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Dive into the research topics where Elizabeth FitzGerald is active.

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Featured researches published by Elizabeth FitzGerald.


International Journal of Mobile and Blended Learning | 2013

Augmented Reality and Mobile Learning: The State of the Art

Mark Gaved; Elizabeth FitzGerald; Rebecca Ferguson; Anne Adams; Yishay Mor; Rhodri Thomas

In this paper, the authors examine the state of the art in augmented reality AR for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit but little has been done to discuss the phenomenon in detail or to examine in a balanced fashion its potential for learning, identifying both positive and negative aspects. The authors seek to provide a working definition of AR and to examine how it can be embedded within situated learning in outdoor settings. The authors classify it according to key aspects device/technology, mode of interaction/learning design, type of media, personal or shared experiences, whether the experience is portable or static, and the learning activities/outcomes. The authors discuss the technical and pedagogical challenges presented by AR, before looking at ways in which it can be used for learning. Finally, the paper looks ahead to AR technologies that may be employed in the future.


Journal of Computer Assisted Learning | 2012

Creating user‐generated content for location‐based learning: an authoring framework

Elizabeth FitzGerald

Two recent emerging trends are that of Web 2.0, where users actively create content and publish it on the Web, and also location awareness, where a digital device utilizes a persons physical location as the context to provide specific services and/or information. This paper examines how these two phenomena can be brought together so that user-generated content on mobile devices is used to provide informal learning opportunities relevant to a persons location. However, the generative process of such media does not always have much guidance on how or what to create, so the quality of such information can be highly variable. To overcome this, a framework has been designed to guide the authoring of user-generated content so that it can be used for informal learning about ones immediate surroundings (particularly in an outdoor setting), combining pedagogical aspects with those from human–computer interaction and environmental aesthetics. The framework consists of six dimensions that include aspects such as curriculum area (e.g. science, art), type of communication, use of language/media related to the landscape, knowledge level of content, contextual aspects, and types of interaction. In order to test the framework before it could be used to scaffold new content, it was first used to analyse and evaluate over 200 items of existing user-generated content, to investigate the appropriateness of the proposed dimensions and the items contained therein or if any were missing. This paper presents the findings of this initial testing phase, together with a discussion of how the framework can be improved, in order to help scaffold the creation of new user-generated content in the future.


ACM Transactions on Computer-Human Interaction | 2013

Of Catwalk Technologies and Boundary Creatures

Anne Adams; Elizabeth FitzGerald; Gary Priestnall

Researchers designing and deploying technologies in the wild can find it difficult to balance pure innovation with scalable solutions. Tensions often relate to expectations around current and future roles of the technology development. We propose a catwalk technology metaphor where researchers as boundary creatures focus on innovation whilst providing links to prêt-à-porter (ready to wear) developments. Evidence from 140 participants, within three “in-the-wild” field-based learning case studies (for mobile, distributed, sensor and augmented reality systems), conceptualise the researchers’ “boundary creature” role in managing design process tensions. Stakeholders, including participants, expected the research projects to produce ready to wear (prêt-à-porter) boundary objects for current practices even when researchers sought to take catwalk approaches by innovating technologies and changing practices. The researcher design role (RDR) model articulates researchers’ narratives with the design team, stakeholders and users around what is innovated (e.g., technology, activities) and how the intervention changes or sustains current practices.


ubiquitous computing | 2013

To the Castle! A comparison of two audio guides to enable public discovery of historical events

Elizabeth FitzGerald; Claire Taylor; Michael P. Craven

This paper describes and compares two audio guides used to inform the general public about local historical events, specifically the 1831 Reform Riot as it happened in and around Nottingham in England. One audio guide consisted of a guided walk, organised and produced by a local community history group, where members of the group performed spoken narratives at specific points of interest around Nottingham city centre, delivered to a large group of participants. The other guide was a trail of geolocated audio files, created by the same community history group and delivered via location-aware smartphones to a smaller group of participants. This second guide provided similar historical information at the same points of interest as the guided walk, authored using a third-party software app that employed a mapping facility to trigger audio events at specified locations. Our central research question was to examine how these experiences differed or were similar; whether they provided an effective means of learning by the general public about local historical events; and how these kinds of techniques can be used in the future or by other community groups.


Journal of Computer Assisted Learning | 2012

Creating user-generated content for location-based learning

Elizabeth FitzGerald

Two recent emerging trends are that of Web 2.0, where users actively create content and publish it on the Web, and also location awareness, where a digital device utilizes a persons physical location as the context to provide specific services and/or information. This paper examines how these two phenomena can be brought together so that user-generated content on mobile devices is used to provide informal learning opportunities relevant to a persons location. However, the generative process of such media does not always have much guidance on how or what to create, so the quality of such information can be highly variable. To overcome this, a framework has been designed to guide the authoring of user-generated content so that it can be used for informal learning about ones immediate surroundings (particularly in an outdoor setting), combining pedagogical aspects with those from human–computer interaction and environmental aesthetics. The framework consists of six dimensions that include aspects such as curriculum area (e.g. science, art), type of communication, use of language/media related to the landscape, knowledge level of content, contextual aspects, and types of interaction. In order to test the framework before it could be used to scaffold new content, it was first used to analyse and evaluate over 200 items of existing user-generated content, to investigate the appropriateness of the proposed dimensions and the items contained therein or if any were missing. This paper presents the findings of this initial testing phase, together with a discussion of how the framework can be improved, in order to help scaffold the creation of new user-generated content in the future.


International Journal of Mobile and Blended Learning | 2014

AnswerPro: Designing to Motivate Interaction

Balsam A. Alsugair; Gail Hopkins; Elizabeth FitzGerald; Tim J. Brailsford

This paper describes the design and initial testing of AnswerPro, a mobile academic peer support system for UK Key Stage 3 and 4 pupils (11-16 year olds). AnswerPro is a web application that enables pupils to seek support from their knowledgeable peers on various subjects. This paper correlates the findings from a previous requirements-gathering exercise, and from research into academic motivation, to propose design elements embedded within AnswerPro. A pilot study was conducted with 7 school pupils over 3 weeks. Participants then engaged in a focus group which discussed their experience using AnswerPro and the motivational elements embedded within it. Findings from their use of AnswerPro, and from the subsequent discussion, highlighted some problems with the embedded motivational features. As a result, suggestions for potential solutions and their merits are proposed for the next version of AnswerPro.


mLearn | 2012

Augmented Reality and Mobile Learning: the State of the Art.

Elizabeth FitzGerald; Anne Adams; Rebecca Ferguson; Mark Gaved; Yishay Mor; Rhodri Thomas


International Journal of Mobile and Blended Learning | 2011

Guidelines for the Design of Location-Based Audio for Mobile Learning

Elizabeth FitzGerald; Mike Sharples; Robert G. Jones; Gary Priestnall


Archive | 2015

Innovating Pedagogy 2015: Open University Innovation Report 4

Mike Sharples; Anne Adams; N. Alozie; Rebecca Ferguson; Elizabeth FitzGerald; Mark Gaved; Patrick McAndrew; B. Means; J. Remold; Bart Rienties; Jeremy Roschelle; K. Vogt; Denise Whitelock; Louise Yarnall


Archive | 2013

Learning on field trips with mobile technology

Sam Meek; Elizabeth FitzGerald; Mike Sharples; Gary Priestnall

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Gail Hopkins

University of Nottingham

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