Martin Oliver

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There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for the uptake of games and simulations particularly in formal learning(More)
Boundaries between formal and informal learning settings are shaped by influences beyond learners’ control. This can lead to the proscription of some familiar technologies that learners may like to use from some learning settings. This contested demarcation is not well documented. In this paper, we introduce the term ‘digital dissonance’ to describe this(More)
A number of pedagogies and approaches are often quoted in the e-learning literature – constructivism, communities of practice, collaboration – but we suggest that much of what is described could more easily be explained in terms of didactic and behaviourist approaches to learning. In this paper we propose a model that supports the development of(More)
Although there is great interest, and considerable investment, in adopting technology within Higher Education, it is less clear what this change means to the people who implement or experience it. Presently, there is no consistent framework used to study and explain this phenomenon. In this paper, we propose a framework that can structure and guide work in(More)
The research presented in this paper aims at investigating user interaction in immersive virtual learning environments, focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual(More)
The program Jape [2] allows interactive, step-by-step construction of proofs for a variety of logics. It allows a teacher some degree of control over the rules that can be used, the display of the proof on-screen, and the effects of mouse clicks. By researching students’ experiences with Jape and by trying to discern the cognitive processes at work when(More)
Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified(More)
Although mobile learning is a popular topic in current research, it is not well conceptualised. Many researchers rely on under-theorised conceptions of the topic, and those who have tried to refine the ideas involved have found this to be complex and difficult. In this paper, a new interpretation of the concept of ‘mobile learning’ is offered, drawing on(More)
Whilst many projects in Higher Education are expected to demonstrate their impact, quite what this requirement means is often left unspecified. This paper draws on the experiences of the EFFECTS project in an attempt to illuminate this issue. The EFFECTS evaluation framework is used to structure this discussion, which explores the complexities associated(More)