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Student Engagement

ecoffee @ SGH

Final year medical student Callum Taylor led this month’s e-coffee@SGH session, with an inspiring look at some of the tools, projects and platforms that can help engage students.  It was packed full of useful tips and information, and showcased some really exciting resources. Continue reading →

Blackboard & Virtual Learning Environment Awards 2017

Students have contributed a record number of nominations for this year’s Blackboard & VLE Awards, sharing valuable feedback about what is most useful in a course site.  It is evident that many courses offer students a fantastic online learning experience alongside the face-to-face teaching, and the challenge of narrowing these down to a final shortlist is an encouraging one to have! After much deliberation, a shortlist has been chosen and can be viewed here. Continue reading →

Self-led Storylines and the User Journey

As soon as REMIX Play finished I ran home and dug out Dungeons & Dragons as well as a collection of Fighting Fantasy books. After an evening of killing ogres and saving peasants I decided to sit down and break down just what was happening during our play session and how we could perhaps use this in Higher Education activities. The first thing that immediately came to mind was Andrezej Marczewski's EEEE User journey. Continue reading →

Stimulating Simulations – Markstrat

Simulations have been around for a long time from physical first-aid simulations to in-depth technologically advanced flight simulations involving massive VR screens and full cockpit experience. There are many positive aspects for using simulations in education, simulations are often a lot cheaper to run rather than doing real life exercises, for example it's cheaper to run a flight simulation than buy, and risk losing, a plane. Continue reading →

10th Annual Virtual Worlds Best Practices in Education conference

2017 Theme : Legacy March 29 – April 1, 2017 The VWBPE Conference is a completely virtual conference that is conducted using simulated environments.  Participants experience the conference through a virtual reality type setting including conference rooms, theatres, exposition halls, meeting spaces, and other types of venues similar to a brick and mortar type conference. The conference is free to attend. Continue reading →

Special Interest Groups – What’s on

ILIaD Special Interest Groups (SIGs) bring together staff to share good practice, learn from one another and collaborate, or to look in more depth at a specific area of Education excellence or innovation. In support of the Education Enhancement Theme, last year saw the establishment of a number of new Technology Enhanced Learning  SIGS which are now going from strength to strength. Continue reading →

ILIaD reconfigures to meet growing demand….

The work undertaken by ILIaD and the Community of Education Practice has strategic significance, enhancing University ranking and reputation by improving quality, engagement and outcomes of the student education experience. With the sharpened institutional focus on quality, collegiality, sustainability, national and international reputation, it has been recognised that the increasing organisational-wide demand for ILIaD services and support cannot be met with ILIaD’s current configuration. Continue reading →

“Escape” the monotony of boring activities

Escape rooms in education Their eyes flick to the clock. 5 minutes left till the end of the lesson! These students are not hoping for time to finish, but completely the opposite, they wish there was more time. This is due to the implementation of the escape room phenomenon. Many people reading this will have heard of the popular escape rooms that follows a similar structure to Crystal Maze from the 90's. Continue reading →

Learn to play, play to learn

Gamification is a word that has been thrown around with a lot of interest but very little action. Small pockets of innovators have produce astonishing pieces of work in various faculties across the university. As the new Learning Designer here at ILIaD I have a vision to bring together those innovators in Gamification and spread the word on what is capable with this learning design. (, 2016) It's estimated that 18. Continue reading →