Mobile Fieldwork
The “Mobile Fieldwork” SoTEL research group explores the potential of mobile devices to enhance and facilitate practical fieldwork or situated learning environments through the application of immersive reality – encompassing the reality-virtually spectrum through augmented reality, extended reality, and virtual reality. Although initially focusing upon Biosciences contexts, the group is a transdisciplinary collaboration, bringing together educational researchers, practitioners, and developers through a design-based research methodology to address critical issues in developing student capabilities in fieldwork or authentic situated learning environments.
Reeves, T. C., & Lin, L. (2020, 2020/07/26). The research we have is not the research we need. Educational Technology Research and Development. https://doi.org/10.1007/s11423-020-09811-3
Lähtevänoja, A., Holopainen, J., Vesisenaho, M., & Häkkinen, P. (2020). Developing Design Knowledge and a Conceptual Model for Virtual Reality Learning Environments. In Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education (pp. 100-123). IGI Global. https://doi.org/10.4018/978-1-7998-5043-4.ch005
Aguayo, C., Eames, C., & Cochrane, T. (2020, 03/09). A Framework for Mixed Reality Free-Choice, Self-Determined Learning [Journal]. Research in Learning Technology, 28(Mobile Mixed Reality – Themed Collection). https://doi.org/10.25304/rlt.v28.2347
Cochrane, T., Birt, J., & Narayan, V. (2020, 11 May 2020). Editorial for 2019 update to the RLT special collection on mobile mixed reality [Journal]. Research in Learning Technology, 28(Special Collection). https://doi.org/https://doi.org/10.25304/rlt.v28.2424
McKenney, S., & Reeves, T. (2019). Conducting educational design research (2nd ed.). Routledge. https://doi.org/10.4324/9781315105642
Dolmans, D. H. (2019). How theory and design-based research can mature PBL practice and research. Advances in Health Sciences Education, 24(5), 879-891.
Edmonds, R., & Smith, S. (2017). From Playing to Designing: Enhancing Educational Experiences with Location-based Mobile Learning Games. Australasian Journal of Educational Technology (AJET), 34(Accepted for Special Issue on Mobile Augmented and Virtual Reality). https://ajet.org.au/index.php/AJET/pages/view/SpecialIssueCall#Mobile
Leinonen, T., Keune, A., Veermans, M., & Toikkanen, T. (2016). Mobile apps for reflection in learning: A design research in K-12 education. British Journal of Educational Technology, 47(1), 184-202. https://doi.org/10.1111/bjet.12224
Lee, E., & Hannafin, M. J. (2016, August 01). A design framework for enhancing engagement in student-centered learning: own it, learn it, and share it [journal article]. Educational Technology Research and Development, 64(4), 707-734. https://doi.org/10.1007/s11423-015-9422-5
Cochrane, T., Narayan, V., & Antonczak, L. (2016). A Framework for Designing Collaborative Learning Environments Using Mobile AR. Journal of Interactive Learning Research, 27(4), 293-316. http://www.learntechlib.org/p/171414
Pang, A., & Weatherley, A. (2016). A Smartphone App for Mobile Learning in the Field. 24TH INTERNATIONAL CONFERENCE ON COMPUTERS IN EDUCATION (ICCE 2016), Indian Inst Technol Bombay, Mumbai, INDIA.
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