JISC Institutional Innovation Programme (2009)
Role: Pedagogic Research / Project Dissemination
The iBorrow Project, partly funded by JISC, is one of thirty-nine projects that form part of the second phase of JISC’s Institutional Innovation Programme. One of the principal goals of the project is the deployment of 200 thin-client (atom based) netbooks to be made available to both students and staff within Augustine House, Canterbury Christ Church University‘s multi-million pound state-of-the-art library and student services centre, as “easily as picking up a book from a shelf”.
Moreover, coupled with the hardware is location-related information that is overlaid with additional information that can support a better understanding on how the University’s students, academic and support staff have reacted as groups to the way that space, pedagogy and technology have been integrated. One of the project’s aspirations is that it would provide the University with valuable intelligence on how resources are being managed within Augustine House, thus allowing for future planning.
The project won UCISA‘s Award for Excellence 2009.
HEA Pathfinder Project (2007)
Project: Digital Experiencing Building for University Teaching (DEBUT)
Role: Staff Developer / Project Dissemination
The Digital Experiencing Building for University Teaching (DEBUT) was a first phase Pathfinder project for the HE Academy (now Advance HE) that seeked to explore how we can best provide a digital experiences for our staff to better equip them, as learners and educators, to take advantage of the digital world. The project has a number of aims that include: empowering staff to meet the challenge of the digital world as learners and as educators; extending their confidence, creativity and capacity in exploiting e-learning; gaining a better understanding of the benefits and issues involved in providing a contextualised, situated and learner-centred approach to staff development; encouraging staff to embed some of their own digital experiences and use of digital tools within their own professional learning and teaching practice; and working with colleagues across the Pathfinder Programme to explore, develop and evaluate a diversity of approaches to developing digital literacy, ensuring transferability across the HE sector.
Folkestone: A Town Unearth (2006)
Project: Folkestone: A Town Unearth
Role: Concept Architect
The Folkestone: A Town Unearth project is led by Dr Lesley Hardy of the Department of American Studies and History at Canterbury Christ Church University. The project has involved numerous consultations on how to best plan and develop a community website that interacts with an archival database. This database will play host to a range of digital artefacts that will include maps, photographs, video interviews, oral histories, GPS information, film clips and static documentary sources that will celebrate the history of Folkestone from 2000BC to 1200AD.
JISC e-Learning Programme (2006)
Project: Kent PLPP Extension Project
Role: Concept Architect
The Kent PLPP Extension Project obtained funding until March 2007. This would allow us to extend our resources that we have produced so far. An online repository has been created to collect and catalogue resources that can be embedded into a Blackboard course or a website. The resources created will be consistent, sustainable and “fit for purpose”. These resources will be encapsulated as learning objects whiche are stand-alone, reusable pieces of learning material, activity or lesson that can be of any size and can be digital, or non-digital, in nature.
e-scape Project (2006)
Project: e-solutions for creative assessment in portfolio environments (e-scape)
Role: e-Portfolio Developer
The e-solutions for creative assessment in portfolio environments (e-scape) project was funded by the DfES, QCA, Edexcel and AQA and commissioned by Technology Education Research Unit (TERU) at Goldsmiths College (now Goldsmiths, University of London). The brief was to develop a system of assessment that would measure and reward design innovators in D&T. Cutting edge technology included integrating the use of wireless handhelds in design and technology exams with an online e-portolio system to moderate the candidates final work.