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2009: ASCILITE 2009 Conference Proceedings

 

The proceedings of the 2009 ASCILITE Conference

R. J. Atkinson, & C. McBeath (Eds.) (2009), Same places, different spaces. Proceedings ASCILITE 2009. Auckland.

University of Auckland, Auckland, New Zealand.

December 6-9 2009

ASCILITE2009 Conference Website  https://www.ascilite.org/conferences/auckland09/

Published: 1 December 2009

ASCILITE Conference - Full Papers

  • Disorienting spaces: Engaging the multiple “student” in online learning

    John Hannon

    Effective student engagement in learning is not a simple transposition of practices from the traditional classroom to the online environment, and strategies for engaging students may work less well in the unbounded spaces of interaction of the Internet where assumed understandings of teaching and learning have less hold. Even experienced practitioners encounter unexpected outcomes when designing pedagogies to engage students online, and in a range of studies students have been found to show great variation in how they engage in online learning. This study explores the complexities of shifting teaching practices to online spaces and the effects on the interactions of participants. One of these effects is the disorientation reported by practitioners in their attempts to apply strategies to engage students online. This paper investigates the mismatch between expectations of teaching academics and students by focussing on what the “student” is online. I use two analytical moves: a discourse analysis of practitioners interviews to identify “ways of talking” about students, and Annemarie Mol’s (2002; 1999) concept of enactment to understand student activity and identity in the interactive spaces of online learning. My argument is that understanding the category of “student” as enacted in multiple versions offers a way to approach the “potentially disorienting spaces” (Bayne and Ross, 2007) of teaching practices in online spaces.

  • Language acquisition in Second Life: Improving self-efficacy beliefs

    Michael Henderson, Hui Huang, Scott Grant, Lyn Henderson

    This study found that collaborative language activities in an immersive virtual world improved students’ self-efficacy beliefs about their capacity to use Chinese language in a variety of real-life contexts. However, the complex relationship of in-world and real-life interactions, instructional design, construct validity and other critical issues clearly argue for continuing research in this area. This paper describes a quantitative study of 100 university students enrolled in Chinese language and culture studies at Monash University, Australia. This study focuses on one of the lessons conducted in Second Life which engaged students in a collaborative activity to identify and order food in Mandarin in a Chinese restaurant setting. The results indicated significant improvements between students’ pre and post self-efficacy ratings. In addition, it is proposed that the change in self-efficacy ratings can be explained by the degree of relevance of enactive mastery experiences. This in turn has implications for instructional design.

  • Effective practice with e-portfolios: How can the UK experience inform practice?

    Gordon Joyes, Lisa Gray, Elizabeth Hartnell-Young

    This paper introduces the background to the JISC work within the e-portfolio domain in the UK and presents an overview of past and current activities and the drivers for these developments. This is followed by a review of JISC’s approach at drawing out the learning and implications for e-portfolio practice from this extensive collection of work and its dissemination. The analysis of twenty one recently funded projects involving the use of e-portfolios in the UK is introduced. The findings suggest that e- portfolio implementation is particularly complex in part due to the number of stakeholders involved, the contexts in which e-portfolios can be applied and the number of purposes they can have. This research suggests that there are threshold concepts related to e-portfolio implementation and that the journey in developing an understanding of effective practice is not straightforward. However a means of supporting this journey is suggested.

  • Designing blended spaces to maximise student learning in work integrated learning programs

    Friederika Kaider, Kathy Henschke, Joan Richardson, Mary Paulette Kelly

    This paper describes a case study at a large metropolitan university in Australia where a range of technology-enabled blended spaces are used for interaction, communication and reflection between the work and university environments to enrich students’ learning experiences during their work placement year. Blended space design requirements to maximise the learning experience of students undertaking work integrated learning are identified.

  • Where is the wiki in Wiki?

    Arafeh Karimi, Helena S. Y. Song

    This is a small scale case study of a group of graduate students exploring the use of wiki for meaningful interaction and learning community-building. The wiki was used to facilitate communication, cooperative work and to support each other to reach the course assignment objectives and goals. A general analysis of the wiki reveals that while the students were highly interactive in the discussion and comments part of the wiki, the real publishing of content and editing were found lacking in this group interaction. However, though there were lacking activities in the new page creation and editing, the interaction among the students in the comment’s section was found to be highly engaging and meaningful, exhibiting the substantial amount of in-depth level processing while a reasonable amount of cognitive and meta-cognitive skills were present. Other issues were also highlighted and discussed.

  • Using the development of eLearning material as challenging and authentic learning experiences

    Paul Lam, Mary Au Yeung, Eva Cheung, Carmel McNaught

    Students can contribute to the design and development phases of eLearning projects, and also learn through the process. This study focused on two projects at a university in Hong Kong (development of Pharmacy eCases, and the establishment of an eLearning Assistants scheme) in which students designed, wrote and developed teaching materials with space to show initiative. Evaluation strategies included a survey, communication logs with teachers, and a self-reflective student blog. Learning benefits from such student-centred, authentic eLearning projects include consolidation of knowledge, and development of skills (including independent learning, critical thinking and creative design) and attitudes (about professional work and ongoing personal development). The projects also led to enhanced course learning environments, thus benefiting other students. However, there are significant challenges in preparing such learning opportunities for students, including training and scaffolded supervision. Our overall reflection is that students’ learning was different from that achieved in many traditional university courses.

  • Laying Second Life foundations: Second chance learners get first life skills

    Merle Lemon, Oriel Kelly

    This paper examines the use of a MUVE (Multi-User Virtual Environment) to train foundation students in interviewing skills. Foundation students at Manukau Institute of Technology are the first students to utilise the build on Kowhai in Second Life, designed and constructed as part of the SLENZ (Second Life Education in New Zealand) project. Research has suggested the potential efficacy of Second Life for education and that interview skills can be enhanced through virtual training in role-playing scenarios. Academic engagement and social engagement have already been displayed in early sessions in Second Life. The educational gains of using Second Life for interview skill development will be demonstrated through this pilot study and in future the build on Kowhai can be further developed and offered to many departments in institutions throughout New Zealand where interviewing is an essential part of the professional training package.

  • Virtual benchmarking as professional development: Peer learning in authentic learning environments

    Irja Leppisaari, Leena Vainio, Jan Herrington

    The creation of a virtual benchmarking model as a tool for professional development of teachers is examined in this article. The process employed authentic learning criteria as reflection and dialogue tools in a peer review of e-courses. The learning space the virtual benchmarking process provided and its effectiveness in supporting professional development as experienced by teachers are described. Strengths and development challenges of the model are discussed. The project itself became an authentic learning environment in which elements structuring authentic learning promoted peer learning and collaborative construction of knowledge. Virtual methodologies were tested and developed with the use of Adobe Connect Pro and Ning. Teachers felt new knowledge could immediately be transferred to their work and authenticity in e-learning fostered by increasing collaborative construction of knowledge, strengthening reflection and deploying interactive social media. While considered useful and a time-saver, further improvements to the multiphase model should focus on process instructions and role clarification.

  • SimPharm: Authentic immersion and reading the world as a pharmacist

    Swee Kin Loke, Stephen Duffull, Jenny McDonald, June Tordoff, Peter Vlugter, Michael Winikoff

    Learning to become a pharmacist involves, beyond acquiring knowledge, learning to “read the world” as a pharmacist. This value-laden act highlights what counts as salient for pharmacists and forms the base upon which they make professional decisions. In this paper, we contend that our case-based method, based on an in-house developed computer simulation SimPharm, offers a virtual world that can guide students in adopting the shared values of pharmacists. Using data gathered from three sources (pharmacists who had trialed SimPharm, postgraduate students who were assessed using this simulation, as well as undergraduate students who had engaged with SimPharm in a classroom context), we suggest that SimPharm's virtual world features a level of authenticity that has the potential to enculturate students to interpret the world as pharmacists do.

  • Designing for complex ICT-based learning: Understanding teacher thinking to help improve educational design

    Lina Markauskaite, Peter Goodyear

    The work involved in designing good learning tasks is becoming more complex. This is partly because the changing needs of the knowledge society are placing greater demands on the ability of graduates to work with knowledge in more versatile ways. It also arises from the growing complexity of arrangements for learning: involving new and more fluid distributions of learning activity across time and space. Efforts are being made to improve the design resources available to teachers in higher education, yet little is known about how teachers actually engage in design work: what they think about, what experience and expertise they draw upon, what goes on when they create new learning tasks. This paper presents some outcomes of a small scale study of teacher thinking during educational design. It focuses on the teacher design thinking in the context of systems thinking and modelling course. In particular, it explores some ideas about the mental resources that need to be activated and combined in coming to good design decisions – especially when ICT tools are an important part of the educational mix.

  • Crossing the ditch: Applying the e-learning maturity model to Australian institutions

    Stephen Marshall

    The e-learning maturity model (eMM) provides institutions with detailed information on their e-learning activities. This paper describes the pilot application of the eMM to two large Australian universities and suggests that disciplinary differences taking place in different spaces may be more consistent in their use of e-learning than is generally acknowledged. The eMM is also compared with the Australian developed ACODE benchmarks and the complementary benefits of both processes discussed.

  • Using the DODDEL model to teach serious game design to novice designers

    Mark McMahon

    Instructional design is often defined as a complex and ill-structured problem solving process. Research has shown that for novice designers, a clear structure is required to develop expertise goes beyond instruction on the problem solving process. There are many instructional design models that are used to explicate the process. However, there are few in the growing area of Serious Games that provide an adequate level of prescription, while accommodating the broad range of contexts and philosophies that underpin their design and development. The DODDEL Model (McMahon, 2009) has been developed to address this. This paper describes a study involving the implementation of the model with a group of undergraduate students in Serious Game design. Its value as a tool to promote expertise in novice designers is discussed.

  • The digital divide between university students and teachers in Hong Kong

    Carmel McNaught, Paul Lam, Annisa Ho

    A study presented at ASCILITE 2008 (Kennedy, Dalgarno et al., 2008) suggested that the digital divide between students and staff has been overestimated. This study, conducted at The Chinese University of Hong Kong, investigated the ownership and use patterns of a range of digital technologies by a stratified sample of 689 Year 1 Hong Kong students and 56 of their teachers. The study illustrated that our students on the whole are ‘digitally ready’. However, these so-called digital natives are not a homogeneous group and there is variation both in the level of ownership of digital devices and of perceived acquisition of appropriate digital skills. The digital divide between teachers and students is not straight- forward and appear to relate, not to ownership, but to preferences and prior experiences with technology. Factor analysis revealed seven categories of technology-based activities with students reporting higher use and confidence in most areas. Implications for staff development and student-support services are noted.

Showing 27–39 of 141 articles