- Gabriel (Game-based Rich Interactive Enhanced Learning) January 2014 to July 2014)
- The project aims to develop a new web-based tool that will allow any lecturer, without the need of any technical knowledge, to create sophisticated game-based learning exercises. These exercises can be developed for any module, in any discipline and at any level. The tool as shall be developed to work in all major web browsers and the games produced by the tool shall also work in all major web and mobile browsers. The produced exercises shall be also linked to a database to allow for performance tracking, as well as competition between students.The project shall also produce a pedagogic guide to games creation using the tool, to outline best practice drawn from this study and research.
An important component of this project is to assess the impact of using game-based learning in terms of enhancing student learning, performance and the student experience, as well as the meeting the digital expectation of a student in the 21st century.
- Performance Tracker (November 2013)
- A Tool to help all 1st year students studying BSc Computer Science, BSc Software Engineering or BEng Mobile and Web Computing track their performance and see what they need to achieve in their various assessments to progress to level 5.
The next release will see the incorporation of Level 5 and 6 and the possibility for students to predict their degree classification and see their performance tracked over the full length of their studies at the University.
- iWestminster (January 2011 to July 2012)
- The iWestminster project aims to explore the potential of touch surfaces for use in higher education as part of the everyday experience in the delivery and use of teaching and learning material.
The aim is to leverage the full potential of such devices by taking advantage of the natural interaction that these devices provide. In addition, the project team will explore the wide range of 3rd party and built-in applications that will support many core student activities such as reading and annotation of documents and textbooks, research, planning and day-to-day scheduling activities.
- Multichannel Programming Teaching Tool (2008)
This project aims at creating a framework to present programming content to students using a multi-channel approach so that they can use their most natural way of learning, which can be visual, auditory, and through manipulation, by utilising a “describe, see, hear and do” teaching methodology.
See the Poster presented at the Learning and Teaching Symposium, July 2008.