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Zarina Charlesworth

Zarina Charlesworth
HEG Arc // HES-SO

PhD

About

18
Publications
3,696
Reads
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176
Citations
Research Experience
January 1996 - June 2010
Glion Institute of Higher Education
Position
  • Senior lecturer and researcher

Publications

Publications (18)
Article
Full-text available
This paper looks at the use of design practices in start-up firms for the creation of strategic advantage through product/service innovation. Start-ups face non-negligible challenges during the early-stage of development. The research questions examined to what extent design practices can provide the leverage needed to face these challenges. A 4-da...
Conference Paper
Full-text available
This paper looks at the use of design practices in start-up firms for the creation of strategic advantage through product/service innovation. Start-ups face non-negligible challenges during the early-stage of development. The research questions examined to what extent design practices can provide the leverage needed to face these challenges. A 4-da...
Conference Paper
Language learning should be supported by the material most adapted to the students (Harmer, 2001). Whereas twenty years ago, high costs, inaccessibility and the teacher-training needed were barriers to the introduction of an immersive learning system for educational purposes (Roussou, 2000), today’s landscape is far different. Hardware costs have d...
Conference Paper
This paper presents findings from a mixed-method action research study the objective of which was to examine the use of Web 2.0 technologies in the higher education classroom to promote self-regulation, information-seeking and exchange, and collaborative learning. The research was carried out with 1st year (n=85) business degree students. Qualitati...
Conference Paper
Full-text available
This paper presents findings from a mixed-method action research study the objective of which was to examine the use of Web 2.0 technologies in the higher education classroom to promote self-regulation, information-seeking and exchange, and collaborative learning. The research was carried out with 1st year (n=85) business degree students. Qualitati...
Conference Paper
Full-text available
This paper presents initial results from an action research project examining the use of Web 2.0 tools in the higher education classroom to foster collaborative learning as well to permit the personalization of the learning space thus better answering to a student's individual differences in learning. The research has been conducted at a Swiss inst...
Article
Full-text available
The cognitive and learning styles research domain is a highly complex one which has recently been the focus of rigour–relevance debates (Coffield et al. 2004; Evans and Sadler-Smith 2006; Rayner 2006). There is considerable support for the existence and value of style as a construct (Sternberg 1996) even though further work is needed to evidence gr...
Article
Full-text available
Purpose – This paper seeks to present research findings on the relationship between culture and learning styles, as defined by Honey and Mumford in a Higher Education setting. Design/methodology/approach – The research was conducted with first semester students studying in an International Institute of Higher Education. A questionnaire administered...
Article
Full-text available
Purpose The paper aims to present and discuss research findings on the relationship between culture and learning styles, as defined by Honey and Mumford, and the potential implications for both hospitality management education as well as for the training and career development of international hospitality managers. Design/methodology/approach Prim...

Projects

Project (1)
Project
Although the use of pervasive games (Driver, 2012) and augmented reality (Perry, 2015) have been explored in 2nd language acquisition (SLA), the use of virtual reality (VR) apparently not so leaving a gap to be filled. Where empirical evidence supports the use of gamification to motivate and increase engagement (Earp, 2015; Liu, Holden, & Zheng, 2016; Mishra & Kotecha, 2017), little research addresses the link between gamification and emergent technologies. This project aims to add some insight in this area.