Search results for author:"Mark Stansfield"
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International Journal of Virtual and Personal Learning Environments Vol. 4, No. 1 (January 2013) pp. 49–64
The purpose of the paper is to identify key issues relating to best practice and sustainability in Web 2.0 as an e-Learning strategy for supporting e-portfolios in Higher Education. A practical guidelines framework was developed for best practices,...
Journal of Information Technology Education: Research Vol. 5 (2006) pp. 459–476
The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can...
The Development of E-Portfolio Evaluation Criteria and Application to the Blackboard LMS E-Portfolio
International Journal of Virtual and Personal Learning Environments Vol. 3, No. 1 (January 2012) pp. 19–36
The purpose of this paper is to develop e-portfolio evaluation criteria which will be used to review the Blackboard LMS e-portfolio being used at one Higher Education (HE) institution in the UK as evaluation criteria for reviewing e-portfolio...
International Journal of Virtual and Personal Learning Environments Vol. 2, No. 3 (July 2011) pp. 1–17
This paper investigates the implementation and use of an internal organisational blog by several departments in the HR division in a large public sector financial organisation in the UK. This qualitative study adopts a case study approach and...
Electronic Journal of e-Learning Vol. 4, No. 1 pp. 103–110
The study of database systems is typically core in undergraduate and postgraduate programmes related to computer science and information systems. However, one component of this curriculum that many learners have difficulty with is database analysis...
Computers & Education Vol. 57, No. 1 (August 2011) pp. 1389–1415
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants’ actions, have been used in the marketing and promotion of a number...
Journal of Information Technology Education: Research Vol. 3 (2004) pp. 173–188
Within many educational institutions across the world, the delivery of undergraduate and postgraduate courses is facilitated by online learning technologies. The development and transformation of traditional academic courses for online learning...
Learning Organization Vol. 17, No. 6 (2010) pp. 515–528
Purpose: The purpose of this paper is to identify the theoretical link between blogs and organisational learning. It aims to provide a set of practical guidelines on how to overcome the challenges of implementing an organisational blog. Design...
Computers & Education Vol. 49, No. 2 (September 2007) pp. 345–359
This paper presents the results of a 3-year quasi-experimental study of three Masters courses in computing. The purpose of this study was to investigate the extent to which the teaching and learning of these courses were enhanced by being developed...
The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level
Computers & Education Vol. 57, No. 4 (December 2011) pp. 2197–2211
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists ...
Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level
Computers & Education Vol. 56, No. 1 (January 2011) pp. 21–35
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle....
Towards the Development of a New Model for Best Practice and Knowledge Construction in Virtual Campuses
Antonio Cartelli; Mark Stansfield; Thomas Connolly; Athanassios Jimoyiannis; Hugo Magalhães; Katherine Maillet
Journal of Information Technology Education: Research Vol. 7 (2008) pp. 121–134
This paper reports on the work of a European Commission DG Education and Culture cofinanced project PBP-VC, Promoting Best Practice in Virtual Campuses, which is aimed at providing a deeper understanding of the key issues and critical success...
The Identification of Key Issues in the Development of Sustainable e-Learning and Virtual Campus Initiatives
Mark Stansfield; Thomas Connolly; Antonio Cartelli; Athanassios Jimoyiannis; Hugo Magalhaes; Katherine Maillet
Electronic Journal of e-Learning Vol. 7, No. 2 (2009) pp. 155–164
This paper explores a number of key issues that have been identified as being important in the identification and evaluation of best practice within the context of e-learning and virtual campuses. The "Promoting Best Practice in Virtual Campuses" ...