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Featured researches published by Jason Zagami.


International Journal of Advanced Computer Science and Applications | 2013

Introducing SMART Table Technology in Saudi Arabia Education System

Gafar Almalki; Glenn Finger; Jason Zagami

Education remains one of the most important economic development indicators in Saudi Arabia. This is evident in the continuous priority of the development and enhancement of education. The application of technology is crucial to the growth and improvement of the educational system in Saudi Arabia. Introducing SMART Table technology in the Saudi Arabian education system is argued in this paper as being able to assist teachers and students in the process of accommodating both technological changes and new knowledge. SMART Tables also can enhance the level of flexibility in the educational system, thus improving the quality of education within a modern Saudi Arabia. It is crucial to integrate technology effectively and efficiently within the educational system to improve the quality of student outcomes. This study will consider the potential benefits and recommendations associated with the adoption of SMART Tables in Saudi Arabian education system.


international conference informatics schools | 2017

Computer Science in the school curriculum: issues and challenges

Mary Webb; Tim Bell; Niki Davis; Yaacov J. Katz; Nicholas Reynolds; Dianne Chambers; Maciej M. Sysło; A Fluck; Margaret Cox; Charoula Angeli; Joyce Malyn-Smith; Joke Voogt; Jason Zagami; Peter Micheuz; Yousra Chtouki; Nataša Mori

This paper is based on analysis and discussion undertaken over several years by researchers, policymakers and practitioners from a range of countries which vary in their approaches to the curriculum for Computer Science. The discussions, undertaken predominantly within the International Federation of Information Processing (IFIP) and EDUsummIT communities were motivated by a need to examine the rationale, issues and challenges following some concerns across the globe about the position and nature of Computer Science in the school curriculum. We summarise our findings and focus specifically on challenges for the computer science education community in communicating, clarifying needs and promoting curriculum change in order to encourage Computer Science in the curriculum both theoretically and practically.


Serious play : literacy, learning, and digital games | 2017

Negotiating pedagogical transformation and identity performance through gameplay in statecraft X

Roberta Thompson; Catherine Beavis; Jason Zagami

Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning, and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay, and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.Children are often positioned as consumers of digital games, but what happens when they become the creators and producers of their own games? This chapter describes a digital game-making project in a Year 3/4 classroom where young students made their own digital games using the block coding program Scratch. While this project cuts across several curriculum areas, it was primarily designed as a Language and Literacies project with written composition at the centre.The case study data used in this chapter was collected from one teacher, Nick, and his Year 3/4 classes over a three-year period. While coding work in schools is generally located in Science, Technology and Mathematics education (STEM), Nick drew upon the affordances of Scratch to develop a strong language arts/ literacies focus through a game-making unit. In this way, the unit cuts across the curriculum, addressing many of the STEM standards in addition to those of Language and Literacy.For the Cook-Fort Worth Childrens Medical Center, David Schwarz offers a successful blend of comfort and delight.


Educational Technology & Society | 2016

A K-6 Computational Thinking Curriculum Framework: Implications for Teacher Knowledge.

Charoula Angeli; Joke Voogt; A Fluck; Mary Webb; Margaret Cox; Joyce Malyn-Smith; Jason Zagami


Changing demands, changing directions, the 28th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE 2011), Hobart, Tasmania, Australia, 04-07 December 2011 / G. Williams, P. Statham, N. Brown and B. Cleland (eds.) | 2011

How are Australian higher education institutions contributing to change through innovative teaching and learning in virtual worlds

Brent Gregory; Sue Gregory; Denise Wood; Yvonne Masters; M Hillier; Frederick Stokes-Thompson; Anton Bogdanovych; Des Butler; Lyn Hay; Jay Jay Jegathesan; Kim Flintoff; Stefan Schutt; Dale Linegar; Robyn Alderton; Andrew Cram; Ieva Stupans; Lindy Orwin; Grant Meredith; Debbie McCormick; Francesca Collins; Jenny Grenfell; Jason Zagami; Allan Ellis; Lisa Jacka; John Campbell; Ian Larson; A Fluck; Angela Thomas; Helen Farley; Nona Muldoon


Educational Technology & Society | 2016

Arguing for computer science in the school curriculum

A Fluck; Mary Webb; Margaret Cox; Charoula Angeli; Joyce Malyn-Smith; Joke Voogt; Jason Zagami


ASCILITE 2014 : Proceeding of the 31st Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education | 2014

Rhetoric and reality: critical perspectives on education in a 3D virtual world

Sue Gregory; Des Butler; S. de Freitas; Lisa Jacka; Patricia S. Crowther; Torsten Reiners; Scott Grant; Grant Meredith; Jason Zagami; Stefan Schutt; P. Rive; Brent Gregory; Sarah Pasfield-Neofitou; Helen Farley; Frederick Stokes-Thompson; Clare Atkins; Lincoln C. Wood; Chris Campbell; Caroline Steel; Suku Sukunesan; K. Le Rossignol; Xiangyu Wang; Denise Wood; Merle Hearns; Ian Warren; Robert J. Cox; Marcus McDonald; Jenny Sim; M Hillier; Jay Jay Jegathesan


ASCILITE 2013: 30th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education | 2013

Virtual worlds in Australian and New Zealand higher education: Remembering the past, understanding the present and imagining the future

Sue Gregory; Brent Gregory; Torsten Reiners; Ali Fardinpour; Mathew Hillier; Mark J. W. Lee; Lisa Jacka; Des Butler; David J. Holloway; Scott Grant; Merle Hearns; Kim Flintoff; Jay Jay Jegathesan; David Ellis; Marcus McDonald; Frederick Stokes-Thompson; Belma Gaukrodger; Jason Zagami; Chris Campbell; Xiangyu Wang; Jamie Garcia Salinas; Swee Kin Loke; Sheila Scutter; Christine Newman; Ning Gu; Stefan Schutt; Helen Farley; Anton Bogdanovych; Tomas Trescak; Simeon J. Simoff


E-learning and Digital Media | 2014

Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms

Catherine Beavis; Leonie Rowan; Michael L. Dezuanni; Christie McGillivray; Joanne O'Mara; Sarah Jane Prestridge; Colleen Stieler-Hunt; Roberta Thompson; Jason Zagami


CreateWorld 2008 | 2009

Second Life as an Arts Education Environment

Jason Zagami

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A Fluck

University of Tasmania

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Chris Campbell

University of Queensland

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Helen Farley

University of Southern Queensland

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Jay Jay Jegathesan

University of Western Australia

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Lisa Jacka

Southern Cross University

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Mary Webb

King's College London

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Joke Voogt

University of Amsterdam

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Des Butler

Queensland University of Technology

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