• Augmenting learning reality: iPads and software as cognitive tools 

      Oldfield, James; Herrington, Jan (Macquarie University, 2013)
      In the three short years since the release of the iPad, it has become the object of substantial investment in a number of areas of education. This investment is driving the need for significant research into mobile device ...
    • Competitive advantage : recruitment and retention of senior managers in financial sectors in Laos 

      Du Plessis, Andries; Sumphonphakdy, Suksamon; Oldfield, James; Botha, Christoff J. (Journal of Community Positive Practices, 2013)
      The focus of this research is to identify the importance of recruiting and retaining senior management resources in the banking industry in Laos. This paper reports on some of the findings. Both quantitative and qualitative ...
    • Emerging technologies in New Zealand: A pedagogical framework for mobile social media 

      Cochrane, Thomas Donald; Narayan, Vickel; Oldfield, James (Routledge, 2015)
      In this chapter we critique three mlearning case studies in a variety of higher education contexts illustrating how mlearning can enable authentic learning. Drawing on these experiences we explore how collaborative curriculum ...
    • Guidelines for developing and using e-assessments with vocational learners : project overview 

      Chan, S.; Walsh, N.; Roo, A.; Power, K.; Stokes, C.; Brensell, D.; Dusse, S.; Lyster, A.; Campbell, S.; Hamilton, K.; Templeton, J.; Pati, Kamuka; Lovegrove, C.; Baglow, Lee; Warburton, Alan; Fifilata, L.; Panko, Mary; Oldfield, James; Purtal, J. (Ako Aotearoa, 2019-07)
      "Mā te rongo, ka mōhio; mā te mōhio, ka mārama; mā te mārama, ka mātautau” From practice comes understanding, from understanding comes knowing, from knowing comes expertise. SUMMARY: This project brought together a ...
    • iBus: Perceptions of the rise of mobile learning in a business degree 

      Oldfield, James; Dassanayake, Wajira; Kearns, Nick (Australian Society for Computers in Learning in Tertiary Education (ASCILITE), 2014)
      Wireless mobile devices (WMD) introduced in the first year of a tertiary business education programme at a tertiary institute in Auckland gave students the opportunity to experience mobile authentic learning as part of an ...
    • The impact of stress during restructuring in a tertiary institution 

      Singh, Jai; Du Plessis, Andries; Oldfield, James D. (2010)
      This paper reports on stress during restructuring in a tertiary institution in New Zealand. Although a certain amount of stress can enhance a person’s performance, too much stress can have a reverse impact on a person’s ...
    • iPadagogy: appropriating the iPad within pedagogical contexts 

      Cochrane, Thomas Donald; Narayan, Vickel; Oldfield, James (2010)
      This paper critiques eight m-learning projects, including four m-learning projects using iPads in 2010 followed by a further four iPad projects in 2011. Using an action research methodology, the authors explore the ...
    • People as a source of competitive advantage during recruitment and retention of senior managers in financial services sectors in Laos 

      Du Plessis, Andries; Sumphonphakdy, S.; Oldfield, James; Marriott, Jeff (World Business and Economics Research, 2014)
      The focus of this research paper is to identify the importance of recruiting and retaining of senior management resources in the banking industry in Laos. This paper reports on some of the findings. Both quantitative and ...
    • Shades of Grey 2.0: Educational Gaming for Ethics 

      Oldfield, James; McKnight, Carol; Stewart, James; Goundar, Nadesa; Slessor, Andrew (2014-12)
      The Shades of Grey education game is a team-based game that students play in a class lecturers to easily add gaming elements to their lessons. Shades of Grey is used as a mechanism to encourage the student discussion and ...
    • Shades of Grey 2.0: Ethics Education Gaming 

      Oldfield, James; McKnight, Carol; Goundar, Nadesa; Stewart, James; Slessor, Andrew (2014-09-04)
      The Shades of Grey education game is a team-based game that students play in a class lecturers to easily add gaming elements to their lessons. Shades of Grey is used as a mechanism to encourage the student discussion and ...
    • Shades of Grey: Playing games in the classroom to enhance student learning 

      Oldfield, James D.; Slessor, Andrew (University of Queensland, 2010-01-01)
      Although the use of games in education is not new, the recent enhancements to game functionality through technology advancements have led to opportunities for significant changes to teaching and learning delivery methods ...