Resources
Apps
Robo WordQuiz. More serious and less game than Robo WordQuest. Watch videos, complete quizzes and get awards for the completion of literacy exercises related to punctuation use and paragraph construction. Available free to download now.
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Robo WordQuest. Join Captain Rusty, the robo-dog, exploring different dimensions of a virtual world to gather energy cells to repair your crashed spaceship. Collect 250+ items and achievements across three dimensions by exploration and completion of literacy exercises related to punctuation use and paragraph construction. Available free to download now.
 
Robo WordQuest project page is here.
Apostrophe Power. When apostrophes leave you confused, bored or both, recharge with the Apostrophe Power game. Its fun, fast, easy to play, and a great way to get better at using apostrophes. Available free to download now.

Sentence Hero. Do punctuation and grammar leave you feeling flat? Grab an energy boost with the Sentence Hero game. Its the fun, fast and easy-to-play way to help you get your writing right. Available free to download now.

Uni Tune In. This free app gives handy hints on note-taking, understanding assessment, reading research papers, academic writing and much, much more. The videos are integrated into the app so no internet is needed. For a great start, Tune In To Uni.

Videos
The Seahorse Project: Study Skill Resources for University and College Students. A wide range of fun and informative video resources addressing learning, well-being and technology at university.
Visit the YouTube channel with free resources available for integration into learning support and courses.
Podcasts
Posters
DICE Publications
2019
- Buchanan, R. A., Southgate, E., Smith, S. P. (2019). The whole worlds watching really: Parental and educator perspectives on managing children's digital lives, Global Studies of Childhood.
- Smith, S. P. (2019). Practice guide: Ideas for using Robo WordQuest and Robo WordQuiz. DICE Report Series, Number 6. Newcastle: DICE Research. [PDF]
- Southgate, E., Smith, S. P., Cividino, C., Saxby, S., Kilham, J. Ether, G., Scevak, J., Summerville, D., Buchanan, R., Bergin, C. (2019) Embedding immersive virtual reality in classrooms: Ethical, organisational and educational lessons in bridging research and practice. International Journal of Child-Computer Interaction 19, pp. 19-29.
2018
- Buchanan, R. A., Southgate, E., Scevak, J., Smith, S. P. (2018). Expert insights into education for positive digital footprint development, Scan, 37:2
- Southgate, E., Buchanan, R., Cividino, C., Saxby, S., Eather, G., Smith, S.P., Bergin, C., Kilham., Summerville, D. and Scevak, J. (2018). What teachers should know about highly immersive virtual reality: Insights from the VR School Study. Scan, 37(4).
- Southgate, E., Smith, S. P., Ether, G., Saxby, S., Cividino, C., Bergin, C., Summerville, D., Buchanan, R., Scevak, J. Ethical Conduct and Student Safety in Immersive Virtual Reality: Protocols and Resources from the VR School Research Project. KELVAR 2018 Workshop @ IEEE Virtual Reality 2018, Reutlingen, Germany.
- Southgate, E., Smith, S. P., Langridge, R., Gruppetta, M. (2018). Inclusive design in a virtual world serious game to improve adult literacy: Problems, possibilities and tensions, Open Oceans: Learning without borders. Proceedings ASCILITE 2018, Geelong, Australia
2017
- Langridge, R., Smith, S. P., Smithers, K., and Southgate, E. (2017). Participatory design with children and young people: An annotated bibliography. DICE Report Series, Number 5. Newcastle: DICE Research. [PDF]
- Langridge, R., Smith, S. P. and Southgate, E. (2017). Participatory design, digital technology and culture: An annotated bibliography. DICE Report Series, Number 4. Newcastle: DICE Research. [PDF]
- Southgate, E., Budd, J., & Smith, S. (2017). Press Play for Learning: A Framework to Guide Serious Computer Game Use in the Classroom. Australian Journal of Teacher Education, 42(7). DOI: http://dx.doi.org/10.14221/ajte.2017v42n7.1
- Southgate, E. and Smith, S. P. (2017). Designing and conducting research using immersive technologies in schools: Seven observations. 2017 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR), Los Angeles, CA, USA, pp. 1-3, DOI: 10.1109/KELVAR.2017.7961564.
- Southgate, E., Smith, S. P. and Scevak, J. (2017). Asking Ethical Questions in Research using Immersive Virtual and Augmented Reality Technologies with Children and Youth. 2017 IEEE Virtual Reality (VR), pp. 12-18, IEEE:USA. [PDF]
2016
- Southgate, E., Smith, S. P., & Cheers, H. (2016). Immersed in the future: A roadmap of existing and
emerging technology for career exploration. DICE Report Series, Number 3. Newcastle: DICE Research. [PDF]
- Hickmott, D., Smith, S. P., Bille, R., Burd, E., Stephens, L., and Southgate, E. (2016),
Building Apostrophe Power: Lessons Learnt for Serious Games Development,
Interactive Entertainment 2016, Proceedings of the Australasian Computer Science Week Multiconference
Article No. 70, ACM. [PDF]
- Smith, S. P, Hickmott, D., Southgate, E., Bille, R. and Stephens, L. (2016), Exploring Play-Learners' Analytics in a Serious Game for Literacy Improvement, In Marsh, T., Ma, M., Oliveira, M.F., Baalsrud Hauge, J.,
Gbel, S, (eds) Second Joint International Conference on Serious Games (JCSG 2016), pg 13-24. Springer. [PDF]
- Southgate, E. and Smith, S. P. (2016). Gamifying adult literacy learning with apps: reflections on the state-of-the-art to the state-of-the-actual. Paper presented at The Students Transitions Achievement Success and Retention (STARS) Conference. [PDF].
- Southgate, E. and Smith, S. P. (2016). Pedagogical theory and embodiment: Some provocations for virtual and augmented reality in education. Paper presented at IEEE VR 2016 Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR). [PDF].
- Southgate, E. and Smith, S. P. (2016). Practice guide: Ideas for using Apostrophe Power and Sentence Hero. DICE Report Series, Number 2. Newcastle: DICE Research. [PDF]
- Southgate, E., Smith, S. P., Smithers, K. & Budd, J. (2016). Serious games and learning: An annotated bibliography. DICE Report Series, Number 1. Newcastle: DICE Research. [PDF]
2015
- Buchanan, R., Holmes, K., Preston, G., and Shaw, K. (2015). From the Local to the Global: Taking account of context in the push for the technologisation of education. In N. Johnson, S. Bulfin & C. Bigum (Ed.s). Critical perspectives on technology and education, (pp. 227-244). Melbourne: Palgrave MacMillan. [PDF]
- Gore, J, Holmes, K, Smith, M, Southgate, EL, Albright J 2015, Socioeconomic status and the career aspirations of Australian school students: Testing enduring assumptions, The Australian Educational Researcher, vol. 42, no. 2, pp. 155-177. [PDF]
- Smith, S. P., Blackmore, K. and Nesbitt, K. A meta-analysis of data collection in serious games research. In C. S. Loh, Y. Sheng, & D. Ifenthaler (Eds.), Serious Games Analytics: Methodologies for human performance measurement, assessment, and improvement. Chapter 2, pg 31-55. New York, NY: Springer. [PDF]
- Smith, S. P., Hickmott, D., Bille, R., Burd,E., Southgate, E., and Stephens, L.
Improving undergraduate soft skills using m-learning and serious games,
IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE 2015), pg230-235, IEEE. [PDF]
- Southgate, E., Smith, S. P., Stephens, L., Hickmott, D., and Bille, R..
Interdisciplinary opportunities and challenges in creating m-learning apps: Two case studies, Ascilite 2015, Curtin University, Perth.
2014
- Buchanan, R. & Southgate, E. (2014). Its more than computer hubs: Equity and learning in higher education, European Access Network Conference, Edinburgh, Scotland.
- Buchanan, R. and Chapman, A. (2014). The political ontology of cyborgs: Considering implications of posthumanism for Education. Creative Approaches to Research, 7, 7-20. [PDF]
- Southgate, EL, Douglas, H, Scevak, JJ, MacQueen, S, Rubin, JM, & Lindell C. (2014), The academic outcomes of first-in-family in an Australian university: An exploratory study, International Studies in Widening Participation, vol. 1, pp. 31-45. [PDF]
2013
- Holmes, K., Preston, G.D., Shaw, K., and Buchanan, R. (2013). Follow' Me: Networked Professional Learning for Teachers, Australian Journal of Teacher Education, 38 54-65. [PDF]
2012
- Buchanan, R. (2012). Digital dilemmas and professional practice: implications for pre-service teacher ethics education, Teacher Education Dialogue Conference, Coffs Harbour, NSW.
- Buchanan, R., Holmes, K., Preston, G., & Shaw, K. (2012). Shifting horizons: A critical examination of projects, policy and progress towards digital education in Australia, Critical Perspectives on Learning with New Media Conference, Melbourne, VIC.
- Chapman, A. & Buchanan, R. (2012). FYIVirtual Space has a Context: Toward an Alternative Frame for Understanding Cyberbullying in S. Saltmarsh, K. Robinson & C. Davis (Ed.s) Rethinking School Violence: Theory, Gender, Context (pp. 56-68). Basingstoke, GB: Palgrave McMillan. [PDF]
- Macqueen, SE, Southgate, EL, Scevak, JJ & Clement, ND. (2012),
Its HEPPP to be fair! Approaches to supporting the learning and well-being of low SES students in higher education, Proceedings AARE 2012, Sydney, NSW. [PDF]
2011
2010
- Buchanan, R. & Chapman, A. (2010). Globalisation and social justice: The exploitation of the digital native', Learning for Life: Sustainability, Global Citizenship and Social Justice. SEAA Biennial Conference with SASOSE Annual Conference, Adelaide, SA. [PDF]
- Kirby, DM, Dluzewska T, & Scevak JJ. (2010), An online resource to support first year students psychosocial and academic transition,
Proceedings of the 13th Pacific Rim First Year in Higher Education Conference, Adelaide, SA. [PDF]
2009
External Links
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