ORCID Profile
0000-0003-0738-0205
Current Organisation
Queensland University of Technology
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Applied Statistics | Biostatistics | Statistical Theory | Statistics |
Publisher: Wiley
Date: 13-08-2015
DOI: 10.1111/BJET.12335
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 02-08-2023
DOI: 10.14742/AJET.8887
Abstract: The process of peer review has been central to academic publishing in educational technology for at least 50 years. In this editorial we discuss what makes a good review as well as a good reviewer for AJET. This includes an overview of the peer review process and the identification of key features of a good review. We discuss the selection and appointment of reviewers with reference specifically to AJET, and how decisions are made when assigning reviewers to articles. Current challenges facing peer review both broadly in academia and specifically in our field involve the intersection of increasing demand for reviews (due to an expansion of the number of journals), limited opportunities for professional development, and decreasing time available for service to the academy and community for researchers. We conclude with a discussion of the future of peer review practices and how these relate to future directions for AJET.
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 21-08-2022
DOI: 10.14742/AJET.8226
Abstract: Many volumes have been devoted to intuitive but misguided ideas about how learning works. This is as true in the use of educational technologies in higher education as it is in other related fields of educational research. As we (hopefully) emerge from the COVID-19 pandemic, educational technologies are poised to feature more heavily in post-secondary education into the future. There is a substantial incentive for bad actors to provide oversimplified solutions to complex problems. These neat solutions may seem attractive to sector and institutional leaders looking for solutions to the morass of wicked problems the pandemic has inflamed. The pages of this journal and others provide a venue for world-class research on the use of educational technologies in higher education. Despite this enormous volume of high-quality work, misconceptions and oversimplified notions of learning with technology persist. Much has been made of weird ideas about learning but, with higher education facing an increasingly uncertain digitally-mediated future, there is significant risk that these ideas could have a profound influence on the global higher education sector into the future.
Publisher: IGI Global
Date: 2016
DOI: 10.4018/978-1-4666-9624-2.CH041
Abstract: Recently, there have been calls to undertake deeper analyses of learner interactions in collaborative computer-supported environments, analyses that move beyond code and count, in order to understand collaboration from multiple viewpoints. In this chapter, two analytical approaches are presented, analyzing and interpreting the same conversational data from learners sharing a computer to solve a virtual inquiry. It is proposed that through the combined use of group function analysis and discourse analysis perspectives, a deeper understanding of how learners interacted on both macro and micro levels can be gained. The patterns of successful and non-successful problem solving are established and, from this, factors that may contribute to goal attainment or non-attainment are outlined.
Publisher: Wiley
Date: 19-03-2014
DOI: 10.1111/BJET.12151
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 06-06-2022
DOI: 10.14742/AJET.8087
Abstract: Keywords refer to important words or concepts that represent the research foci and theoretical backgrounds of an academic study. They enable readers to glean a quick impression about what they are going to read from an academic article. Keywords also provide valuable information for researchers who intend to search for articles related to a particular field or conduct a survey related to a specific topic. Therefore, in selected academic journals, detailed guidelines are provided to help authors choose appropriate keywords for highlighting their research. In this editorial, we examine the role of keywords from several perspectives by reviewing the keywords adopted by AJET authors in recent years. Accordingly, we attempt to provide recommendations to AJET authors for their future submissions. It is expected that, via using proper keywords, the authors and readers as well as the journal can be benefited.
Publisher: IGI Global
Date: 2020
DOI: 10.4018/978-1-7998-2517-3.CH002
Abstract: In some high school learning environments, hundreds of students engage in collaborative, term-long, project-based learning STEM or STEAM units of work. In this chapter, the authors report on an ongoing design-based research project in which researchers and teachers collaborate to design, teach, and assess STEAM units of work. They draw on research on project-based learning and interdisciplinary collaboration to inform the analysis drawing on Jonassen's typology of problem solving. The purpose of this chapter is to present two tools that functioned as boundary objects mediating learning and self-assessment: (1) a ‘STEAM slider' used by students in groups to reach consensus on the use of the tools, knowledge, and processes employed in their project and (2) a criteria sheet developed to mediate students' and teachers' engagement in self- and teacher-assessment. The authors use these results to make recommendations for the next iteration of the project.
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 03-03-2021
DOI: 10.14742/AJET.7010
Abstract: This is the first issue of AJET for 2021 and the first for the new Lead Editors. We introduce ourselves and celebrate the contributions of the outgoing team. In this editorial, we then present the AJET bibliometric data updated for 2020 and describe the changes to the team of Associate Editors that support the work of this journal. Finally we outline the articles that are included in this issue and present our plans for 2021 and into the future.
Publisher: Elsevier BV
Date: 06-2017
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 29-07-2021
DOI: 10.14742/AJET.7396
Publisher: Elsevier BV
Date: 03-2014
Publisher: Springer Science and Business Media LLC
Date: 25-07-2016
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 30-12-2022
DOI: 10.14742/AJET.8445
Abstract: After two years of change and uncertainty in tertiary education, in 2022 the editorial team of AJET saw a return to a focus on research that explores educational technology use in a range of learning and teaching environments. It has also been an interesting year in terms of the changing academic publishing environment and the opportunities and challenges facing AJET as a leading educational technology journal. In this end-of-year editorial we will look at what has been published in AJET throughout 2022, the bibliometrics that help characterise the journal’s role in the field, and consider the trends that are emerging for academic publishing and their impact on how AJET develops into the future.
Publisher: ACM
Date: 09-12-2013
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 16-12-2022
DOI: 10.14742/AJET.8422
Abstract: The implications for practice or policy section of AJET journal articles provides authors with an opportunity to translate their research for the readers who will ultimately use this research for change. In this editorial we discuss considerations for this with respect to the characterisation of educational technology research, the challenges in reporting on innovations in and with technology, and the institutional context of policymakers. Finally we unpack a core question for consideration by the ASCILITE community and beyond: how can the research published in AJET best be used to provide evidence for change in practice or policy?
Publisher: IGI Global
Date: 2012
DOI: 10.4018/978-1-4666-2670-6.CH002
Abstract: The chapter will explain the role of scenario-based MUVES and educational games in science education and will present both the benefits for students and the challenges of using these forms of technology in a classroom setting. This chapter presents the findings of two case studies on the use of a scenario-based Multi-User Virtual Environments (MUVE) in science education. The chapter will consider strategies for designing professional development programs for teachers and pre-service teachers to enhance both the teachers’ skills and their confidence in using and designing classroom activities suitable for MUVEs and educational games in science inquiry learning.
Publisher: IGI Global
Date: 04-2013
Abstract: The purpose of this paper is to demonstrate the value of using discourse analysis to understand users’ interactions in a scenario-based virtual environment. This study investigated six dyads’ synchronous discourses while they worked side-by-side to plan and implement goal-related decisions in a virtual inquiry. The Collaborative Process Analysis Coding Scheme (CPACS) was adopted for the analysis. The cumulative analysis indicates that the participants in the control group spent more time on average defining the problem and developing solutions, and spent less time off task than the participants in the experimental condition. Overall, the pairs that were able to plan goals, reflect on past experiences and use the workbooks were better able to progress through the inquiry.
Publisher: IGI Global
Date: 2015
DOI: 10.4018/978-1-4666-8200-9.CH075
Abstract: In the last five years, the analytical techniques for identifying the processes of online learning have developed to the point where applications for the assessment of learning can be discussed. This would be most appropriate for twenty-first century skills—such as collaboration, decision-making, and teamwork skills—which are the core learning outcomes in immersive learning environments. The state of the art in this field is still at the stage of discovering patterns of the processes of learning, identifying stages, and suggesting their meaning. However, already it is important to consider what technologies can offer and what information teachers need in order to evaluate students' situated performance and to provide useful feedback. This chapter describes an imagined virtual world, one that affords the range of twenty-first century skills, in order to illustrate types of analyes that could be conducted on learning process data. Such analytical methods could provide both descriptive information about the performance of learners and depict structures and patterns of their learning processes. The future assessment of learning in immersive virtual worlds may draw on data about deep embodied processes and multiple senses that usually underpin professional skills, such as affect, visual perception, and movement. This type of assessment could also provide deeper insights into many psychological processes in collaborative learning, decision-making, and problem-solving in virtual worlds, such as motivation, self-efficacy, and engagement. Overall, the view of the assessment presented in this chapter extends beyond the formal learning outcomes that are usually required by tertiary education quality and standards agencies and assessed in traditional courses in higher education to include a range of new capacities that may not be required but are essential for successful performance in contemporary workplaces.
Publisher: ACM
Date: 07-05-2016
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 20-12-2021
DOI: 10.14742/AJET.7721
Abstract: The end of 2021 marks the first anniversary of the new AJET Lead Editor Team. In this editorial we explore the role of change in the past two years of educational technology in tertiary education, and what this has meant for AJET. We also present the bibliometrics for the year, a summary of what was published in AJET in 2021, and what we have learnt as the new lead editor team. We conclude with a look at what is next for AJET as we move into 2022 and a thank you to all the important people who make AJET a success.
Publisher: IGI Global
Date: 2016
DOI: 10.4018/978-1-4666-9624-2.CH092
Abstract: In the last five years, the analytical techniques for identifying the processes of online learning have developed to the point where applications for the assessment of learning can be discussed. This would be most appropriate for twenty-first century skills—such as collaboration, decision-making, and teamwork skills—which are the core learning outcomes in immersive learning environments. The state of the art in this field is still at the stage of discovering patterns of the processes of learning, identifying stages, and suggesting their meaning. However, already it is important to consider what technologies can offer and what information teachers need in order to evaluate students' situated performance and to provide useful feedback. This chapter describes an imagined virtual world, one that affords the range of twenty-first century skills, in order to illustrate types of analyes that could be conducted on learning process data. Such analytical methods could provide both descriptive information about the performance of learners and depict structures and patterns of their learning processes. The future assessment of learning in immersive virtual worlds may draw on data about deep embodied processes and multiple senses that usually underpin professional skills, such as affect, visual perception, and movement. This type of assessment could also provide deeper insights into many psychological processes in collaborative learning, decision-making, and problem-solving in virtual worlds, such as motivation, self-efficacy, and engagement. Overall, the view of the assessment presented in this chapter extends beyond the formal learning outcomes that are usually required by tertiary education quality and standards agencies and assessed in traditional courses in higher education to include a range of new capacities that may not be required but are essential for successful performance in contemporary workplaces.
Publisher: Taylor & Francis
Date: 2014
Publisher: Society for Learning Analytics Research
Date: 07-12-2015
Abstract: This paper describes theory-led design as a way of developing novel tools for learning analytics. It focuses upon the domain of real-time automated discourse analysis (ADA) of group learning activities to facilitate instructor orchestration of online groups. The paper outlines the literature on the development of LA especially within the domain of ADA, and proposes that there is reason to conduct more tool development based upon first-principles. It describes first principles as being drawn from theory and subsequently informing the structure and behaviour of tools and presents a framework for this process. The framework is substantiated through the ex le of developing a new tool for assisting instructors with the orchestration of online groups. A description of the tool is given and ex les of results from use with real-world data are presented. The paper concludes that whilst design purely from first principles may be elusive, the call is for more intent to explicitly connect the design process to theory on the basis that this has the potential to yield innovation when developing tools as well as the prospect of a the outcomes from tools connecting back to theory.
Publisher: Springer Science and Business Media LLC
Date: 22-04-2020
Publisher: IGI Global
Date: 2013
DOI: 10.4018/978-1-4666-4502-8.CH036
Abstract: The chapter will explain the role of scenario-based MUVES and educational games in science education and will present both the benefits for students and the challenges of using these forms of technology in a classroom setting. This chapter presents the findings of two case studies on the use of a scenario-based Multi-User Virtual Environments (MUVE) in science education. The chapter will consider strategies for designing professional development programs for teachers and pre-service teachers to enhance both the teachers’ skills and their confidence in using and designing classroom activities suitable for MUVEs and educational games in science inquiry learning.
Publisher: Springer New York
Date: 22-05-2014
Publisher: Elsevier BV
Date: 02-2010
Publisher: ACM
Date: 07-03-2018
Publisher: Springer Nature Switzerland
Date: 2023
Publisher: SAGE Publications
Date: 11-2011
Abstract: The use of computer games and virtual environments has been shown to engage and motivate students and can provide opportunities to visualize the historical period and make sense of complex visual information. This article presents the results of a study in which university students were asked to collaboratively solve inquiry-based problems related to historical disease epidemics using game-based learning. A multimethod approach to the data collection was used. Initial results indicated that students attended to visual information with more specificity than text-based information when using a virtual environment. Models of student’s decision-making processes when interacting with the world confirmed that students were making decisions related to these visual elements, and not the inquiry process. Building on theories from the learning sciences, such as learning from animations/visualizations and computer-supported collaborative learning, in this article, the authors begin to answer the question of why students learned what they did about historical disease epidemics.
Publisher: Routledge
Date: 14-06-2022
Publisher: Springer Science and Business Media LLC
Date: 03-10-2015
Publisher: Wiley
Date: 20-04-2017
DOI: 10.1111/BJET.12560
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 28-09-2020
DOI: 10.14742/AJET.6593
Abstract: The COVID-19 pandemic has certainly caused global upheaval in education. The sudden and mass migration of learning online has created challenges and opportunities for educators, educational technologists and researchers of educational technologies and will continue to do so for some time. As we discuss here, there is a likelihood that the COVID-19 pandemic will exacerbate the troubled relationships between policy, research and practice that have existed for the last decade. We focus here on the Australian context as a case in point and argue that changes to the funding of universities and research have contributed to a system in which the available technology has driven educational technology research. We argue that we have a moment to pause and consider how we might work more effectively together to create a better, evidence-informed future for learning with technologies in higher education.
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 04-05-2023
DOI: 10.14742/AJET.8695
Abstract: Generative artificial intelligence (AI) has taken the world by storm. In this editorial, we outline some of the key areas of tertiary education impacted by large language models and associated applications that will require re-thinking and research to address in the short to medium term. Given how rapidly generative AI developments are currently occurring, this editorial is speculative. Although there is a long history of research on AI in education, the current situation is both unprecedented and seemingly not something that the AI in education community fully predicted. We also outline the editorial position of AJET in regards to generative AI to assist authors using tools such as ChatGPT as any part of the research or writing process. This is a rapidly evolving space. We have attempted to provide some clarity in this editorial while acknowledging that we may need to revisit some or all of what we offer here in the weeks and months ahead.
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 14-04-2022
DOI: 10.14742/AJET.7980
Abstract: Authoring documents and academic articles is a key means by which researchers share new knowledge and is closely tied to academic progression, prestige for in iduals and institutions, and continued funding of research. In this editorial we continue our discussion around ensuring quality research and publication practices, with a focus on authorship. There are concerning trends emerging around practices in relation to authorship across the publishing landscape. In the field of educational technology research, projects can involve teams of people in a variety of roles. This can result in a particular risk, that important contributions of learning designers and technologists are overlooked, despite their involvement in the creation of the tools tested, or the infrastructure with which we collect data. In this editorial we will consider the importance of authorship, explore the common issues related to how authorship is determined and represented, and relate the debate currently in play across different disciplines around authorship to our context of educational technology research. We will conclude by introducing our revised guidelines for authorship at AJET.
Publisher: Wageningen University and Research
Date: 24-05-2021
DOI: 10.18174/SESMO.2021A17895
Abstract: Modelling complex socio-environmental problems requires integration of knowledge across disparate fields of expertise. A key challenge is understanding how social learning across disciplines occurs in scientific research teams, in order that integrated knowledge is co-created. This article introduces a new framework for training researchers to integrate their knowledge across disciplines, based on current understanding of how inter- and transdisciplinary learning in research teams occurs. The framework was generated from a synthesis of learning, cognitive, and social science theories, and combines facilitated, structured negotiation processes with co-creation of boundary objects. It was used in two, 9 to 10-day intensive training workshops for doctoral students. This article describes the framework, workshop design, analysis of data collected during the workshops related to knowledge integration processes, what has been learned from the results, and the impact on participants. All participants indicated the experience was transformative, provided knowledge and skills unavailable elsewhere, filled gaps in their graduate education programs, and improving confidence in their capacity for inter- and transdisciplinary research. Pre- and post-workshop surveys confirm that the framework changed participants’ knowledge, behaviors, and competencies for engaging across disciplines. Many students have reported they have used the framework in a variety of other research and education settings, indicating they are able to transfer their new competencies to other contexts. Findings contribute to understanding of how to more effectively train researchers to integrate knowledge across disciplines for complex societal problem solving.
Publisher: IGI Global
Date: 2013
DOI: 10.4018/978-1-4666-4426-7.CH005
Abstract: Recently, there have been calls to undertake deeper analyses of learner interactions in collaborative computer-supported environments, analyses that move beyond code and count, in order to understand collaboration from multiple viewpoints. In this chapter, two analytical approaches are presented, analyzing and interpreting the same conversational data from learners sharing a computer to solve a virtual inquiry. It is proposed that through the combined use of group function analysis and discourse analysis perspectives, a deeper understanding of how learners interacted on both macro and micro levels can be gained. The patterns of successful and non-successful problem solving are established and, from this, factors that may contribute to goal attainment or non-attainment are outlined.
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 16-10-2021
DOI: 10.14742/AJET.7565
Abstract: Over the last decade a spate of issues has been emerging in empirical research spanning erse fields such as biology, medicine, economics, and psychological science. The crisis has already led to fundamental shifts in how research is being conducted in several fields, particularly psychological science. Broadly labelled the ‘replication crisis’, these issues place substantial doubt on the robustness of peer-reviewed quantitative research across many disciplines. In this editorial, we will delve into the replication crisis and what it means for educational technology research. We will address two key areas, describing the extent to which the replication crisis applies to educational technology research and suggestions for responses by our community.
Publisher: Society for Learning Analytics Research
Date: 09-04-2021
Abstract: This special issue brings together a rich collection of papers in collaboration analytics. With topics including theory building, data collection, modelling, designing frameworks, and building machine learning models, this issue represents some of the most active areas of research in the field. In this editorial, we summarize the papers discuss the nature of collaboration analytics based on this body of work describe the associated opportunities, challenges, and risks and depict potential futures for the field. We conclude by discussing the implications of this special issue for collaboration analytics.
Publisher: Springer Science and Business Media LLC
Date: 30-05-2018
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 27-04-2018
DOI: 10.14742/AJET.3706
Abstract: A number of researchers have explored the role and nature of design in education, proposing a erse array of life cycle models. Design plays subtly different roles in each of these models. The learning design research community is shifting its attention from the representation of pedagogical plans to considering design as an ongoing process. As a result, the study of the artefacts generated and used by educational designers is also changing: from a focus on the final designed artefact (the product of the design process) to the many artefacts generated and used by designers at different stages of the design process (e.g., sketches, reflections, drawings, or pictures). However, there is still a dearth of studies exploring the evolution of such artefacts throughout the learning design life cycle. A deeper understanding of these evolutionary processes is needed – to help smooth the transitions between stages in the life cycle. In this paper, we introduce the four-dimensional framework for artefacts in design (4FAD) to generate understanding and facilitate the mapping of the evolution of learning design artefacts. We illustrate the value of the framework by applying it in the analysis of an authentic design case.
Publisher: IGI Global
Date: 2014
DOI: 10.4018/978-1-4666-4470-0.CH006
Abstract: In the last five years, the analytical techniques for identifying the processes of online learning have developed to the point where applications for the assessment of learning can be discussed. This would be most appropriate for twenty-first century skills—such as collaboration, decision-making, and teamwork skills—which are the core learning outcomes in immersive learning environments. The state of the art in this field is still at the stage of discovering patterns of the processes of learning, identifying stages, and suggesting their meaning. However, already it is important to consider what technologies can offer and what information teachers need in order to evaluate students' situated performance and to provide useful feedback. This chapter describes an imagined virtual world, one that affords the range of twenty-first century skills, in order to illustrate types of analyes that could be conducted on learning process data. Such analytical methods could provide both descriptive information about the performance of learners and depict structures and patterns of their learning processes. The future assessment of learning in immersive virtual worlds may draw on data about deep embodied processes and multiple senses that usually underpin professional skills, such as affect, visual perception, and movement. This type of assessment could also provide deeper insights into many psychological processes in collaborative learning, decision-making, and problem-solving in virtual worlds, such as motivation, self-efficacy, and engagement. Overall, the view of the assessment presented in this chapter extends beyond the formal learning outcomes that are usually required by tertiary education quality and standards agencies and assessed in traditional courses in higher education to include a range of new capacities that may not be required but are essential for successful performance in contemporary workplaces.
Publisher: IGI Global
Date: 24-10-2023
Publisher: Springer Nature Singapore
Date: 2023
Publisher: Australasian Society for Computers in Learning in Tertiary Education
Date: 18-12-2018
DOI: 10.14742/AJET.5091
Abstract: Digital educational technologies, like communication technologies more generally, can undermine the tyranny of distance. If we are not careful, we can slip into thinking that they make space and place irrelevant. This is not the case, as the papers in this special issue demonstrate. Technology needs to be understood as spatially configured and entangled with the material world. When people are using digital tools and resources in activities that lead to learning, place and the material qualities of things matter. This collection of papers introduces a erse range of ways in which research can create actionable knowledge for those who need to make better decisions about the design and use of new learning spaces.
Start Date: 08-2021
End Date: 07-2024
Amount: $588,955.00
Funder: Australian Research Council
View Funded Activity