DERN provides access to quality assured and current information resources around the use of digital technologies and digital media in education. These resources are annotated and linked to relevant categories to enable access to collections of similar resources under specific topics.
This paper uses a measurement lens to focus on the description of the TPACK construct. It demonstrates how a ‘construct map’ for TPACK, which describes increasing proficiency in TPACK, can be developed using empirical data gathered from a TPACK survey tool.
A position paper that reflects on trends of digitalization of schools from an Australian perspective. It is informed from document analysis of relevant policy documents, websites, project reports, media releases and research relating to the topic.
Students find it difficult to engage in online discussions, with problems identified as hindering students’ learning including limited interactions among participants, low contribution rates and lack of academic focus.
This paper presents the findings from a pilot of adaptive quizzes in a fully online unit at an Australian higher education provider. Results indicate that adaptive quizzes contribute to student motivation and engagement, and students perceive that adaptive quizzes support their learning. The results reveal that student scores did not increase significantly as a result of the introduction of adaptive quizzes.
This qualitative study suggests that while Twitter offers informal opportunities for academic development, inhibiting factors prevent staff from establishing their social presence and participating in conversations on academic Twitter.
The Global Education Census asked close to 20,000 teachers and students around the world what education is like where they are, finding that students and teachers are using multiple platforms to help their learning and teaching. New technologies are seeing widespread use in the classroom, but they haven’t replaced traditional tools.
Report examining the digital experience insights findings from 12 Australia and New Zealand (ANZ) pilot universities that gathered over 21,000 students’ responses. The digital experience insights survey covers 4 key areas of digital lives of students: digital in the institution, digital at course level and student attitudes to digitial learning
The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. The research suggests there is a mixture of curiosity, enthusiasm, and uncertainty in the sector about where games fit into learning. This report outlines some of the theoretical perspectives and literature related to games-based learning research.
Offering a scan of the current literature, this report is structured around a thematic analysis of what is unknown and known in online learning F-12, and intended to directly inform school policy and direction. Two broad thematic focal areas, Learning Program Design and Teacher Capacity were identified.
This project sought to examine how maker activities using 3D design and 3D printing technology could enhance learning and teaching outcomes across 24 Kindergarten to Year 2 classes. Students developed a range of 21st century capabilities including creativity, problem-solving, critical thinking, inquiry, design thinking, collaboration, autonomy, literacy, numeracy, scientific understanding, digital literacy, communication, reflective learning capabilities and resilience.
Australian Educational Technologies Trends (AETT) report
Over 100 leading Australian and international educators and experts concerned with Australian education contributed to this report on how Educational Technologies and the computing curriculum is currently being implemented in Australian schools, and the changes that may occur in the near future (5 years).
Students, computers and learning - making the connection
OECD report examines how students access to and use ICT
Mobile learning – why tablets? -- DERN's research brief looks at mobile learning and why tablets are so popular.
› 21st century skills (206)
› Assessment online (102)
› Blended learning (128)
› Collaboration (247)
› Digital literacy (239)
› Educational leadership (107)
› Engagement and performance (279)
› Evaluating ICT effects (98)
› ICT in education (474)
› Information (78)
› Information sources (107)
› Innovation (175)
› Interactive personal networking (99)
› Internet use (157)
› Learning communities (115)
› Learning environment (633)
› Learning systems (77)
› Mobile learning (217)
› Multimedia (65)
› Open scholarship (129)
› Pedagogy (441)
› Personalising learning (114)
› Social Media (176)
› Teacher capacity (144)
› Teacher education (95)
› Training (102)
› Trends (161)