Faculty of Education - Research Publications

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    Exploring mobile mixed reality for critical thinking in nursing and healthcare education: A systematic review
    Stretton, T ; Cochrane, T ; Sevigny, C ; Rathner, J (CHURCHILL LIVINGSTONE, 2024-02)
    BACKGROUND: The shortage of nursing and healthcare clinical placements has prompted the investigation of ways to supplement authentic learning. Mobile mixed reality has become increasingly available, however, the affordances and design principles for the facilitation of critical thinking are yet to be explored. OBJECTIVE: To examine how mobile mixed reality facilitates critical thinking in nursing and healthcare higher education. DESIGN: Systematic review. REVIEW METHODS: A search in seven databases (MEDLINE, PsychINFO, AMED, ERIC, Scopus, Cochrane, and Web of Science) was conducted with 3488 titles and abstracts screened. The quality of the included studies was evaluated using the Mixed Methods Assessment Tool (MMAT). RESULTS: A total of 12 studies with 1108 participants were included. The breadth of healthcare disciplines was limited to five disciplines that utilised bespoke scenarios on head-mounted displays. Most scenarios were emergency or critical response, with limited time for pre-brief, debrief, or overall user time. Only two studies directly measured critical thinking, with others including indirect reference to diagnoses, interpretation, analysis, or evaluation of healthcare scenarios. Affordances and design principles for the future development of mobile mixed reality for critical thinking in nursing and healthcare higher education are identified. CONCLUSIONS: While some pedagogical affordances of mobile mixed reality can be identified in a narrow number of healthcare disciplines, there remain to be limited valid measures of critical thinking used to quantify effectiveness. Future studies would benefit from considering scenarios beyond emergency and critical responses, including longitudinal studies that reflect the development of critical thinking over time, and exploration of co-designed scenarios with and by nursing and healthcare students.
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    Design-based Research: An ethical framework to address pedagogical problems and innovation
    Galvin, K ; Cochrane, T (AARE, 2023-11-27)
    The need for education research to explore ‘real world’ learning impact for stakeholders is now more pressing than ever as we navigate perpetual shifting educational experience in situational contexts driven by rapid technology changes and environmental change. Design-based research (DBR) is a pragmatic methodology that promotes a proactive educational enquiry to implement theories of learning and teaching. To address a pedagogical problem or innovation, the DBR methodological framework incorporates four research phases including 1) analysis of a practical problem, 2) development of an innovative solution, 3) implementation of iterative research action cycles, and 4) final analysis and reflection. These phases enable the possibility of growth and evolution of both education theory and knowledge contribution using a practical approach. The ultimate aim of DBR is to generate useful knowledge by applying cycles of both action and inquiry in a situated context. Outputs of DBR commonly fall into two categories including a) tangible practical outcomes such as a design artefact to improve learning, and b) non-tangible outputs in the form of final design principles and progressive societal contributions. In this sense, local knowledge can still contribute to social learning practices more broadly. The flexible ethos of DBR extends to the generation of outputs, as there is potential to use quantitative, qualitative, or mixed methods when using DBR. The DBR framework allows a malleable way to problem solve changing educational issues. While progressively drawing upon current literature to improve iterative learning outputs, the process of DBR integrates ‘design thinking’ to understand what stakeholders need in specific contexts by fostering empathy and cultural awareness. DBR invites the ‘messiness and complexity’ of educational settings by not shying away from giving attention to the uncontrollable variables that stakeholders may bring to research action cycles. Thus DBR has been described as an ‘ethical’ educational research approach as it addresses real world problems without being limited by quasi-experimental control groups that lead to ‘no significant difference’ in pedagogical outcomes. By inviting stakeholder voice and truth into this research process, there is potential for DBR to generate ‘inspired’ and ‘visionary’ interventions not yet seen in educational settings, and equally to ensure past knowledge and educational impact is acknowledged and maintains relevance. The Poster graphically illustrates the DBR methodology framework as described above, and provides QR code links to example case studies using DBR to solve pedagogical problems and innovative practice in various education contexts.
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    Exploring the intersection of digital pedagogies, reflexivity, and culture in religious education
    Kvia, A-S ; Cochrane, T ; Cochrane, T ; Narayan, V ; Bone, E ; Deneen, C ; Vanderburg, R ; Kathryn, M ; Brown, C (ASCILITE, 2023-12-01)
    This concise paper reports on the development of a Design-Based Research PhD project that explores the potential of virtual reality and digital pedagogies to enhance reflexivity in the context of religious education and cultural diversity awareness. The research is based in a Norwegian context and aims to develop transferable design principles for enhancing reflexivity in religious education for student teachers. The paper outlines the context, design framework, initial prototype intervention, initial participant feedback, as well as next steps in the research.
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    Exploring Social Media Use for Healthcare Professionals
    Yu, X ; Cochrane, T ; Cochrane, T ; Vickel, N ; Bone, E ; Deneen, C ; Vanderburg, R ; Kathryn, M ; Brown, C (ASCILITE, 2023-12-01)
    This concise paper introduces the importance of Healthcare Professionals (HCP) voice on Social Media Platforms (SMP) to combat widespread mis/disinformation around health issues that is now prevalent on these platforms. While HCPs actions have been acknowledged as effective in dispelling myths surrounding health topics, the specific strategies employed by HCPs on different SMPs to address these issues remain largely unexplored. Employing a technology affordance perspective, this paper outlines a proposed research methodology aimed at investigating the strategies employed by HCPs for correcting misinformation across various SMPs and offers guidance in this area.
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    Analysing Mobile Learning Designs: A Framework for Transforming Learning Post COVID
    Cochrane, T ; Narayan, V ; Aiello, S ; Alizadeh, M ; Birt, J ; Bone, E ; Cowie, N ; Cowling, M ; Deneen, C ; Goldacre, P ; Sinfield, D ; Stretton, T ; Worthington, T (ASCILITE, 2022-11-07)
    Mobile learning is well established in literature and practice, but under-evolved from a rigorous learning design perspective. Activity theory presents a sophisticated way of mapping and understanding learning design, but for mobile learning this does not always translate into change in practice. The reported research addresses this by coupling a mobile learning specific approach to activity theory with a practice-based framework: the design for transformative mobile learning framework mapped to the pedagogy-andragogy-heutagogy continuum matrix (the DTML-PAH Matrix). Seven case studies are analysed using this approach and presented narratively along with framework informed analysis. Findings include that the DTML-PAH Matrix can be used to provide clearer implications and guidance for mobile learning practice, and that the DTML-PAH Matrix can also be guided by the practice over time. Implications for further research and practice are discussed. Implications for practice or policy: • Provide technological and pedagogical scaffolds to students. • Learning designs should focus upon enabling elements of learner agency and creativity. • To develop learning solutions to real world problems utilise a design-based research approach. • Create authentic collaborative learning activities and tasks. • Integrate mobile learning affordances in the design of the course and curriculum.
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    Enhancing Health Care Education and Practice Post COVID
    Cochrane, T ; Stretton, T (Auckland University of Technology (AUT) Library, 2022-01-26)
    Healthcare education and practice has significantly been impacted by COVID-19. This includes the challenge on pedagogical approaches that highlight the potential of technology to facilitate innovative new approaches in response to social distancing, lockdowns, remote learning and improving the patient experience and positive outcomes. Many of these innovative approaches are not fundamentally new but are now seeing relevance beyond early adopters to mainstream implementation. This presentation draws upon collaborations with educational researchers and technologists that have explored the integration of technology into healthcare education and practice.   COVID-19 Adversity to Opportunity Many healthcare programmes required reenvisaging teaching and learning approaches in response to COVID-19 restrictions. This had a particular impact on the development of interpersonal and practical knowledge and skills essential for healthcare graduates.   The limited access to on-campus learning provided an opportunity for both institutional and individual evaluation of pedagogical practices. The affordances of traditional, didactic, and “hands-on” skills were compared with those that could be facilitated using online asynchronous/ synchronous strategies. A particular concern was the development of the interpersonal and practical skills required in safe and effective healthcare practice. Alongside easing of restrictions, these skills were adapted using online demonstrations within the limits of socially distanced “bubbles”, telehealth and limited clinical placements. Reconsideration of summative assessments was also required- with the introduction online synchronous and asynchronous verbal assessments, and asynchronous submissions of practical skills online (Cochrane et al., 2021; Narayan et al., 2021).   In the prospect of COVID-19 restrictions continuing to lift, it is envisioned that most of the reenvisaged pedagogical approaches to healthcare education will persist, without compromising student critical thinking or practical skills.   Interprofessional Collaboration This presentation will highlight the importance of interprofessional collaboration in healthcare curriculum design using a Design-Based-Research methodology (Chen et al., 2020; Kartoğlu et al., 2020) to facilitate authentic learning and develop self-determined learning capabilities for healthcare professionals.   DBR- Design Principles in response to COVID Transferable design principles will be introduced for enhancing healthcare education that will improve practice in a COVID19 world, particularly drawing from eight healthcare projects including: STUDIO602 – enhancing clinical practice with mobile technologies (Cochrane & Sinfield, 2021), developing a virtual reality handover experience for healthcare students (Cochrane et al., 2018), using immersive reality to develop critical thinking in clinical health education (Stretton et al., 2018), enhancing first responder clinical simulation education using immersive reality and biometrics (Cochrane et al., 2020), designing authentic learning for graduate entry nursing students (Macdiarmid et al., 2021), designing public and environmental health education (Kersey et al., 2018), Biomedical engineering (Lam et al., 2021), and physiology education (Fabris et al., 2019). References   Chen, W., Sandars, J., & Reeves, T. C. (2020). Navigating complexity: The importance of design-based research for faculty development. Medical Teacher, 1-3. https://doi.org/10.1080/0142159X.2020.1774530 Cochrane, T., Aiello, S., Cook, S., Aguayo, C., & Wilkinson, N. (2020). MESH360: A framework for designing MMR enhanced Clinical Simulations [Journal]. Research in Learning Technology, 28(Mobile Mixed Reality - Themed Collection). https://doi.org/10.25304/rlt.v28.2357 Cochrane, T., Narayan, V., Aiello, S., Birt, J., Cowie, N., Cowling, M., Deneen, C., Goldacre, P., Alizadeh, M., Sinfield, D., Stretton, T., & Worthington, T. (2021, 29th November- 1st December 2021). Post Pandemic Socially Constructed Blended Synchronous Learning: Vignettes from the Mobile Learning SIG. ASCILITE 2021: 38th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, University of New England (UNE), Armidale, Australia. Cochrane, T., & Sinfield, D. (2021). STUDIO602: A model for designing real world collaborations between Higher education and Industry. In K. MacCallum & D. Parsons (Eds.), Industry Practices, Processes and Techniques Adopted in Education - Supporting innovative teaching and learning practice (Vol. In preparation). Springer. http://davidparsons.ac.nz/industry-in-ed/ Cochrane, T., Stretton, T., Aiello, S., Britnell, S., Cook, S., & Narayan, V. (2018). Authentic Interprofessional Health Education Scenarios using Mobile VR [Journal]. Research in Learning Technology, 26, 2130. https://doi.org/10.25304/rlt.v26.2130 Fabris, C. P., Rathner, J. A., Fong, A. Y., & Sevigny, C. P. (2019). Virtual Reality in Higher Education. International Journal of Innovation in Science and Mathematics Education (formerly CAL-laborate International), 27(8). Kartoğlu, Ü., Siagian, R. C., & Reeves, T. C. (2020). Creating a "Good Clinical Practices Inspection" Authentic Online Learning Environment through Educational Design Research. TechTrends : for leaders in education & training, 1-12. https://doi.org/10.1007/s11528-020-00509-0 Kersey, K., Lees, A., Conn, C., Cochrane, T., Narayan, V., & Williams, M. (2018). “Context matters”: The challenges and opportunities of designing tertiary public and environmental health education in South Auckland. Pacific Health, 1(1), 1-12. https://doi.org/https://doi.org/10.24135/pacifichealth.v1i1.8 Lam, L., Cochrane, T., Rajagopal, V., Davey, K., & John, S. (2021). Enhancing student learning through trans-disciplinary project-based assessment in bioengineering. Pacific Journal of Technology Enhanced Learning, 3(1), 4-5. https://doi.org/10.24135/pjtel.v3i1.80 Macdiarmid, R., Winnington, R., Cochrane, T., & Merrick, E. (2021). Using educational design research to develop authentic learning for Graduate Entry Nursing students in New Zealand. Nurse Education in Practice, 102965. https://doi.org/10.1016/j.nepr.2021.102965 Narayan, V., Cochrane, T., Aiello, S., Birt, J., Cowie, N., Cowling, M., Deneen, C., Goldacre, P., Alizadeh, M., Sinfield, D., Stretton, T., & Worthington, T. (2021, 29 November - 1 December). Mobile learning and socially constructed blended learning through the lens of Activity Theory. ASCILITE 2021: 38th International Conference on Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education, University of New England (UNE), Armidale, Australia. Stretton, T., Cochrane, T., & Narayan, V. (2018). Exploring Mobile Mixed Reality in Healthcare Higher Education: A Systematic Review [Journal]. Research in Learning Technology, 26, 2131. https://doi.org/10.25304/rlt.v26.2131
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    A Design-Based Research Framework to Guide Curriculum Design
    Cochrane, T (University of Melbourne, 2022)
    A practical guide to using DBR in collaborative curriculum design.
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    PJTEL Editorial 2019-2021
    Cochrane, T ; Narayan, V ; Sissons, H (Auckland University of Technology (AUT) Library, 2022-02-02)
    In this first editorial for the Pacific Journal of Technology Enhanced Learning, PJTEL, the lead editors reflect upon the first three years of the journal and explore the impact statistics. We also explore future directions and themes for the journal particularly in light of the impact of COVID19 on education.
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    ‘Mixed-tape Methods’ for Data in Post-digital Times of Disease
    Coleman, K ; Spreadborough, K ; Belton, A ; Cochrane, T (Technology Knowledge & Society Research Network, 2021-04-08)
    In 2020, our teaching and research moved almost exclusively online. Zoom was a must have tool for communication. The shift online has impacted our academic, research, and teaching practices. But can the data traces generated by this shift be leveraged to understand and enhance how we work in and for education? We propose that, as knowledge makers, relational feedback loops and ‘mixed-tape methods’ can create new ways for do-ing, be-ing and know-ing from one data site to another. Doing research during a time of disruption using an iterative approach allows us to adapt the methods as our work and life circumstances changed in response to the pandemic, throughout the uncertainties of life in lockdown we collaboratively co-designed our work. The work of co-designing feedback loops in partnership highlight how the digital enables experience and engagement that generates new experiences and engagements, enabling us to establish new ways of exploring new possibilities with/in. The uncertain unknowns of a covid-normal arts sector means that co-designed arts education gives some solid ground for teachers and learners to create and navigate their future paths. We will present and perform the effects of these experiences and engagements on artists and the arts community in a pandemic and explore the affects of these experiences and engagements for education. We acknowledge that we live and work on the lands of the Wurundjeri people that hold stories across time and space. #Datacreativities is a co-lab of interdisciplinary digital research cross faculty partnership, we examine #datacreative using feedback loops.
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    Prototyping a transdisciplinary bioengineering curriculum development project
    Lam, L ; Cochrane, T ; Davey, C ; John, S ; Shaktivesh, S ; Ganesan, S ; Rajagopal, V (ASCILITE, 2021-11-29)
    Building students’ capabilities to integrate complex concepts across transdisciplinary boundaries of related but distinct theoretical courses is critical to real-world problem solving and creative design solutions (Burnett, 2011). In the context of bioengineering, students must be able to draw on knowledge from several scientific and mathematical domains and integrate them in innovative ways to tackle complex biomedical problems. In traditional degree structures, these domains are typically sequestered into distinct subjects, with minimal cross-curricular references beyond the acknowledgement of any chains of prerequisite knowledge. This has had the unintended effect of students over-compartmentalising concepts: they are often unable to appreciate how different ideas fit together synergistically to form a coherent and more complex whole. To address this problem, we initiated a curriculum design project exploring the development of an integrative and collaborative student project that authentically links four theoretical foundations of bioengineering across multiple years of a degree program: programming and systems modelling concepts, human anatomy and biomechanics, electronics, and engineering design. A design-based research (DBR) methodology was applied to establish a curriculum design team encompassing academic lecturers, educational technology researchers, and technology designers. Our curriculum design process follows a four-stage iterative model comprising of: problem analysis and identification of initial design principles, prototyping curriculum design solutions, evaluation and redesign, followed by refinement and sharing of the design principles. The current iteration of the curriculum development project involves a 3D-printed programmable robotic arm and a series of constructively aligned workshop activities and assessments, and there are plans to establish a common learner-centric ecology of resources (Luckin, 2008) for student collaborative projects across the subjects, including the use of ePortfolios and team collaboration software such as MS Teams. This poster outlines the first two DBR stages, involving the design principles and prototype development.