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Dive into the research topics where Katherine Blashki is active.

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Featured researches published by Katherine Blashki.


European Journal of Engineering Education | 2007

‘The future is old’: immersive learning with generation Y engineering students

Katherine Blashki; Sophie Nichol; D. Jia; Supawan Prompramote

This paper explores the application of four elements deemed to be essential to immersive learning; immersion, engagement, risk/creativity and agency. The authors discuss the implementation of these four elements within two very different classroom environments, one secondary and one tertiary, to illustrate the importance of students’ active participation in the planning, design and development processes of their own learning environments. By transforming both the conceptual and operational environments of both cohorts the authors illustrate the benefits of the development of immersive learning environments. Importantly, such environments must reflect the choices and preferences of the learner as they negotiate their way through the learning journey that best suits their needs. Rather than the imposition of a learning regime considered to be irrelevant, but more importantly ‘boring’ to the student cohort, the authors argue that immersive learning environments are successful because they are reliant on the students’ enthusiastic creation of their own knowledge in collaboration with adults and student colleagues. This study can be applied in all spectrums of education (primary, secondary and tertiary), and in this case, specifically engineering education.


international conference on information technology research and education | 2003

Creating new distance learning environments from contemporary technologies

Matthew Butler; Katherine Blashki

Over the last decade, rapid technological change and increasing rates of adoption of those new technologies in the community have resulted in widespread acceptance in domestic and commercial applications. Regrettably, such developments have effected little impact within the domain of education and in particular, distance education (DE). We attempt to explore the hitherto unexploited potential of these new technologies in the educational realm and specifically their application to distance education. The authors argue that these technologies could address the inequities that currently differentiate the learning experiences of the on-campus from the off-campus student. Currently available technologies appropriate for enhancing the learning process of the distance education student are discussed as well as possible applications as yet undeveloped in the education sector.


web based communities | 2008

Newbs vs. geeks: encouraging creativity in an online learning community

Sophie Nichol; Katherine Blashki

This article explores the development and creative practices of an online community within an Australian university. The authors argue that creativity can be enhanced and supported by the development and implementation of purpose-specific learning environments, such as an online learning community. Within such a community the participants are exposed to a number of requisite elements designed to support the exploration of their own learning process and the development of creativity. The following study discusses the establishment of such a community and the social, cultural and learning practices of the student participants.


conference on multimedia modeling | 2006

Interactive television and the role of affective usability

Guy Wood-Bradley; Katherine Blashki

This paper explores the importance of designing interfaces that evoke positive feelings in the user as they interact with the interface. The use of interactive television (iTV) and affective usability illustrate how usability paradigms shift as new technology is developed. Traditional television is a more passive medium than iTV and the role of the user (or viewer) varies significantly. iTV requires more of the user and to be an active contributor because of the more interactive interaction style. Interface designers need to constantly define better ways of developing interfaces that are not only usable, but also enjoyable to use


Australian journal of emerging technologies and society | 2005

Game geek's goss: linguistic creativity in young males within an online university forum (94/\/\3 933k’5 9055oneone)

Katherine Blashki; Sophie Nichol


Archive | 2005

Game geek's goss: linguistic creativity in young males within an online university forum

Katherine Blashki; Sophie Nichol


web based communities | 2006

The realm of the game geek : supporting creativity in an online community

Sophie Nichol; Katherine Blashki


ED-MEDIA 2006 : World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006 | 2006

Games Geeks in Context: Developing the Environment to Engage Creative Expression

Sophie Nichol; Katherine Blashki; Penelope Goward


Encyclopedia of e-collaboration | 2008

Enhancing electronic learning for generation Y games geeks

Sophie Nichol; Katherine Blashki


ICCMSN 2008 : Proceedings for the International Conference on Computer Mediated Social Networking | 2008

This isn't where I parked my car : virtual communities of generation Y games geeks

Sophie Nichol; Katherine Blashki

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