Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
Wray Irwin talks about Changemaker Support (highlighting how the team supports staff and students’ digital employability)
The recording of the event is available to view
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
Simon Wragg Senior Lecturer in Marketing, FBL. – “It’s just a bit of fun! Really…?” Observations on online games in supporting student learning and student experience: Insights from module evaluations.
The recording of the event is available to view
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
Kardi Somerfield Senior Lecturer & Course Leader BA Advertising & Digital Marketing, FBL.
Live client project: Building and promoting a Virtual Reality experience for the Campus Security/Police as part of Safer Nights Out Campaign. Using RiVR Classroom in a Box. The promotional video is also available to view.
The recording of the event is available to view
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
Tom Briggs (Maths Teacher, Museum Education Consultant & MA Education Student) – Unreinventing the Wheel: an Example or Two (or, “Almost Every Museum Has Had Digital Resources for Years So Why Did They Struggle So Much When the Pandemic Hit?”)
The recording of the event is available to view
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
Emma Whewell and Helen Caldwell (Associate Professors) share their recent paper on: Changemakers as digital makers: Connecting and co-creating. Written in collaboration with Mark Frydenberg from Bentley University, Boston USA and Professor Diana Andone, University of Timisoara, Romania, published in Education and Information Technologies (January 2022)
This paper presents data from two international projects focused on the interaction between changemaking and digital making in university students. The data is drawn from the contributions of 63 university students located in the United States, Romania, Spain, Belgium, Norway, Denmark and England. Using a design thinking methodology and a thematic analysis of student responses, the aim was to understand how the creative use of immersive technologies, such as augmented and virtual reality, might create an environment for changemaking practices in an international context. Findings suggest that students demonstrated not only enhanced digital skills and student engagement but increased cultural competence and global mindfulness. International digital collaboration can create conditions for students to develop changemaker attributes and identify as changemakers within the spheres of entrepreneurship and education, preparing them to be a force for change in the world.
The article is available here: https://link.springer.com/article/10.1007/s10639-022-10892-1
The recording of the event is available to view
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
Alastair Snook is a year 5 teacher in a Warwickshire state school, and graduate of the University of Northampton, Alastair enrolled on UON’s BA Primary Education course in 2018. He was previously employed in the adult educational technology sector, and his third year research and dissertation focused on opportunities and issues associated with primary school usage of ed-tech. During his degree, Alastair also took part in the DLAB2 Erasmus+ project as a student researcher, which sought to enable pupils and teachers to overcome boundaries via educational technologies. He is a UON graduate and presents his undergraduate dissertation findings.
The recording of the event is available to view
Rob Lambert, Senior Lecturer and Programme Leader for BA Games Design, FAST.
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
A dive into the experience of producing a commercial learning product:
3D Gamified training simulation tool for the National Fire Chiefs Council which will educate UK business owners around the laws, protocols and proper conduct relating to fire safety within their premises.
⦁ Getting the project going.
⦁ How we hope to measure the impact of the learning tool.
⦁ How we first intended to gamify learning, how we now intend to gamify learning.
⦁ Production management: Challenges, Milestones and progress, Working with a team of Graduates (925 Studios).
⦁ What may be next?
The recording of the event is available to view
Alison Power, Associate Professor (Learning and Teaching), Senior Lecturer in Midwifery, FHES
Demystifying the Digital World: supporting midwifery students to develop digital competence and confidence
Presentation at: Teaching and supporting a digital future: UoN Showcase 4th February 2022
To meet Professional Standards for pre-registration midwifery education, ‘technology-enhanced [and simulated] learning opportunities’ (NMC, 2019a:10) are embedded in the curriculum in a first-year module which aims to develop students’ digital and technological literacy.
At the start of the module students undertake self-assessments of digital competency using three online platforms (UoN’s Virtual Learning Environment (VLE), the NHS IT Skills Pathway ‘Digital Learning Solutions’ (DLS) and the JISC ‘Building Digital Capability’ website) to identify their digital learning needs. All three platforms then offer a suite of e-learning packages for students to complete, targeting their areas for development. The module is largely delivered online and uses a range of innovative and dynamic learning and teaching approaches for students to engage with both synchronously and asynchronously.
The first cohort to complete the module were asked about their experiences via an online survey and all respondents agreed that the module had been successful in its aim of developing their digital confidence and competence.
The recording of the event is available to view
Whether we like it or not, we are increasingly being directed to basic conversations with chatbots. The image above is taken from a discussion with ‘Bo’ who is the lovely chatbot that hosts discussions on the Differ system – students are encouraged to chat with other students on topics introduced by Bo. The aim being that it encourages greater online networking between students who may not normally meetup.
There are many sites providing information on what a chatbot is and how they may be used.
“At the most basic level, a chatbot is a computer program that simulates and processes human conversation (either written or spoken), allowing humans to interact with digital devices as if they were communicating with a real person. Chatbots can be as simple as rudimentary programs that answer a simple query with a single-line response, or as sophisticated as digital assistants that learn and evolve to deliver increasing levels of personalization as they gather and process information.”
Oracle – What is a Chatbot
The excellent Edubots Webinar Series is providing greater insight and a discussion forum for those investigating how chatbots may be used within Education environments. It also raises the interesting moral issues such as when it is appropriate for chatbots to provide emotional support.
If you are based at the University of Northampton and you’d like a little pilot with Bo ‘the chatbot’ then please contact rob.howe@northampton.ac.uk
Those who are interested for more information can join the Introduction to Chatbots for Educators – online course and community
“It is a cold Autumn day at Waterside and you are sitting in a room within the Learning Hub. You recognise other people in the room and there is a facilitator at the front. Do you:
a) Talk to other people on your desk?
b) Talk to the facilitator and engage in the workshop?
c) Log onto your laptop and check emails?
d) Exit the room and go elsewhere?”
Fortunately, all participants on the first meeting to explore the nature of gamification and the value for the University decided to remain in the room and fully engage with Tim Hinchliffe, Senior Adviser from Advance HE.
‘Games can be used as a general tool to look at our teaching processes more generally. The lessons are broadly applicable to whatever we do. You can take any subject and any content and use gamified mechanisms and dynamics to achieve what you’re looking for.’
Tim Hinchliffe, Senior Adviser from Advance HE.
Over the day we were treated to an exploration of the differences between defining gamification in education, serious games and game based learning. We then went on to discuss the Octalysis Framework and apply this to a range of both physical and virtual games.
Tim used a slide deck to keep us all on track but the flexible nature of the workshop gave us plenty of time to explore how the concepts could apply to our own areas.
Tim Hinchliffe , Kate Coulson, Jim Harris and Simon Chapman provided some insightful reflections into the day.
‘The approach of gamification would be really useful because it’s helping students to develop a lot of transferable skills: critical thinking, teamwork, collaboration, problem solving.’
Simon Chapman, Senior Lecturer in Education.
Discussions are now ongoing on the possibility of launching a inter disciplinary group to further explore gamification.
If you are interested in further conversations around gamification then please email Rob.Howe@northampton.ac.uk
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