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Academic purposes in rich media environments.

10:30am to 12:00pm (Day 2) LT2

ITL Convenor: Stephen Segrave

1. The challenge of constructing an interactive teaching resource for Higher Degree by research international candidates: conceptualising a research question
Margaret Kumar, Division of Student Life

Abstract:
At a micro level teaching higher degree by research (HDR) international candidates can be a challenge. How do we as educators respond to this? This paper discusses the challenges met in devising an interactive teaching resource called ‘Conceptualising a Research Question’ for HDR international candidates at Deakin University. It outlines the collaborative procedures undertaken with faculties, the Institute of Teaching and Learning and Knowledge Media to construct an interactive resource that works across faculties. Working through a set of questions, differing insights and perceptions are provided from a range of academics and peers. The ultimate aim is to provide an enabling process for the candidate to become an enquiry based learner in their research journey.

2. A template for developing low threshold interactive learning modules
Craig Parker, Faculty of Business and Law

Abstract:
One of the major challenges when producing instructional learning modules which include interactive features (such as drag-and-drop games, progressively built diagrams, etc) is delivering the content in multiple formats without extra effort by the developer. For example, it would save time if the learning module content could be produced once, but delivered via Macromedia Flash, print, dynamic XHTML, text-to-speech, etc without additional effort.

This presentation will demonstrate how interactive learning content can be produced using a text-based language called XML, and how this content can be delivered in multiple ways such as using a Macromedia Flash interface. The resulting approach is a generic, widely applicable template through which interactive instructional materials can be designed and produced in multiple delivery formats with minimal extra effort by learning content developers.

3. Second Life - First Impressions: Problems and opportunities for educators
Deirdre Quinn-Allan, Faculty of Arts

Abstract:
Educators interested in delivering authentic, rich and engaging learning experiences for their students are turning to Second Life (SL) which is a popular and high profile example of a collaborative virtual environment (CVE). CVEs and their close relative – the Massively Multiplayer Online Role Playing Game (MMORPG) – are of interest to educators because they create persistent worlds which mirror real world social, economic and business conditions. Equally attractive are the creative and collaborative opportunities afforded by 3D representations of space and objects which enables participants to feel as if they are actually immersed in the virtual environment (Garau, 2006, p. 17). This is a quality missing from computer-mediated teaching platforms like DSO.
 
This presentation documents the experiences and observations of two Deakin public relations teachers who have employed SL as a teaching platform in semester one, 2007.


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