Dissemination: Building national capacity for creating eSimulations for education in the professions
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Segrave, S. (2011). Dissemination: Building national capacity for creating eSimulations for education in the professions. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011 (pp. 265-270). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/37876.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2011
June 27, 2011
Theo Bastiaens & Martin Ebner
More Information on EDMEDIA
Table of Contents
This poster presents results of a national project funded by the Australian Learning and Teaching Council’s Competitive Grants Program. Titled ‘Building academic staff capacity for using eSimulations in professional education for experience transfer’, three universities participated during 2008 – 2010 aiming to build the capacities of staff for understanding, scripting, developing, using and evaluating a specific form of online, goal-based, role-play, digital simulation (eSim). Local 'knowledge transfer’ and ‘capacity building’ were significant challenges, however a greater challenge is the national dissemination of eSims used in blended learning contexts to improve flexible learning for the professions across the higher education sector. While the project partly addressed the need for research and development in eSims beyond the single institution, the benefits of a sector-wide ‘design science’ approach to eSims and achieving dissemination of transformative practice in creating eSims, remains a goal.
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- Validating a Technology Enhanced Student-Centered Learning Model
- Making Web Enhanced Learning Accessible for All Students
- COLLIE – Towards a Collaborative Language Learning and Instruction Environment
- Investigating the Predicting Variables of the Learning Outcomes when using Digital Textbooks
- An approach for e-learning/b-learning dissemination in a higher education institution using pivot faculty
- Effects of Game-Supported Reading on Reading Effectiveness of the Fifth Grade Students
- Technology integration through collaborative action research.
- Systematic Development of an E-learning Module for Teaching Writing
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