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Florence Dujardin

Promoting Student Engagement by Integrating New Technology into Tertiary Education: The... - 3 views

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    Teachers in tertiary education need new strategies to communicate with students of the net generation and to shape enticing educational experiences for them. The use of new approaches such as video-recorded lectures to communicate directly and individually with all students has been the preserve of technology-savvy educators. However, a recent technological advance - the Apple iPad - has the potential to change this situation, offering access to effective and efficient pedagogy in an easy and intuitive way. This paper is a report on the use of the iPad in teaching activities over the past 15 months, showing how it can be used to enhance engagement with learning for tertiary students, both those studying live on campus and those studying at a distance.
Florence Dujardin

Mobile learning with location-aware, augmented-reality business games - Ako Aotearoa - 24 views

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    This project included the development of a business game which was tested by students and teachers on two campuses. It contributed to improving the practicality and accessibility of mobile learning tools which can be used to improve engagement and achievement of undergraduate students in business and related disciplines. A working mobile-learning business game using location-aware augmented reality was developed to support teaching business-related concepts and skills. The open-source application is freely available at http://sourceforge.net/projects/mlearngame/. It provides a business game toolset that can be used by any tertiary provider without major investment in time or technology.
Florence Dujardin

Mobile learning is for everyone - 44 views

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    Look at the report: http://www.m-learning.org/docs/The%20m-learning%20project%20-%20technology%20update%20and%20project%20summary.pdf "The m-learning project - funded by the European Commission, the project partners and (in England) the Learning and Skills Council - was considered highly innovative and unusual. It not only involved developing learning materials to run on handheld devices in a time of rapid technological development, but also targeted reluctant young adult learners with poor literacy or numeracy."
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