James is an Associate Professor and discipline lead of Interactive Media and Design in the Faculty of Society and Design at Bond University, where he runs the Mixed Reality Research Lab (www.mixedrealityresearch.com). His research spans computer science and visual arts, with an emphasis on applied design and development of interactive mixed reality (virtual reality, augmented reality, 3d printing, mobile) experiences assisting learning, skills acquisition and knowledge discovery. The distinctive contribution James brings to education scholarship is in digital media teaching and learning, where he received a 2014 Australian Office of Learning and Teaching citation for outstanding contributions to student learning. James utilises novel pedagogical approaches, curriculum and resources to balance the science and art predilections of his students, whilst supporting them with learning how to learn. His service to the university and wider community has formed around his experience in emerging technology, teaching and learning. Where he takes an active role in supporting learners and peers through mentorship, presentations and expert judging. Phone: +61 7 5595 2697 Address: Bond University Robina, Australia 4226
Theory identity is a fundamental problem for researchers seeking to determine theory quality, cre... more Theory identity is a fundamental problem for researchers seeking to determine theory quality, create theory ontologies and taxonomies, or perform focused theory-specific reviews and meta-analyses. We demonstrate a novel machine-learning approach to theory identification based on citation data and article features. The multidisciplinary ecosystem of articles which cite a theory's originating paper is created and refined into the network of papers predicted to contribute to, and thus identify, a specific theory. We provide a 'proof-of-concept' for a highly-cited theory. Implications for cross-disciplinary theory integration and the identification of theories for a rapidly expanding scientific literature are discussed.
Background: Extended reality (XR) technology such as virtual and augmented reality is increasingl... more Background: Extended reality (XR) technology such as virtual and augmented reality is increasingly being utilised in paediatric medicine due to its role in medical education and reported positive impacts on outcomes including pain, anxiety, and sleep. To the author’s knowledge, no previous reviews investigating the use of XR in paediatric intensive care have been undertaken. Objectives: To scope the use of XR in paediatric intensive care, and assess its barriers to adoption, including safety considerations, cleaning and infection control. Eligibility criteria: All articles of any methodological design discussing the use of XR within paediatric intensive and critical care were included. Sources of evidence: Four databases (EMBASE, CINAHL, PsychInfo, PubMed) and Google Scholar were searched without any limitations on publication year. Charting methods: Data was extracted into Microsoft Excel by two authors independently (AG & SF) and cross-checked for completeness. Results: One hundred and eighty-eight articles were originally identified. Following the application of eligibility criteria 16 articles utilising XR in clinical interventions (n = 7) and medical education (n = 9) were included. Articles utilised VR and AR for highly variable purposes within both medical education (eg disaster preparedness, intubation) and clinical interventions (eg decrease pain, nausea, anxiety and improve Glasgow Coma Scale). Conclusions: While research into the use of XR in paediatric intensive care is still in its infancy it has increased dramatically over the past 5 years within two key areas. Firstly, in healthcare education, to assist in the acquisition of PICU-specific knowledge and practice of skills such as intubation of difficult airways. Secondly, studies have evaluated and demonstrated that with appropriate use, VR appears to be a safe and feasible intervention to decrease pain and anxiety in PICU patients.
Mobile learning is well established in literature and practice, but under-evolved from a rigorous... more Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a mobile learning specific approach to activity theory with a practice-based framework: the design for transformative mobile learning framework mapped to the pedagogy-andragogy-heutagogy continuum matrix (the DTML-PAH Matrix). Seven case studies are analysed using this approach and presented narratively along with framework informed analysis. Findings include that the DTML-PAH Matrix can be used to provide clearer implications and guidance for mobile learning practice, and that the DTML-PAH Matrix can also be guided by the practice over time. Implications for further research and practice are discussed. Implications for practice or policy: Pr...
International Journal of Educational Technology in Higher Education
Educational institutions are increasingly investing into digital delivery, acquiring new devices,... more Educational institutions are increasingly investing into digital delivery, acquiring new devices, and employing novel software and services. The rising costs associated with maintenance, in combination with increasing redundancy of older technologies, presents multiple challenges. While lesson content itself may not have changed, the educational landscape constantly evolves, where tertiary institutions are incorporating new modes of content delivery, hybrid-style learning, and interactive technologies. Investments into digital expansions must be taken with caution, particularly prior to the procurement of technology, with a need for the proposed interventions’ scalability, sustainability, and serviceability to be considered. This article presents the Triple-S framework for educators, administrators, and educational institutions, and outlines examples of its application within curricula. The paper synthesises research evidence to provide the foundation underlying the key principles o...
The inclusion of game-based learning in tertiary institutions is increasing as educators seek way... more The inclusion of game-based learning in tertiary institutions is increasing as educators seek ways to enhance student engagement and motivation. During the development process for gaming resources, educators need feedback to ensure a quality learning experience. In many cases this feedback is generally received from students at the end of the subject or course and is often regulated centrally. Another way of garnering feedback and capturing player analytics could be to capitalize on the millions of global gamers. A game developed for use in a Health Sciences and Medicine program, The King's Request: Physiology and Anatomy Revision Game, was made freely available on the Steam platform. Over 16,000 Steam users engaged with the game over 12 months, with 150 providing written reviews. In contrast, a cohort of 100 first-year health science and medical students were requested to review the game after playing in class, with only 17 providing written feedback. In reviewing feedback, similarities were found between the groups, such as where both Steam community players and in-class students requested more questions and a longer game. However, the Steam community highlighted several unique aspects which could be used to improve the game for learning, such as a refined implementation of the incentive system. As the online gaming community is far larger than students enrolled in any tertiary subject, its expansive feedback can be used to accelerate the design and refinement of serious games. This wealth of feedback could provide unique insights for educators wishing to improve the provision of games in education and the overall student learning experience.
Irrelevant ambient noise can have profound effects on human performance and wellbeing. Acoustic i... more Irrelevant ambient noise can have profound effects on human performance and wellbeing. Acoustic interventions (e.g., installation of sound absorbing materials) that reduce intelligible noise (i.e., sound unrelated to the relevant speech, including noise from other talkers within the space) by reducing room reverberation, have been found to be an effective means to alleviate the negative effects of noise on cognitive performance. However, these interventions are expensive, and it is difficult to evaluate their impact in the field. Virtual reality (VR) provides a promising simulation platform to evaluate the likely impact of varied acoustic interventions before they are chosen and installed. This study employed a virtual classroom environment to evaluate whether an intervention to reduce reverberation can be simulated successfully in VR and mitigate the effects of ambient noise on cognitive performance, physiological stress, and mood. The repeated-measures experimental design consiste...
A matrix of 18 synthetic waters with variable water quality parameters (alkalinity, natural organ... more A matrix of 18 synthetic waters with variable water quality parameters (alkalinity, natural organic matter (NOM), and halide concentration) was prepared. The DBP formation potential of these 18 samples was examined both before treatment, after enhanced coagulation (EC) and after a sequential treatment using EC followed by either powdered activated carbon (PAC), granular activated carbon (GAC), silver-impregnated activated carbon (SIAC), or MIEXesin. The study shows that natural organic matter (NOM) concentration is greatly reduced with EC, and further reduced by each secondary treatment. Halide adsorption was not possible with EC or PAC, however, MIEXnd GAC had some halide adsorption capacity. SIAC exhibited the greatest halide removal (average 99% adsorption). Total DBP formation was reduced by EC, and further reduced by each secondary treatment process, however, specific highly brominated DBPs increased in concentration with each successive treatment step in all cases except aft...
This case study examines a mobile application that allows for students to interact with a 3D mode... more This case study examines a mobile application that allows for students to interact with a 3D model of a heart while working with other students to complete various learning tasks and activities.
Today's knowledge economy requires students to comprehend current theory and practice across ... more Today's knowledge economy requires students to comprehend current theory and practice across a wide spectrum of disciplines. Students studying Computer Games and Multimedia at Bond University are in the Humanities and Social Sciences faculty. While traditionally studying visual arts, design and culture, rapid changes in the industry require the students to multi skill with technology and computing to remain competitive. Research in learning styles theory suggests that each individua learner has an inclination towards a particular multifaceted modality for learning be that in the Arts (Rourke & O'Connor, 2009) or Computing (Cagiltay,2008). This poses challenges and significant creative opportunities in aligning course curriculum and pedagogy with student outcomes, industry standards and imperatives.
This thesis presents a pre-processing stage for optimising software reliability by quantitatively... more This thesis presents a pre-processing stage for optimising software reliability by quantitatively identifying the most error prone regions in a software program. These error prone regions are identified using Genetic Algorithms on the source code's graph representation, weighted with potential Sources of Error. By identifying these potentially error dense regions, the efficiency of the software quality activities can be increased. The information about quantitative error proneness can be used for more accurate effort and cost estimations of quality assurance. Although various methods have been applied for detecting and reducing errors in software, little research has been done into partitioning a system into smaller, error prone domains for a more targeted Software Quality Assurance. To identify error proneness in software regions is important as these domains can be given priority in code inspections or testing. Quality activities come at a high price, typically requiring more ...
Theory identity is a fundamental problem for researchers seeking to determine theory quality, cre... more Theory identity is a fundamental problem for researchers seeking to determine theory quality, create theory ontologies and taxonomies, or perform focused theory-specific reviews and meta-analyses. We demonstrate a novel machine-learning approach to theory identification based on citation data and article features. The multidisciplinary ecosystem of articles which cite a theory's originating paper is created and refined into the network of papers predicted to contribute to, and thus identify, a specific theory. We provide a 'proof-of-concept' for a highly-cited theory. Implications for cross-disciplinary theory integration and the identification of theories for a rapidly expanding scientific literature are discussed.
Background: Extended reality (XR) technology such as virtual and augmented reality is increasingl... more Background: Extended reality (XR) technology such as virtual and augmented reality is increasingly being utilised in paediatric medicine due to its role in medical education and reported positive impacts on outcomes including pain, anxiety, and sleep. To the author’s knowledge, no previous reviews investigating the use of XR in paediatric intensive care have been undertaken. Objectives: To scope the use of XR in paediatric intensive care, and assess its barriers to adoption, including safety considerations, cleaning and infection control. Eligibility criteria: All articles of any methodological design discussing the use of XR within paediatric intensive and critical care were included. Sources of evidence: Four databases (EMBASE, CINAHL, PsychInfo, PubMed) and Google Scholar were searched without any limitations on publication year. Charting methods: Data was extracted into Microsoft Excel by two authors independently (AG & SF) and cross-checked for completeness. Results: One hundred and eighty-eight articles were originally identified. Following the application of eligibility criteria 16 articles utilising XR in clinical interventions (n = 7) and medical education (n = 9) were included. Articles utilised VR and AR for highly variable purposes within both medical education (eg disaster preparedness, intubation) and clinical interventions (eg decrease pain, nausea, anxiety and improve Glasgow Coma Scale). Conclusions: While research into the use of XR in paediatric intensive care is still in its infancy it has increased dramatically over the past 5 years within two key areas. Firstly, in healthcare education, to assist in the acquisition of PICU-specific knowledge and practice of skills such as intubation of difficult airways. Secondly, studies have evaluated and demonstrated that with appropriate use, VR appears to be a safe and feasible intervention to decrease pain and anxiety in PICU patients.
Mobile learning is well established in literature and practice, but under-evolved from a rigorous... more Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a mobile learning specific approach to activity theory with a practice-based framework: the design for transformative mobile learning framework mapped to the pedagogy-andragogy-heutagogy continuum matrix (the DTML-PAH Matrix). Seven case studies are analysed using this approach and presented narratively along with framework informed analysis. Findings include that the DTML-PAH Matrix can be used to provide clearer implications and guidance for mobile learning practice, and that the DTML-PAH Matrix can also be guided by the practice over time. Implications for further research and practice are discussed. Implications for practice or policy: Pr...
International Journal of Educational Technology in Higher Education
Educational institutions are increasingly investing into digital delivery, acquiring new devices,... more Educational institutions are increasingly investing into digital delivery, acquiring new devices, and employing novel software and services. The rising costs associated with maintenance, in combination with increasing redundancy of older technologies, presents multiple challenges. While lesson content itself may not have changed, the educational landscape constantly evolves, where tertiary institutions are incorporating new modes of content delivery, hybrid-style learning, and interactive technologies. Investments into digital expansions must be taken with caution, particularly prior to the procurement of technology, with a need for the proposed interventions’ scalability, sustainability, and serviceability to be considered. This article presents the Triple-S framework for educators, administrators, and educational institutions, and outlines examples of its application within curricula. The paper synthesises research evidence to provide the foundation underlying the key principles o...
The inclusion of game-based learning in tertiary institutions is increasing as educators seek way... more The inclusion of game-based learning in tertiary institutions is increasing as educators seek ways to enhance student engagement and motivation. During the development process for gaming resources, educators need feedback to ensure a quality learning experience. In many cases this feedback is generally received from students at the end of the subject or course and is often regulated centrally. Another way of garnering feedback and capturing player analytics could be to capitalize on the millions of global gamers. A game developed for use in a Health Sciences and Medicine program, The King's Request: Physiology and Anatomy Revision Game, was made freely available on the Steam platform. Over 16,000 Steam users engaged with the game over 12 months, with 150 providing written reviews. In contrast, a cohort of 100 first-year health science and medical students were requested to review the game after playing in class, with only 17 providing written feedback. In reviewing feedback, similarities were found between the groups, such as where both Steam community players and in-class students requested more questions and a longer game. However, the Steam community highlighted several unique aspects which could be used to improve the game for learning, such as a refined implementation of the incentive system. As the online gaming community is far larger than students enrolled in any tertiary subject, its expansive feedback can be used to accelerate the design and refinement of serious games. This wealth of feedback could provide unique insights for educators wishing to improve the provision of games in education and the overall student learning experience.
Irrelevant ambient noise can have profound effects on human performance and wellbeing. Acoustic i... more Irrelevant ambient noise can have profound effects on human performance and wellbeing. Acoustic interventions (e.g., installation of sound absorbing materials) that reduce intelligible noise (i.e., sound unrelated to the relevant speech, including noise from other talkers within the space) by reducing room reverberation, have been found to be an effective means to alleviate the negative effects of noise on cognitive performance. However, these interventions are expensive, and it is difficult to evaluate their impact in the field. Virtual reality (VR) provides a promising simulation platform to evaluate the likely impact of varied acoustic interventions before they are chosen and installed. This study employed a virtual classroom environment to evaluate whether an intervention to reduce reverberation can be simulated successfully in VR and mitigate the effects of ambient noise on cognitive performance, physiological stress, and mood. The repeated-measures experimental design consiste...
A matrix of 18 synthetic waters with variable water quality parameters (alkalinity, natural organ... more A matrix of 18 synthetic waters with variable water quality parameters (alkalinity, natural organic matter (NOM), and halide concentration) was prepared. The DBP formation potential of these 18 samples was examined both before treatment, after enhanced coagulation (EC) and after a sequential treatment using EC followed by either powdered activated carbon (PAC), granular activated carbon (GAC), silver-impregnated activated carbon (SIAC), or MIEXesin. The study shows that natural organic matter (NOM) concentration is greatly reduced with EC, and further reduced by each secondary treatment. Halide adsorption was not possible with EC or PAC, however, MIEXnd GAC had some halide adsorption capacity. SIAC exhibited the greatest halide removal (average 99% adsorption). Total DBP formation was reduced by EC, and further reduced by each secondary treatment process, however, specific highly brominated DBPs increased in concentration with each successive treatment step in all cases except aft...
This case study examines a mobile application that allows for students to interact with a 3D mode... more This case study examines a mobile application that allows for students to interact with a 3D model of a heart while working with other students to complete various learning tasks and activities.
Today's knowledge economy requires students to comprehend current theory and practice across ... more Today's knowledge economy requires students to comprehend current theory and practice across a wide spectrum of disciplines. Students studying Computer Games and Multimedia at Bond University are in the Humanities and Social Sciences faculty. While traditionally studying visual arts, design and culture, rapid changes in the industry require the students to multi skill with technology and computing to remain competitive. Research in learning styles theory suggests that each individua learner has an inclination towards a particular multifaceted modality for learning be that in the Arts (Rourke & O'Connor, 2009) or Computing (Cagiltay,2008). This poses challenges and significant creative opportunities in aligning course curriculum and pedagogy with student outcomes, industry standards and imperatives.
This thesis presents a pre-processing stage for optimising software reliability by quantitatively... more This thesis presents a pre-processing stage for optimising software reliability by quantitatively identifying the most error prone regions in a software program. These error prone regions are identified using Genetic Algorithms on the source code's graph representation, weighted with potential Sources of Error. By identifying these potentially error dense regions, the efficiency of the software quality activities can be increased. The information about quantitative error proneness can be used for more accurate effort and cost estimations of quality assurance. Although various methods have been applied for detecting and reducing errors in software, little research has been done into partitioning a system into smaller, error prone domains for a more targeted Software Quality Assurance. To identify error proneness in software regions is important as these domains can be given priority in code inspections or testing. Quality activities come at a high price, typically requiring more ...
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