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Dive into the research topics where Sophie Nichol is active.

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Featured researches published by Sophie Nichol.


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.


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.


international symposium on technology and society | 2010

Emergence of creativity in learning via social technologies

Sophie Nichol

Creativity is an elusive skill desired by many. Debates on ‘What is Creativity’ and how it can best be nurtured and supported had resurgence in the 1950s after Guildfords address to the American Psychology Association about the positive benefits of creativity. Since then creativity has been investigated in many forms and within many disciplines. Of note is that creativity is apparent within four components: the person, the process, the product and the environment. On some level creativity is assessed within one of the four components of creativity: person, process, product or environment. In this study creativity and the environment is under investigation, with a number of factors presented that allow creativity to be supported. This paper explores the role of creativity within the education of tertiary students studying Games Design and Development (within an IT discipline) from an Australian University. Particularly this paper focuses on how social factors, such as purpose built collaborative environments and virtual communities, aid in the creative pursuits of the students.


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


International Association for Development of the Information Society | 2007

Exploring creativity support systems for the NE"X"T generation

Sophie Nichol


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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