Select Publications

Book Chapters

Coleman K; Cain M; Campbell C, 2023, 'Stories found within higher education: Shifting professional identities of academics', in Teachers and Teaching Post-COVID: Seizing Opportunities for Change, Routledge (Taylor & Francis), pp. 106 - 126, http://dx.doi.org/10.4324/9781003352129-8

Coleman K; Cain M; Campbell C, 2023, 'Stories found within higher education', in Teachers and Teaching Post-COVID, Routledge, pp. 106 - 126, http://dx.doi.org/10.4324/9781003352129-8

Campbell C; Tran TLN, 2023, 'The 3C Merry-Go-Round: Constructivism, Cognitivism, Connectivism, Etc.', in Technology-Enhanced Learning and the Virtual University, Springer Nature Singapore, pp. 203 - 225, http://dx.doi.org/10.1007/978-981-99-4170-4_12

Campbell C; Tran TLN, 2023, 'The 3C Merry-Go-Round: Constructivism, Cognitivism, Connectivism, Etc.', in Technology-Enhanced Learning and the Virtual University, Springer Nature Singapore, pp. 1 - 24, http://dx.doi.org/10.1007/978-981-19-9438-8_12-1

Campbell C, 2019, 'Creating a Successful Implementation of PebblePad: The University Context', in Blended Learning Designs in STEM Higher Education: Putting Learning First, pp. 17 - 34, http://dx.doi.org/10.1007/978-981-13-6982-7_2

Korf A; Campbell C, 2019, 'Rethinking Flight Education: Student Use of Reflection and Video Creation to Enhance Learning', in Blended Learning Designs in STEM Higher Education: Putting Learning First, pp. 249 - 264, http://dx.doi.org/10.1007/978-981-13-6982-7_14

Michael RN; Howell S; Campbell C, 2019, 'The Use of PebblePad ePortfolio as a Tool for Teaching First-Year Engineering Design Practice', in Blended Learning Designs in STEM Higher Education: Putting Learning First, pp. 289 - 310, http://dx.doi.org/10.1007/978-981-13-6982-7_16

O'Shea P; Campbell C, 2018, 'The theory and process involved with educational augmented reality game design', in Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications, pp. 1644 - 1659, http://dx.doi.org/10.4018/978-1-5225-5469-1.ch077

O’Shea P; Campbell C, 2018, 'The theory and process involved with educational augmented reality game design', in Ophthalmology: Breakthroughs in Research and Practice, pp. 127 - 140, http://dx.doi.org/10.4018/978-1-5225-5198-0.ch007

Freihofner U; Campbell C; Smala S, 2018, 'Digital Tool Use and Self-Regulated Strategies in a Bilingual Online Learning Environment', in Digital Technologies: Sustainable Innovations for Improving Teaching and Learning, Springer International Publishing, pp. 131 - 146, http://dx.doi.org/10.1007/978-3-319-73417-0_8

Campbell C; Blair H, 2018, 'Learning the Active Way', in Handbook of Research on Pedagogical Models for Next-Generation Teaching and Learning, IGI Global, pp. 21 - 37, http://dx.doi.org/10.4018/978-1-5225-3873-8.ch002

Campbell C; Geertsema M, 2017, 'Improving student language learning in adult education through the use of mobile learning: Barriers, challenges and ways to move forward', in Education in the Asia-Pacific Region, pp. 541 - 553, http://dx.doi.org/10.1007/978-981-10-4944-6_26

O'Shea P; Campbell C, 2016, 'The Theory and Process Involved with Educational Augmented Reality Game Design', in Advances in Game-Based Learning, IGI Global, pp. 151 - 163, http://dx.doi.org/10.4018/978-1-4666-9629-7.ch007

Tamblyn C; Campbell C, 2013, 'Student use of information and communication technologies outside of school hours: Investigating a school's duty of care', in From Cyber Bullying to Cyber Safety: Issues and Approaches in Educational Contexts, pp. 149 - 167


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