methodology. SOTEL updates Boyer's scholarship of teaching and learning (SOTL) model to incorporate a critical integration of learning technologies and teaching praxis, informed by new lea...
This article outlines a study protocol, detailing the proposed methodology and findings of our preliminary literature review, for co-design of future NZ public and environmental health education for the South Auckland campus of AUT University. This research project aims to contribute to healthy communities and city, embrace emerging technologies, m...
Art and design undergraduate educational programmes such as Graphic Design studies are based upon best practice within the Graphic Design industry. Thus, the classroom environment is designed to mirror a typical design studio environment. However, traditional design studio interaction and collaboration are undergoing rapid transformation in practic...
This paper explores the development of virtual reality (VR) use in education and the emergence of mobile VR based content creation and sharing as a platform for enabling learner-generated content and learner-generated contexts. The author argues that an ecology of resources that maps the user content creation and sharing affordances of mobile devic...
The project is a collaboration between educational researchers and discipline lecturers exploring the redesign of the curriculum around an ecology of resources that enables and enhances a refocus upon student-determined learning rather than a curriculum determined by current IT infrastructures that reinforce a teacher-directed pedagogy. The key dri...
The workshop will explore user generated mobile 360 video production and integration into interactive virtual reality environments for education. Participants will experience using a low-cost, BYOD, rapid prototyping framework to create and share their own immersive mobile VR scenarios. Participants will need to bring their own mobile devices, incl...
This session reports on an ongoing study funded by the Teaching and Learning Research Initiative (TLRI) exploring how free-choice learning experiences can be designed to incorporate mobile technologies to enhance learner development of marine ecological literacy. The study involves designing an intervention based on mobile learning for use by a cla...
Art and design undergraduate educational programmes such as Graphic Design studies rely on traditional forms of how the Graphic Design industry is perceived and operated. Thus, the classroom environment is designed to mirror a typical design studio environment. However, interaction and collaboration tend to be limited to this physical context, wher...
Motivated by the decision to resurrect a university module after seven years of dormancy led, in 2017, to the redesign of an undergraduate media and communications paper situated with a health science faculty. During its abeyance the very notion of both ‘media’ and ‘communication’ had changed to the extent that the module’s prior content, assessmen...
University education across disciplines is falling short of the demands of “a dynamic and changing workforce” (A. Herrington & Herrington, 2006, p. 2). This includes journalism education. University journalism courses developed at a time when newspapers dominated the news landscape and, while this has not been the case for more than a decade, journ...
The workshop will explore user generated mobile 360 video production and integration into interactive virtual reality environments for education. Participants will experience using a low-cost, BYOD, rapid prototyping framework to create and share their own immersive mobile VR scenarios. Participants will need to bring their own mobile devices, incl...
In this short paper we introduce a conceptual framework that is under development to create virtual
educational environments to simulate collaborative health team experiences. Building on our work of
developing virtual environments for authentic Paramedicine education scenarios, we are extending the
concept across the seven health disciplines at th...
This paper outlines the design stage of a project that reimagines lecturer professional development around a network of communities of practice scaffolded by a cMOOC (connectivist Massive Open Online Course), where sustained collaborative engagement with innovative teaching practice is recognised via established international peer-based professiona...
This symposium discussion is based around the special issue of AJET on mobile Augmented Reality & Virtual Reality that the Ascilite Mobile Learning SIG has coordinated this year - due for publication in September 2017 – the authors will use the articles to spark discussion around the critical issues surrounding the educational use of mobile AR and...
Presentation at ASCILITE 2017, Toowoomba, Australia on the collaborative approach to developing a virtual interprofessional case scenario between physiotherapy, paramedicine and nursing.