Resource Library

The Resource Library contains a collection of higher education learning and teaching materials flowing from projects funded by the Commonwealth of Australia including those from the Australian Learning and Teaching Council.

Results may be sorted filtered by keywords.

6 resources found for ‘games’.

Learning and teaching technical competence in the Built Environment using serious video game technology

Sidney Newton, Russell Lowe
The University of New South Wales
2013
The University of New South Wales
Final report Download Document (2.08 MB)

Hands-on simulation game for teaching electronic commerce

S Newton
University of Western Sydney
1997
University of Western Sydney
This is a final report for a 1996 National Teaching Development Grant funded by the Committee for Univesity Teaching and Staff Development. The report details the project and provides justification and educational rationale for its development.
Final report Download Document (51.81 KB)

Remix, mash-up, share: authentic web 2.0 assessment scenarios and criteria for interactive media, games and digital design

Ingrid Richardson
Murdoch University
2013
Murdoch University
Curtin University, University of Canberra
Final report Download Document (2.28 MB)

Changing the Game in Science and Mathematics Higher Education

Elizabeth Johnson
La Trobe University
2014
La Trobe University
Final report Download Document (1.11 MB)

The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

Peter Albion, Penny de Byl, Janet Taylor, David Jones
University of Southern Queensland
2010
University of Southern Queensland
CQU
Final Report Download Document (543.75 KB)

Leading Excellence – application of the Engaging Leadership Framework (ELF) to new higher education sites and contexts

Lorraine Bennett, Kay Hempsall
Monash University
2010
Monash University

The Engaging Leadership Framework tool and artefacts were developed to support the effective leadership of change and to build leadership capacity in institutions. The report notes that the framework’s value was particularly evident when leadership projects were linked to active learning and the authentic issues of the participants. Artefacts include workshop activities, site case studies, journal notes and reflections, planning and evaluation templates, and ELF game prototypes.

ECU, UB, UNE
Final Report Download Document (37.82 MB)