Coding animated narratives as contemporary multimodal authorship in schools. This project aims to investigate a re-conceptualisation of multimodal text creation to include inter-related processes of computer programming (coding) and computational thinking, which have previously been confined to technical fields in education research. The project seeks to generate knowledge of cross-curricular teaching pedagogies and student learning of multimodal composition, coding, and computational thinking i ....Coding animated narratives as contemporary multimodal authorship in schools. This project aims to investigate a re-conceptualisation of multimodal text creation to include inter-related processes of computer programming (coding) and computational thinking, which have previously been confined to technical fields in education research. The project seeks to generate knowledge of cross-curricular teaching pedagogies and student learning of multimodal composition, coding, and computational thinking in schools. The project expects to fortify students' capabilities to participate in new forms of digital authorship, developing their capacity for innovative application of computational thinking and coding. Intended benefits include an established evidence base for strengthening English and technology curricula in Australia and internationally.Read moreRead less
New play pedagogies for teaching and learning in the early years. Traditional play-based learning in early childhood education cannot account for new play: very young children's everyday play with technologies, digital media and popular culture. This project uses a recently developed web-mapping tool to create a pedagogical approach to new play. The pedagogical approach to new play comprises teaching practices and learning outcomes that capitalise on the educational potential of children's every ....New play pedagogies for teaching and learning in the early years. Traditional play-based learning in early childhood education cannot account for new play: very young children's everyday play with technologies, digital media and popular culture. This project uses a recently developed web-mapping tool to create a pedagogical approach to new play. The pedagogical approach to new play comprises teaching practices and learning outcomes that capitalise on the educational potential of children's everyday play with technologies, digital media and popular culture. It aims to enable teachers to work from a theorised and empirically validated perspective for connecting young children's everyday play with technologies, digital media and popular culture artefacts to their 21st century learning needs.Read moreRead less
Coding animated narratives as contemporary multimodal authorship in schools. This project aims to investigate a re-conceptualisation of multimodal text creation to include inter-related processes of computer programming (coding) and computational thinking, which have previously been confined to technical fields in education research. The project seeks to generate knowledge of cross-curricular teaching pedagogies and student learning of multimodal composition, coding, and computational thinking i ....Coding animated narratives as contemporary multimodal authorship in schools. This project aims to investigate a re-conceptualisation of multimodal text creation to include inter-related processes of computer programming (coding) and computational thinking, which have previously been confined to technical fields in education research. The project seeks to generate knowledge of cross-curricular teaching pedagogies and student learning of multimodal composition, coding, and computational thinking in schools. The project expects to fortify students' capabilities to participate in new forms of digital authorship, developing their capacity for innovative application of computational thinking and coding. Intended benefits include an established evidence base for strengthening English and technology curricula in Australia and internationally.Read moreRead less
Using immersive virtual reality to enhance students’ science visualisation. This project aims to investigate the potential of advanced visualisation technology, immersive virtual reality, as a collaborative learning environment to support students to explore their ideas and learn a core chemistry concept, molecular structures and functions. Incorporating both data analytics and qualitative video analysis, the project will establish a deep understanding of how students learn about the molecular w ....Using immersive virtual reality to enhance students’ science visualisation. This project aims to investigate the potential of advanced visualisation technology, immersive virtual reality, as a collaborative learning environment to support students to explore their ideas and learn a core chemistry concept, molecular structures and functions. Incorporating both data analytics and qualitative video analysis, the project will establish a deep understanding of how students learn about the molecular world within an immersive virtual reality environment in relation to the learners’ experience, chemistry content, visual representations, learning tasks, and design features. The project will recommend evidence-driven design considerations for learning resources development and further educational research with advanced technologies.Read moreRead less
Data analytics-based tools and methods to enhance self-regulated learning. This project aims to develop student self-regulated learning skills by harnessing the potential of Big Data analytics. The project expects to generate new knowledge at the intersection of learning analytics, educational technology, learning sciences and teaching practice resulting from novel data collection and analysis tools and methods. The outputs are expected to include insights into metacognitive, motivational, and t ....Data analytics-based tools and methods to enhance self-regulated learning. This project aims to develop student self-regulated learning skills by harnessing the potential of Big Data analytics. The project expects to generate new knowledge at the intersection of learning analytics, educational technology, learning sciences and teaching practice resulting from novel data collection and analysis tools and methods. The outputs are expected to include insights into metacognitive, motivational, and technical issues facing analytics-based personalised feedback. The outcomes are intended to offer benefits for developing pedagogical and the design of educational technology. The outcomes can result in improved student learning outcomes in higher education to ensure graduates are prepared for the digital economy.Read moreRead less
Quality in adult-child interactions during digital experiences. This project aims to address the digital phenomenon with young children by investigating possibilities for adult-child interactions, guidance for educators and ways to measure quality in interactions. The project intends to influence how mobile technologies and applications are created and used in early childhood contexts. Expected outcomes include theory and evidence-based guidelines for adults about how to interact with children d ....Quality in adult-child interactions during digital experiences. This project aims to address the digital phenomenon with young children by investigating possibilities for adult-child interactions, guidance for educators and ways to measure quality in interactions. The project intends to influence how mobile technologies and applications are created and used in early childhood contexts. Expected outcomes include theory and evidence-based guidelines for adults about how to interact with children during digital play. The findings may have implications for educators and families supporting children’s digital experiences as well as app designers creating digital opportunities. The project can therefore contribute to a global agenda focused on young children and technology.Read moreRead less
Conceptualising digital play: The role of tablet technologies in the development of imaginative play of young children. Interacting with digital technologies is no longer restricted to the desktop. Portable devices have become more affordable and accessible resulting in their increased use by young children. How to optimise the influence of interactions with the devices in ways that they enrich rather than hinder child development becomes critical. The aim of this study is to investigate the int ....Conceptualising digital play: The role of tablet technologies in the development of imaginative play of young children. Interacting with digital technologies is no longer restricted to the desktop. Portable devices have become more affordable and accessible resulting in their increased use by young children. How to optimise the influence of interactions with the devices in ways that they enrich rather than hinder child development becomes critical. The aim of this study is to investigate the inter-relationship between the technologies and imaginative play - the renowned developmental force in the early years. By utilising theoretically based criteria, and considering the perspectives of children and their families, this study will develop principles for developmentally sound use of tablet technologies in children's digital play.Read moreRead less
The online future of Science and Engineering education: The essential elements of laboratory-based learning for remote-access implementation. Laboratory classes are a critical part of science and engineering degree programs, but there has been little research into what actually takes place within them. Remote laboratories, in which students control equipment via the internet, are one potential solution for accommodating rising numbers of students, but the interfaces must be developed to effectiv ....The online future of Science and Engineering education: The essential elements of laboratory-based learning for remote-access implementation. Laboratory classes are a critical part of science and engineering degree programs, but there has been little research into what actually takes place within them. Remote laboratories, in which students control equipment via the internet, are one potential solution for accommodating rising numbers of students, but the interfaces must be developed to effectively support student learning. This project will investigate how students interact with equipment, each other, and with laboratory demonstrators in order to determine the crucial components of effective laboratory learning experiences. It will identify and characterise the interactions of students in laboratory classes, and develop mechanisms to support these interactions remotely.Read moreRead less
Using immersive virtual reality to enhance students’ science visualisation. This project aims to investigate the potential of advanced visualisation technology, immersive virtual reality, as a collaborative learning environment to support students to explore their ideas and learn a core chemistry concept, molecular structures and functions. Incorporating both data analytics and qualitative video analysis, the project will establish a deep understanding of how students learn about the molecular w ....Using immersive virtual reality to enhance students’ science visualisation. This project aims to investigate the potential of advanced visualisation technology, immersive virtual reality, as a collaborative learning environment to support students to explore their ideas and learn a core chemistry concept, molecular structures and functions. Incorporating both data analytics and qualitative video analysis, the project will establish a deep understanding of how students learn about the molecular world within an immersive virtual reality environment in relation to the learners’ experience, chemistry content, visual representations, learning tasks, and design features. The project will recommend evidence-driven design considerations for learning resources development and further educational research with advanced technologies.Read moreRead less
Conceptualising digital play: The role of tablet technologies in the development of imaginative play of young children. Interacting with digital technologies is no longer restricted to the desktop. Portable devices have become more affordable and accessible resulting in their increased use by young children. How to optimise the influence of interactions with the devices in ways that they enrich rather than hinder child development becomes critical. The aim of this study is to investigate the int ....Conceptualising digital play: The role of tablet technologies in the development of imaginative play of young children. Interacting with digital technologies is no longer restricted to the desktop. Portable devices have become more affordable and accessible resulting in their increased use by young children. How to optimise the influence of interactions with the devices in ways that they enrich rather than hinder child development becomes critical. The aim of this study is to investigate the inter-relationship between the technologies and imaginative play - the renowned developmental force in the early years. By utilising theoretically based criteria, and considering the perspectives of children and their families, this study will develop principles for developmentally sound use of tablet technologies in children's digital play.Read moreRead less