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Required reading materials |
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Digital Technologies Hub (2022). Understanding Digital Technologies. https://www.digitaltechnologieshub.edu.au/understanding-dt/ Ledger, S. (2019). Micro-teaching 2.0: Technology as the classroom. Australasian Journal of Educational Technology, 2019, 36(1). https://ajet.org.au/index.php/AJET/article/view/4561 Tellis, W. (1997). Introduction to Case Study. The Qualitative Report, Vol. 3, No. 2 http://www.nova.edu/ssss/QR/QR3-2/tellis1.html Candy, L. (2006). Practice-Based Research: A Guide. CCS Report: 2006-V1.0 November. University of Technology Sydney. https://www.creativityandcognition.com/wp-content/uploads/2011/04/PBR-Guide-1.1-2006.pdf
Mishra, P., & Koehler, M. J. (2006). Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge. Teachers College Record, 108(6), pp.1017-1054. Davis, F.D., Bagozzi, R.P. & Warshaw, P.R. (1989). User acceptance of computer technology: A comparison of two theoretical models. Management Science, 35 (8): 982–1003. | | | | | | | Recommended reading materials |
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ACARA (2022). Australian Curriculum: Technology (Digital Technologies). https://www.australiancurriculum.edu.au/f-10-curriculum/technologies/digital-technologies/ Henderson, M. & Romeo. G. (Eds) (2015). Teaching and Digital Technologies: Big Issues and Critical Questions. Sydney: Cambridge University Press. ISBN: 9781107451971 Bell, T., Witten, I. & Fellows, M. (2010). Computer Science unplugged. DEEWR (2009). Belonging, being & becoming: The early years learning framework for Australia. Barton, ACT, Australia. Chin, CK.H., Fluck, A., Chong, C.L., Penesis, I., Ranmuthugala, D. & Coleman, B. (2017). Higher order thinking through Calculus for Kids, Journal of Digital Learning and Teaching Victoria, 4, (1) pp. 26-31.
Fluck, A. & Dowden, T. (2013). On the cusp of change: Examining pre-service teachers’ beliefs about ICT and envisioning the digital classroom of the future. Journal of Computer Assisted Learning 29(1) 43-52. Koehler, M., & Mishra, P. (2008). Introducing TPCK in Handbook of technological content knowledge, AACTE committee on innovation and technology (Ed). New York, USA: Routledge. Turing, A. (1950). Computing Machinery and Intelligence. Mind 49: 433-460. http://phil415.pbworks.com/f/TuringComputing.pdf or. http://www.csee.umbc.edu/courses/471/papers/turing.pdf Tyldum, M. (Director) (2014). The imitation game [film]. USA: Roadshow Films.
Angeli, C., Voogt, J., Fluck, A., Webb, M., Cox, M., Malyn-Smith, J., & Zagami, J. (2016). A K-6 computational thinking curriculum framework: Implication for teacher knowledge. Educational Technology & Society 19(3) 47-57, International Forum of Educational Technology & Society. Michael, D.R. & Chen, S.L. (2005). Serious Games: Games That Educate, Train, and Inform. Muska & Lipman/Premier-Trade. Marsh, T. & Costello, B.M. (2012). Experience in Serious Games: Between Positive and Serious Experience. Proceedings of the Third international conference on Serious Games Development and Applications. Ledger, S. (2019). Simulation in Higher Education: Choice, Challenges and Changing Practice. Advances in Social Science, Education and Humanities Research, Vol. 387 Gray, C., & Malins, J. (2004). Visualizing research: a guide to the research process in art and design. Ashgate Publishing Limited.
Ledger, S., Burgess, M., Rappa, N., Power, B., Wong, K.W., Teo, T. & Hilliard, B. (2022). Simulation platforms in initial teacher education: Past practice informing future potentiality. Computers & Education, Vol. 178, Elsevier. See, Z.S., Matthews, B., Donovan, J.,, Goodman, L., Hight, C., Egglestone, P., Amin, M. & Ooi, W.(2020). Extended Reality Interactive Wall: User Experience Design Research-Creation. Virtual Creativity, Volume 10, Number 2, pp. 163-174(12), Intellect. Horst, R. & Dorner, R. (2018). Opportunities for Virtual and Mixed Reality Knowledge Demonstration. ISMAR Adjunt 2018. Amin, M. (2019). The Benefit of Designing for Everyone. A Report prepared by PwC Australia.https://centreforinclusivedesign.org.au/wp-content/uploads/2020/04/inclusive-design-infographic-report-digital-160519.pdf
Raspberry Pi Foundation (2022) The Big Book of Computing Content. https://helloworld.raspberrypi.org/books/big_book_of_computing_content Raspberry Pi Foundation (2022) The Big Book of Computing Pedagogy. https://helloworld.raspberrypi.org/books/big_book_of_pedagogy Liikkanen, L. A. (2016, May). UX Strategy as a Kick-starter for Design Transformation in an Engineering Company. In Proceedings of the 2016 chi conference extended abstracts on human factors in computing systems (pp. 816-822). https://dl.acm.org/doi/10.1145/2851581.2851590 Ferreira, M.N.F., Wangenheim, C.G.V., Filho, R.M., Pinheiro, F.D.C., and Hauck. J.C.R. (2019). Learning user interface design and the development of mobile applications in middle school. interactions 26 (4), pp.66–69. https://doi.org/10.1145/3338289 | | | | | | | | | | | | |
Access to Adobe CC will be made available to all students in this unit. Further details will be communicated to you by the Unit Coordinator. | | |
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