The set of guidelines based on digital literacy; reflective practice; and critical evaluation of digital resources, derived from this study with hospitality students are transferable to a wide range of contexts.
Health informatics is an applied hybrid discipline of health and life sciences, computer
science and business. Teaching this subject to undergraduate students, presents the
challenge of learning without the assistance of internship or work experience that enable
placing the learning in context. We used the university’s learning management software as a
form of social medium to stimulate discussions in preparation for 2 assignments, while
creating an environment in which scaffolding could occur for both students and teachers.
We found that the online discussions were valued by the students and added value to their learning, because they could use their social presence in a format familiar to them, and also use a process of
collaborative knowledge creation about health informatics.
This project brings together two aspects of learning technologies, mobile learning and ebooks, which are forecasted to become mainstream within the next two years. Net Tablets (exampled by the ipad and android tablets) will be used to engage students in constructing interactive etextbooks/eworkbooks. Content, in the form of text, audio, photos, sketches/drawings and photos will be either student generated or student annotations of tutor material. The purpose of this project is to evaluate the constructivist learning approach, through participatory action research methods involving students and tutors, leading to guidelines for effective use of interactive etextbooks/eworkbooks on net tablets.
This project describes strategies for delivering classes in two contexts: the classroom, and the virtual classroom, by borrowing teaching and learning techniques from one environment to the other. For the purposes of this project, this technique has been termed "smuggling."
Anecdotal evidence indicates that the incidence and severity of student breaches of the common rules of courtesy and etiquette in terms of what is generally regarded as unacceptable behaviour (e.g. disrespectful and disruptive behaviours) is occurring more frequently.
This research sought to identify the factors which can be used to predict success in a Diploma in Information and Communications Technology at one New Zealand tertiary organisation. It postured this research in the context of needing to cap student enrolments, and the consequent need to establishing a mechanism for selecting the students most likely to succeed at the course.
Mann. S., Squires, S., McConnochie, H., McFayden, D., Stratton, B., Anderson, J., Haden, P., Smith, H., & Smith, L.
The project reported here developed an interactive game for the real guitar in the context of an Information Technology degree. It explores the processes undertaken by the project team to develop the JamSessions system, and analyses the factors which were critical in its success.
This research examined the learning potential of experiencing concepts through an Intelligent Tutoring System (ITS). It explored how exposure to constraints through an ITS correlated to the number of constraints which the students learnt, in the context of a database course.