Evaluation and Reflection, Technologies

Part 2: Video Games Live Streaming for Student Engagement

This article has been divided in two parts. Part 1 discusses the bakground and reasoning behind the initiative, as well as how the actual proccess was carried out. Part 2 discusses the lessons learned and the conclusions drawn from carrying out such a project.

In this section I have thrown together some of the lessons we learnt from the engagement.   Continue reading “Part 2: Video Games Live Streaming for Student Engagement”

LinkedIn Learning
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LinkedIn Learning Implementation and Benefits Realisation at King’s College London

Face to face (classroom based) staff and student training and CPD can be both expensive and time consuming. Courses are delivered at fixed times, in fixed locations and offer limited flexibility for those who cannot attend the College physically. The breadth of courses is also limited by resources we have available, and the skills of staff we have delivering them. Courses can quickly become out-dated, as new software versions become available, and internal resources are not updated.    Continue reading “LinkedIn Learning Implementation and Benefits Realisation at King’s College London”

Sea of Thieves 5
Evaluation and Reflection, Technologies

Part 1: Video Games Live Streaming for Student Engagement

This article has been divided in two parts. Part 1 discusses the bakground and reasoning behind the initiative, as well as how the actual proccess was carried out. Part 2 discusses the lessons learned and the conclusions drawn from carrying out such a project. Continue reading “Part 1: Video Games Live Streaming for Student Engagement”