This article undertakes a detailed case study of The Campaign, a teaching and learning innovation in media and communications that uses an online educational role-play. The case study draws on the qualitative analysis of classroom observations, online communications and semi-structured interviews, employing an interpretive approach informed by models drawn from social theory and sociotechnical theory. Educational authors argue that online educational role-plays engage students in authentic learning, and represent an improvement over didactic teaching strategies. According to this literature, online role-play systems afford students the opportunity of acting and doing instead of only reading and listening. Literature in social theory and soc...
Recent research has established that the use of online role-plays in assessment practices in univers...
The Author provides an ethnographic examination of interpersonal communication in a virtual world un...
This article explores how playing and co-creating games in higher education contexts contributes to ...
This article undertakes a detailed case study of The Campaign, a teaching and learning innovation in...
This article undertakes a detailed case study of The Campaign, a teaching and learning innovation in...
Online role plays, as they are designed for use in higher education in Australia and internationally...
In online role plays, students are asked to engage with a story that serves as a metaphor for real-l...
In this article, the authors attempt to answer the following questions: How do we understand role-pl...
This paper presents selected findings from a 5-year design-based research case study of the evolutio...
This article compares two Information and Communication Technologies (ICTs) used in the Faculty of A...
Role play is an increasingly popular technique in tertiary education, being student centred, constru...
The Campaign is an online simulation of an election campaign in which students role-play as journali...
Role play activities provide opportunities for learners to adopt unfamiliar roles, engage in interac...
A creative re-acculturation of teachers and students is occurring in virtual classrooms as tradition...
Role play activities provide opportunities for learners to adopt unfamiliar roles, engage in interac...
Recent research has established that the use of online role-plays in assessment practices in univers...
The Author provides an ethnographic examination of interpersonal communication in a virtual world un...
This article explores how playing and co-creating games in higher education contexts contributes to ...
This article undertakes a detailed case study of The Campaign, a teaching and learning innovation in...
This article undertakes a detailed case study of The Campaign, a teaching and learning innovation in...
Online role plays, as they are designed for use in higher education in Australia and internationally...
In online role plays, students are asked to engage with a story that serves as a metaphor for real-l...
In this article, the authors attempt to answer the following questions: How do we understand role-pl...
This paper presents selected findings from a 5-year design-based research case study of the evolutio...
This article compares two Information and Communication Technologies (ICTs) used in the Faculty of A...
Role play is an increasingly popular technique in tertiary education, being student centred, constru...
The Campaign is an online simulation of an election campaign in which students role-play as journali...
Role play activities provide opportunities for learners to adopt unfamiliar roles, engage in interac...
A creative re-acculturation of teachers and students is occurring in virtual classrooms as tradition...
Role play activities provide opportunities for learners to adopt unfamiliar roles, engage in interac...
Recent research has established that the use of online role-plays in assessment practices in univers...
The Author provides an ethnographic examination of interpersonal communication in a virtual world un...
This article explores how playing and co-creating games in higher education contexts contributes to ...