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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. | | | | | | | | | | | | |
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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