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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

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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?

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