Papers by Diana Ragbir-Shripat
This paper describes the design of a system that has been developed to improve the creativity ski... more This paper describes the design of a system that has been developed to improve the creativity skills and knowledge of tertiary-level students. The system was built using an open source social network engine as its core. This engine was then integrated with process-based creativity theories which is used to guide students to hone their creativity skills while completing assignments for a particular course. This paper outlines the architecture of the system and how it was evaluated. It also gives a brief scenario of the use of the system. The system provides an effective tool for teaching and supporting creativity in tertiary students without adding additional components to current course curricula.
2012 IEEE 12th International Conference on Advanced Learning Technologies, 2012
This paper outlines the PhD research being undertaken with respect to integrating social networki... more This paper outlines the PhD research being undertaken with respect to integrating social networking and virtual reality technologies to harness creativity in students in e-learning situations. It is expected that merging the most immersive and the most social technologies will achieve collaboration and creativity amongst students and enable them to develop the skills of self-learning and application of technology to real world problems.

Handbook of Research on Instructional Systems and Technology
This chapter presents the IMS Learning Design Specification and explains how it can be used to en... more This chapter presents the IMS Learning Design Specification and explains how it can be used to enhance the effectiveness of e-Learning scenarios. It shows how to assemble a learning design using elements of the learning process and chunks of content known as learning objects. The chapter proposes several learning design services that can potentially improve the pedagogical expressiveness of the current Learning Design Specification. It also discusses the possibility of storing learning designs in a repository and adapting and personalizing learning designs according to the instructional needs of individual learners. It is hoped that researchers and practitioners will understand how it is possible to go beyond learning objects and create learning designs that more accurately reflect the actual learning process of students and thus appreciate the value in extending the learning design specification to improve pedagogical effectiveness.

IxD&A, 2014
This paper details a context of use study of an assessment system for creativity taking into acco... more This paper details a context of use study of an assessment system for creativity taking into account the views of experts. A TEL system called The Muse was designed for teaching and supporting creativity skills in students while they undertook assignments or coursework tasks. However, assessment of creativity is no simple task. What creative output should be assessed and how should it be assessed? Creative output in The Muse takes the form of assignment solutions (the product) and the creative process of the student. Assessment of creativity must be performed on both product and process. The views of experts in their respective science fields were sourced via a survey to determine exactly how instructors in the sciences would assess creativity at the tertiary level, in their respective courses. The results of this survey have informed the development of the assessment portion of The Muse. This paper describes how creativity can be assessed via a student's product and process wit...

This paper presents a methodology for incorporating creativity in lesson plans. The methodology c... more This paper presents a methodology for incorporating creativity in lesson plans. The methodology consists of 5 steps designed to elicit the creative thinking of learners based on the Process and Place aspects of creativity research. The final step of the methodology results in the production of a lesson plan (or learning design) for drawing out creativity in learners without adding additional topics to a lesson. The paper also describes a software prototype, The Muse, which was developed to evaluate the methodology. The evaluation involved a teacher using The Muse to create a lesson plan, successfully following all the steps of the methodology. Additionally, The Muse executed this lesson plan, which students followed successfully for six weeks as they worked on a creative project. The research described in the paper makes an important contribution to creativity research by showing how a learner’s creative process can be tracked digitally, in real-time.
... 9. An Ontology Driven Model for E-Learning in K-12 Education (pages 107-116). Petek Askar (Ha... more ... 9. An Ontology Driven Model for E-Learning in K-12 Education (pages 107-116). Petek Askar (Hacettepe University, Turkey), Kagan Kalinyazgan (Yuce Schools, Turkey), Arif Altun (Hacettepe University, Turkey), and S. Serkan Pekince (Yuce Information Systems, Turkey ...
2009 Ninth IEEE International Conference on Advanced Learning Technologies, 2009
2012 IEEE 12th International Conference on Advanced Learning Technologies, 2012
International Journal of Learning Technology, 2010
2009 Ninth Ieee International Conference on Advanced Learning Technologies, 2009
International Journal of Learning Technology, 2010
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Papers by Diana Ragbir-Shripat