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Dive into the research topics where Barney Dalgarno is active.

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Featured researches published by Barney Dalgarno.


British Journal of Educational Technology | 2010

What are the learning affordances of 3-D virtual environments?

Barney Dalgarno; Mark J. W. Lee

Barney Dalgarno is a research fellow with the Centre for Research in Complex Systems (CRiCS), Charles Sturt University, and an associate professor with the School of Education at the same university. His research interests lie in desktop virtual reality learning environments, as well as constructivist computerassisted learning theories, techniques and tools. Dalgarno’s PhD work examined the characteristics of 3-D environments and their potential contributions to spatial learning, and he is now studying the application of brain imaging though Functional Magnetic Resonance Imaging (fMRI) to interactive multimedia research. Mark J. W. Lee is an adjunct senior lecturer with the School of Education, Charles Sturt University. Previously, he worked in a variety of teaching, instructional design, and managerial roles within the private vocational education and higher education sectors. He has published approximately 50 refereed book chapters, journal articles, and conference papers in the areas of educational technology, e-learning, and innovative pedagogy in tertiary education. Lee is the Chair of the New South Wales Chapter of the IEEE Education Society and serves as founding Editor-in-Chief of Impact:Journal of Applied Research in Workplace E-learning, in addition to being on the editorial boards of a number of international journals. Address for correspondence: Mark J. W. Lee, School of Education, Charles Sturt University, Locked Bag 588, Wagga Wagga, NSW 2678, Australia. Email: [email protected]


Computers in Education | 2012

Implementing Web 2.0 technologies in higher education: A collective case study

Sue Bennett; Andrea G. Bishop; Barney Dalgarno; Jenny Waycott; Gregor Kennedy

Web 2.0 technologies are becoming more popular in the everyday lives of students. As a result, teachers and designers have begun to explore their use in formal education. This paper presents evaluation findings from a collective case study of six Web 2.0 implementations in Australian higher education. The research was undertaken as part of a larger study that sought to understand how todays students use information and communication technologies to support their learning. Conducted across three universities, the research included a range of disciplines, class sizes and year levels. A common evaluation strategy was used in order to collect comparable data from which commonalities and differences could be identified. This paper provides an overview of the study, describes the methodology used, summarises the implementation experiences of staff and students involved and presents the key findings. The results suggest that most students had little prior experience with relevant technologies and that many struggled to see the value of using Web 2.0 technologies for learning and teaching, both of which have important implications for the design of appropriate learning tasks. While the argument can be made for improving the design through better task-technology alignment, this study also highlights inherent tensions between Web 2.0 and educational practices.


British Journal of Educational Technology | 2001

Interpretations of constructivism and consequences for Computer Assisted Learning

Barney Dalgarno

The changes that have occurred in accepted approaches to teaching and learning in recent years have been underpinned by shifts in psychological and pedagogical theory, culminating in moves towards a constructivist view of learning. This paper looks at the consequences of these theoretical shifts for Computer Assisted Learning (CAL). Moshman has identified three interpretations of constructivism: endogenous constructivism which emphasises learner exploration, exogenous constructivism which recognises the role of direct instruction, but with an emphasis on learners actively constructing their own knowledge representations and dialectical constructivism which emphasises the role of interaction between learners, their peers and teachers. This classification scheme provides a framework for looking at the various constructivist approaches to CAL. For example, constructivist CAL materials that draw on the endogenous view include hypermedia environments, simulations and microworlds. Materials that draw on the exogenous view include learner controlled tutorials, cognitive tools and practice modules. Lastly, materials that draw on the dialectical view include Computer Supported Collaborative Learning (CSCL) tools and support (or scaffolding) tools.


Journal of Computer Assisted Learning | 2010

Beyond natives and immigrants: exploring types of net generation students

Gregor Kennedy; Terry Judd; Barney Dalgarno; Jenny Waycott

Previously assumed to be a homogenous and highly skilled group with respect to information and communications technology, the so-called Net Generation has instead been shown to possess a diverse range of technology skills and preferences. To better understand this diversity, we subjected data from 2096 students aged between 17 and 26 from three Australian universities to a cluster analysis. Through this analysis, we identified four distinct types of technology users: power users (14% of sample), ordinary users (27%), irregular users (14%) and basic users (45%). A series of exploratory chi-square analyses revealed significant associations between the different types of technology users and the university that students attended, their gender and age and whether the student was local or international. No associations were found for analyses related discipline area, socio-economic status or rurality of residence. The findings are discussed in light of the rhetoric associated with commentaries about the Net Generation, and suggestions about their implications for teaching and learning in universities are offered.


Computers in Education | 2015

Design and implementation factors in blended synchronous learning environments: Outcomes from a cross-case analysis

Matt Bower; Barney Dalgarno; Gregor Kennedy; Mark J. W. Lee; Jacqueline Kenney

Abstract Increasingly, universities are using technology to provide students with more flexible modes of participation. This article presents a cross-case analysis of blended synchronous learning environments—contexts where remote students participated in face-to-face classes through the use of rich-media synchronous technologies such as video conferencing, web conferencing, and virtual worlds. The study examined how design and implementation factors influenced student learning activity and perceived learning outcomes, drawing on a synthesis of student, teacher, and researcher observations collected before, during, and after blended synchronous learning lessons. Key findings include the importance of designing for active learning, the need to select and utilise technologies appropriately to meet communicative requirements, varying degrees of co-presence depending on technological and human factors, and heightened cognitive load. Pedagogical, technological, and logistical implications are presented in the form of a Blended Synchronous Learning Design Framework that is grounded in the results of the study.


British Journal of Educational Technology | 2017

Collaborative learning across physical and virtual worlds: Factors supporting and constraining learners in a blended reality environment.

Matt Bower; Mark J. W. Lee; Barney Dalgarno

This article presents the outcomes of a pilot study investigating factors that supported and constrained collaborative learning in a blended reality environment. Pre-service teachers at an Australian university took part in a hybrid tutorial lesson involving a mixture of students who were co-located in the same face-to-face (F2F) classroom along with others who were participating remotely via their avatars in a three-dimensional virtual world. Video and sound recording equipment captured activity in the classroom, which was streamed live into the virtual world so the remote participants could see and hear their instructor and F2F peers; the in-world activity was also simultaneously displayed on a projector screen, with the audio broadcast via speakers, for the benefit of the F2F participants. While technical issues constrained communication and learning in some instances, the majority of remote and F2F participants felt the blended reality environment supported effective communication, collaboration and co-presence. Qualitative analysis of participant evaluations revealed a number of pedagogical, technological and logistical factors that supported and constrained learning. The article concludes with a detailed discussion of present and future implications of blended reality collaborative environments for learning and teaching as well as recommendations for educators looking to design and deliver their own blended reality lessons. [ABSTRACT FROM AUTHOR]


Human-Computer Interaction | 2010

The Importance of Active Exploration, Optical Flow, and Task Alignment for Spatial Learning in Desktop 3D Environments

Barney Dalgarno; Sue Bennett; Barry Harper

Arguments for the use of interactive 3D simulations in education and training depend to a large extent on an implicit assumption that a more accurate and complete spatial cognitive model can be formed through active user-controlled exploration of such an environment than from viewing an equivalent animation. There is a similar implicit assumption that the viewing of animated view changes provides advantages over the viewing of static images due to the value of optical flow. The results to date, however, do not clearly support these assumptions. In particular, the findings of Peruch, Vercher, and Gauthier (1995) and Christou and Bulthoff (1999) conflict in relation to the importance of active exploration and of optical flow. This article reports the results of two studies exploring the importance of active exploration and of optical flow for spatial learning in 3D environments. The results indicate that active exploration can provide greater spatial learning than viewing of animations, but only if there is an alignment between the task goals during this exploration and the spatial learning being tested. In addition, the results suggest that a set of well-chosen static views of the environment can in some cases allow the formation of as complete a spatial cognitive model as a set of animated views. The article concludes with an analysis of the methodologies used by Peruch et al. and by Christou and Bulthoff in light of the findings reported here, leading to a new explanation for their conflicting results.


Technology, Pedagogy and Education | 2015

Blogging while on professional placement: explaining the diversity in student attitudes and engagement

Barney Dalgarno; Andrea Reupert; Andrea G. Bishop

The use of journals by students while on placement is a well-accepted strategy for encouraging reflection on practice, with the use of online blogs for this purpose potentially providing additional benefits through shared reflection and peer support. The aim of this study was to explore the effectiveness of an online blogging activity by teacher education students while on professional placement in schools. Data were drawn from focus group interviews, questionnaires and blog postings. Findings reflected substantial diversity in student responses with some highlighting the value of peer engagement and reflection on practice, and others questioning the value of the activity and showing reluctance to provide feedback to peers. Possible reasons emerging for these diverse responses included: nuanced technical issues; lack of peer feedback received by some students; variability in the perceived need for online support due to availability of conventional support networks; and apparent resistance by some students to peer and learning community engagement. Recommendations include careful framing of assessment requirements, awareness of professional placement demands, learning community development strategies and ongoing technical support.


International Journal of Educational Technology in Higher Education | 2015

Recent Developments in Technology-Enhanced Learning: A Critical Assessment

Karl Steffens; Brenda Bannan; Barney Dalgarno; Antonio Bartolomé; Vanessa Esteve-González; José María Cela-Ranilla

Our societies are considered knowledge societies in which lifelong learning is becoming increasingly important. At the same time, digital technologies are entering almost every aspect of our lives and now play an important role in education. The last decade has seen numerous new developments in the field of technology-enhanced learning. In 2004, George Siemens presented connectivism as a learning theory for the digital age. His ideas inspired the creation of Massive Open Online Courses (MOOCs), which have recently received a great deal of attention. Theoretical works on the use of digital devices for learning have focused on the affordances users perceive in these devices. Design research has also shown us that learning environments enriched by digital technologies are extremely complex and should be viewed as learning ecologies. The discussions on connectivism and MOOCs, affordances of digital devices, and design research have taken place in different discourses that have paid hardly any attention to each other. It is important to point out, however, that the developments in technology-enhanced learning not only can but need to be related to each other.ResumenNuestras sociedades son consideradas sociedades del conocimiento, donde el aprendizaje a lo largo de la vida obtiene cada vez más importancia. Al mismo tiempo, las tecnologías digitales forman parte de casi todos los aspectos de nuestra vida y juegan un papel importante en la educación. En la última década se han visto numerosos avances en el ámbito del aprendizaje enriquecido por la tecnología. En 2004, George Siemens presentó el conectivismo como teoría del aprendizaje para la era digital. Sus ideas inspiraron la creación de cursos online masivos abiertos (MOOGs), que han sido objeto de gran atención recientemente. La literatura científica relacionada con el uso de dispositivos digitales para el aprendizaje se ha centrado en las potencialidades que los usuarios perciben de estos dispositivos. La investigación del diseño también nos ha mostrado que los entornos de aprendizaje enriquecidos por la tecnología son complejos y deben ser vistos como ecologías de aprendizaje. Las discusiones sobre conectivismo y MOOGs, las potencialidades de los dispositivos digitales y la investigación del diseño han aparecido en diferentes discursos observados de manera aislada. En este sen tido, es importante señalar que los avances en el aprendizaje enriquecido por la tecnología no solo pueden sino que deben mostrarse relacionados entre sí.


Educational Media International | 2014

The impact of students’ exploration strategies on discovery learning using computer-based simulations

Barney Dalgarno; Gregor Kennedy; Sue Bennett

Discovery-based learning designs incorporating active exploration are common within instructional software. However, researchers have highlighted empirical evidence showing that “pure” discovery learning is of limited value and strategies which reduce complexity and provide guidance to learners are important if potential learning benefits are to be achieved. One approach to reducing complexity in discovery learning is limiting the range of possible actions for the learner to ensure that they do not undertake exploratory activities leading to confusion. This article reports on a study in which the learning outcomes from two learning conditions using computer-based simulations were compared. One condition allowed exploration through manipulation of simulation parameters, while the other allowed observation of simulation output from preset parameters, the latter condition designed to limit the complexity of the task. Learning outcomes for the 158 university student participants were assessed via pre-tests and post-tests of conceptual understanding. Students’ exploration activities were recorded and their strategies subsequently coded as either systematic or unsystematic. The results showed that when compared with observation, systematic exploration resulted in learning benefits, while unsystematic exploration did not. These results have implications for the design of discovery learning tasks and instructional guidance within computer-based simulations.

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Mark J. W. Lee

Charles Sturt University

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Sue Bennett

University of Wollongong

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Lauren Carlson

Charles Sturt University

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Belinda Tynan

University of Southern Queensland

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Terry Judd

University of Melbourne

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