Biography
I am passionate about supporting students in higher education to achieve their career goals. My teaching and research intersect to explore ways in which we can support the student experience through career development, IT assisted learning and augmented and virtual reality. A list of my research publications can be found here.
Read more on Sophie's profileBiography summary
Senior Lecturer - 2023 - Current
Lecturer 2009 - 2022
Career Educator 2022 - Current
Research interests
My research interests lie in the scholarship of teaching and learning in higher education, specifically in the area of career development learning and employability. I am also interested in video games design, specifically user perceptions with regards to technical interventions, mobile game development and serious gaming.
My ORCiD is: 0000-0001-5803-640X.
Affiliations
Teaching interests
Games Design and Development, Work Integrated Learning, Human Computer Interaction
Units taught
Teaching Philosophy: A key focus for me is developing professionalism and employability within the School of Information Technology by providing scaffolded and engaging learning experiences for students. I have experience in teaching across both undergraduate and postgraduate subjects.
- SIT124 - Exploring IT
- SIT151 - Game Fundamentals
- SIT216 - User Centred Design
- SIT253 - Audio and Visual Game Elements
- SIT757 - Content Creation for Virtual Reality
- SIT254 - Games Design
- SIT306 - IT Placement
- SIT709 - IT Placement
- SIT791 - Professional Practice
- Honours in IT Course Director
Knowledge areas
Scholarship of Teaching and Learning in Higher Education, Career Development, Video Game Design, Participatory Design, Creativity, User Perceptions, Education and Learning with technology
Professional activities
- Career Educator, Curriculum Team, DeakinTALENT
- Science, Engineering and Built Environment WIL Evaluation Data Lead
- Science, Engineering and Built Environment Career Education Project Advisor
- Science, Engineering and Built Environment Work Integrated Learning Project Member
- Course Director: Bachelor of IT (Games Development) and Bachelor of Design (Digital Technologies)
- Deputy Course Director (Augmented and Virtual Reality)
- Deputy Course Director (Bachalor of Information Technology)
- IEEE ISTAS Conference Program and Organising Committee 2013 and 2014
- IEEE SSIT Australia Committee Member (2010 - 2015)
- Apple University Consortium Member (Ongoing)
- School of IT Marketing Member
- Unit Chair of undergraduate and postgraduate units in IT, Games and VR/AR
Media appearances
Most recent media release is in 'this' magazine: https://this.deakin.edu.au/career/what-the-future-holds-for-the-it-crowd
Research groups
Education and Emerging Technologies Innovation Lab (Leader)
Awards
- Faculty of Science, Engineering and Build Environment Teaching and Learning Award - 2023
- School of IT Outstanding Contribution to Student Experience Award - 2023
- Vice Chancellor's Award for Teaching Excellence - 2021
- School of Information Technology (IT) Research Honourable Mention Award - 2019
- Vice Chancellor's Award for Teaching Excellence - 2014
- School of Information Technology (IT) Teaching and Learning Excellence Award - 2009, 2010, and 2011
- Best Paper Award - ISTAS International Conference 2007
Publications
Theory and practice of why to evaluate WIL: A context-sensitive approach
Karen Young, Anne-Louise Semple, Michelle Harvey, Sophie McKenzie
(2023), Vol. 4, pp. 1-22, Advancing Scholarship and Research in Higher Education, Sydney, N.S.W., C1
Jianhua Li, Sophie Mckenzie, John Yearwood
(2023), pp. 1-7, SIGITE 2023 : Proceedings of the 24th Annual Conference on Information Technology Education, Marietta, Georgia, E1
A team-teaching approach for blended learning: an experiment
Sophie McKenzie, Rachael Hains-Wesson, Shaun Bangay, Greg Bowtell
(2022), Studies in Higher Education, C1
A Classification Schema for Designing Augmented Reality Experiences
Shaun Bangay, Sophie Mckenzie
(2022), Vol. 19, pp. 015-040, Issues in Informing Science and Information Technology, C1
S McKenzie, D Bennett
(2022), Vol. 27, pp. 12839-12853, Education and Information Technologies, Berlin, Germany, C1
Integrating career development into an undergraduate IT curriculum at an Australian University
S McKenzie, J Coldwell-Neilson, S Palmer
(2021), Vol. 26, pp. 5971-5990, Education and Information Technologies, Netherlands, C1
Student participation in computing studies to understand engagement and grade outcome
J Wells, A Spence, S McKenzie
(2021), Vol. 20, pp. 385-403, Journal of Information Technology Education: Research, C1
Kathryn Coleman, Sophie McKenzie, Cai Wilkinson
(2020), pp. 103-124, ePortfolios@edu: What We Know, What We Don't Know, and Everything In-Between, Louisville, Ken., B1
Gathering intelligence on student information behavior using data mining
L Pan, N Patterson, S McKenzie, S Rajasegarar, G Wood-Bradley, J Rough, W Luo, E Lanham, J Coldwell-Neilson
(2020), Vol. 68, pp. 636-658, Library Trends, C1
On repurposing social virtual reality platforms to support distributed learning
Shaun Bangay, Guy Wood-Bradley, Hasan Ferdous, Thuong Hoang, Sophie Mckenzie, Alexander Baldwin, Elicia Lanham
(2020), pp. 981-986, WI-IAT : Proceedings of the 2020 IEEE/WIC/ACM International Joint Conference on Web Intelligence and Intelligent Agent Technology, Online, E1
Shaun Bangay, Sophie Mckenzie, Maria Nicholas, Aaron Spence
(2019), Vol. 3, pp. 420-425, Learning, education & games, volume 3: 100 games to use in the classroom and beyond, Pittsburgh, Pa., B1
Aaron Spence, Sophie Mckenzie, Maria Nicholas
(2019), Vol. 3, pp. 16-20, Learning, education & games, volume 3: 100 games to use in the classroom and beyond, Pittsburgh, Pa., B1
Virtually there: the potential, process and problems of using 360° video in the classroom
Sophie Mckenzie, Justin Rough, Aaron Spence, Nick Patterson
(2019), Vol. 16, pp. 211-219, Issues in informing science and information technology, Santa Rosa, Calif., C1
Facial cues for deception detection in virtual reality based communication
F Farizi, S Bangay, S McKenzie
(2019), pp. 65-69, BDIOT 2019: Proceedings of the 3rd International Conference on Big Data and Internet of Things, Melbourne, Vic., E1
S McKenzie, A Spence, M Nicholas
(2018), Vol. 16, pp. 16-29, Electronic Journal of e-Learning, C1
Understanding the career development and employability of information technology students
S McKenzie, J Coldwell-Neilson, S Palmer
(2018), Vol. 10, pp. 456-468, Journal of Applied Research in Higher Education, C1
J Yang, S McKenzie
(2018), Vol. 66, pp. 137-145, Journal of Continuing Higher Education, C1
M Nicholas, S Mckenzie, M Wells
(2017), Vol. 6, pp. 267-282, Journal of education and learning, Toronto, Canada, C1
S McKenzie, J Coldwell-Neilson, S Palmer
(2017), Vol. 26, pp. 14-23, Australian Journal of Career Development, C1
Evaluating sensor placement and modality for activity recognition in active games
S Mckenzie, S Bangay, N Jablonsky, T Wilkin
(2017), pp. 1-8, ACSW '17 : Proceedings of the Australasian Computer Science Week Multiconference, Geelong, Victoria, E1
Career aspirations and skills expectations of undergraduate IT students: are they realistic?
S Mckenzie, J Coldwell-Neilson, S Palmer
(2017), Vol. 40, pp. 229-240, HERDSA 2017: Research and development in higher education: curriculum transformation : Prcoeedings of the 40th HERDSA Annual International Conference, Sydney, N.S.W., E1
Taking the LEAP with the Oculus HMD and CAD - plucking at thin air?
N Beattie, B Horan, S McKenzie
(2015), Vol. 20, pp. 149-154, Procedia technology, Amsterdam, The Netherlands, C1
Developing career aspirations of information technology students at Deakin University
S McKenzie, J Coldwell-Neilson, S Palmer
(2015), Vol. 38, pp. 331-343, HERDSA 2015: Proceedings of the 38th International Conference of Research and Development in Higher Education : Learning for life and work in a complex world, Melbourne, Victoria, E1
Sophie McKenzie, Shaun Bangay, Lisa Barnett, Nicola Ridgers, Jo Salmon
(2014), Vol. 3, pp. 1-9, Games for health journal, New Rochelle, NY, C1
Encouraging organized active game play in primary school children
Sophie McKenzie, Shaun Bangay, Lisa Barnett, Nicola Ridgers, Jo Salmon
(2014), pp. 1-8, 6th IEEE Consumer Electronics Society Games, Entertainment, Media Conference, Toronto, Canada, E1
Using Interactive Technology for Lectures in Higher Education Information Technology
A Spence, S McKenzie
(2014), pp. 224-230, TALE 2014 : Learning for the future now : Proceedings of the 2014 IEEE International Conference on Teaching, Assessment and Learning for Engineering, Wellington, New Zealand, E1
Using rubrics in IT: experiences of assessment and feedback at Deakin University
S McKenzie, G Wood-Bradley
(2014), pp. 474-479, TALE 2014 : Learning for the future now : Proceedings of the 2014 IEEE International Conference on Teaching, Assessment and Learning for Engineering, Wellington, New Zealand, E1
Understanding career aspirations of Information Technology students at Deakin University
S McKenzie, J Coldwell-Neilson, S Palmer, K Coleman
(2014), pp. 301-305, TALE 2014 : Learning for the future now : Proceedings of the 2014 IEEE International Conference on Teaching, Assessment and Learning for Engineering, Wellington, New Zealand, E1
Permadeath : a review of literature
A Copcic, S McKenzie, M Hobbs
(2013), pp. 40-47, IGIC 2013 : Proceedings of the 5th International IEEE Consumer Electronic Society Games Innovation Conference, Vancouver, B.C., E1
Emergence of creativity in learning via social technologies
S Nichol
(2010), pp. 196-204, ISTAS 2010 : Proceedings of the IEEE International Symposium on Technology and Society : Social implications of emerging technologies, Wollongong, NSW, E1
Immersive learning theory : as a design tool in creating purpose-built learning environments
K Blashki, S Nichol
(2008), pp. 382-388, Encyclopedia of information technology curriculum integration, Hershey, PA, B1
Enhancing electronic learning for generation Y games geeks
S Nichol, K Blashki
(2008), pp. 246-252, Encyclopedia of e-collaboration, Hershey, PA, B1
Newbs vs. geeks : encouraging creativity in an online learning community
S Nichol, K Blashki
(2008), Vol. 4, pp. 17-32, International journal of web based communities, Olney, England, C1
Exploring creativity support systems for the Ne'X't generation
S Nichol
(2008), Vol. 3, pp. 95-109, IADIS international journal on computer science and information systems, Portugal, C1
This isn't where I parked my car : virtual communities of generation Y games geeks
S Nichol, K Blashki
(2008), pp. 1-10, ICCMSN 2008 : Proceedings for the International Conference on Computer Mediated Social Networking, Dunedin, New Zealand, E1
`Future is old': immersive learning with generation Y engineering students
K Blashki, S Nichol, D Jia, S Prompramote
(2007), Vol. 32, pp. 409-420, European journal of engineering education, Abingdon, England, C1
Exploring creativity support systems for the NE'X'T generation
S Nichol
(2007), pp. 67-74, IADIS 2007 : Proceedings of Intelligent Systems and Agents 2007, Interfaces and Human Computer Interaction 2007, Computer Graphics and Visualization 2007, Lisbon, Portugal, E1
Learn to design vs design to learn: enhancing educational opportunities using game technoloy
S Prompramote, K Blashki, S Nichol
(2007), pp. 145-148, Proceedings of Intelligent Systems and Agents 2007, Interfaces and Human Computer Interaction 2007, Computer Graphics and Visualization 2007, Lisbon, Portugal, E1
The realm of the game geek : supporting creativity in an online community
S Nichol, K Blashki
(2006), pp. 247-252, IADIS 2006 : Proceedings of the IADIS International conference Web Based Communities 2006, San Sebastian, Spain, E1
Games geeks in context: developing the environment to engage creative expression
S Nichol, K Blashki, P Goward
(2006), pp. 1298-1303, ED-MEDIA 2006 : World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006, Orlando, Florida, USA, E1
E-creativity: investigating computer-supported creativity
R Eales, S Nichol, D Perera
(2006), pp. 374-380, IADIS 2006 : Proceedings of the IADIS International Conference e-Society, Dublin, Ireland, E1
Ubiquitous inspiration: a field study of artists and creative environments
J Eales, D Perera, S Nichol
(2006), pp. 1-4, HCI 2006 proceedings, London, United Kingdom, E1
K Blashki, S Nichol
(2005), Vol. 3, pp. 71-80, Australian journal of emerging technologies and society, Melbourne, Vic., C1
Funded Projects at Deakin
Australian Competitive Grants
CyberNinjas: Empowering our Children to be Cyber Smart in the Metaverse
Prof Robin Ram Mohan Doss, A/Prof Radhika Gorur, Dr Sophie Mckenzie, A/Prof William Yeoh, Dr Graeme Pye
e-Safety Commissioner Online Safety Grants Program
- 2023: $423,765
Other Public Sector Funding
Responsible gambling for preventing and reducing harm through digital education.
Dr Sophie Mckenzie, Dr Nick Patterson, Prof Jo Coldwell-Neilson, Dr Elicia Lanham, Dr Guy Wood-Bradley, A/Prof Chathu Ranaweera, Prof Samantha Thomas, Dr Hannah Pitt
NSW Government - Office of Responsible Gambling
- 2022: $25,000
- 2021: $150,000
- 2019: $75,000
Centre for Higher Education Studies Professional Learning.
Dr Maria Nicholas, A/Prof Andrew Skourdoumbis, Prof Linda Hobbs, Dr Shaun Bangay, Dr John Cripps Clark, Dr Seamus Delaney, Dr Sophie Mckenzie, Dr George Aranda, Miss Ondine Bradbury, Dr Guy Wood-Bradley
DETVic Grant - Research - Department of Education and Training Victoria
- 2024: $25,000
- 2023: $96,134
- 2022: $217,834
Supervisions
Aaron Michael Spence
Thesis entitled: Side-Channel Sensing: Systematic Discovery of Side-Channels
Doctor of Philosophy (Information Technology), School of Information Technology
Amra Taggart
Thesis entitled: On the Nature of Permadeath Experiences in Video Games
Doctor of Philosophy (Information Technology), School of Information Technology