Ken Newman is seeking a position that combines creativity, technology, and leadership in higher education. He has 14 years of experience in higher education, including 6 years in academic leadership roles. He has a PhD in serious games and masters degrees in digital design and education. His skills include teaching, curriculum development, management, and project leadership. He has experience developing programs in game development, communication, and design at universities in the UAE, Netherlands, UK, and Australia.
OBF Academy webinar - Competitive Skills: A National Open Badge constellation...Open Badge Factory Ltd.
In this webinar, you will hear about a project where a nationwide open badge constellation was developed.
With this Open Badge constellation, it is easy to identify and recognize competencies acquired outside the formal education system, at different levels of education, and in transition phases of the education structure. In addition, the project provides a requirement framework of competencies for securing IT-related problem-solving skills in non-formal education.
Merja Sjöblom, Accelerator of Digital Skills at TIEKE presents the badge constellation and share what was learned during this extensive project with a large consortium.
Open cross institutional academic cpd: unlocking the potential Sue Beckingham
Chrissi Nerantzi and Sue Beckingham presenting at the 19th Annual SEDA Conference 13-14 November 2014, Nottingham
Redecker et al (2011, 9) note that “The overall vision is that personalisation, collaboration and informalisation (informal learning) will be at the core of learning in the future. “ Our world is changing rapidly. Educators need to quickly adapt and change and develop new learning and teaching strategies that are fit for our times. Informal networks and open development opportunities enabled and extended through digital technologies are valuable to connect with other practitioners, share practices, support each other and innovate in collaboration with others within and beyond their own institutions.
Seely Brown (2012, 14) talked about the “Big Shift” driven by “digital innovation” and characterised by “exponential change and emergence, socially and culturally”. Can we afford to stay where we are and do what we always did? Or is there a need for academic development to maximise on opportunities to remain current, innovate but also model flexible, forward facing and sustainable practices which connect, engage and have the potential to transform practices and enhance the student experience. The European Commission(2013) calls institutions to join-up and open-up. Could this be a sustainable solution for academic CPD?
Bring Your Own Devices for Learning (BYOD4L) is an open development opportunity for educators and students, developed by academic developers in two institutions. It builds on open learning ecologies (Jackson, 2013), the concept of lifewide learning (Jackson, 2014) and the ethos of sharing, collaboration and co-creation of pedagogical interventions and collective innovation within a supportive community enabled through social media. BYOD4L brought individuals together to learn how they can use their smart devices for learning through reflection and active experimentation. BYOD4L has been offered twice so far, initially with a group of distributed facilitators and then with five participating institutions. Expectations and value of BYOD4L from both iterations will be shared with delegates. The open CPD framework developed maximised on the expertise and the resources available by the community and participating individuals and institutions and created a rich and diverse and multimodal learning ecology. This is the approach adopted in BYOD4L. Does the open cross-institutional CPD framework developed present an attractive solution for institutions more widely that has the potential to normalise the use of technology for learning?
This is the large version. A very cut down version was presented at my Inaugural Lecture on 5 March 2014, Bristol, UK which is now on YouTube: make some coffee and take a peek? https://www.youtube.com/watch?v=HWnyfqOxR6E
OBF Academy webinar - Competitive Skills: A National Open Badge constellation...Open Badge Factory Ltd.
In this webinar, you will hear about a project where a nationwide open badge constellation was developed.
With this Open Badge constellation, it is easy to identify and recognize competencies acquired outside the formal education system, at different levels of education, and in transition phases of the education structure. In addition, the project provides a requirement framework of competencies for securing IT-related problem-solving skills in non-formal education.
Merja Sjöblom, Accelerator of Digital Skills at TIEKE presents the badge constellation and share what was learned during this extensive project with a large consortium.
Open cross institutional academic cpd: unlocking the potential Sue Beckingham
Chrissi Nerantzi and Sue Beckingham presenting at the 19th Annual SEDA Conference 13-14 November 2014, Nottingham
Redecker et al (2011, 9) note that “The overall vision is that personalisation, collaboration and informalisation (informal learning) will be at the core of learning in the future. “ Our world is changing rapidly. Educators need to quickly adapt and change and develop new learning and teaching strategies that are fit for our times. Informal networks and open development opportunities enabled and extended through digital technologies are valuable to connect with other practitioners, share practices, support each other and innovate in collaboration with others within and beyond their own institutions.
Seely Brown (2012, 14) talked about the “Big Shift” driven by “digital innovation” and characterised by “exponential change and emergence, socially and culturally”. Can we afford to stay where we are and do what we always did? Or is there a need for academic development to maximise on opportunities to remain current, innovate but also model flexible, forward facing and sustainable practices which connect, engage and have the potential to transform practices and enhance the student experience. The European Commission(2013) calls institutions to join-up and open-up. Could this be a sustainable solution for academic CPD?
Bring Your Own Devices for Learning (BYOD4L) is an open development opportunity for educators and students, developed by academic developers in two institutions. It builds on open learning ecologies (Jackson, 2013), the concept of lifewide learning (Jackson, 2014) and the ethos of sharing, collaboration and co-creation of pedagogical interventions and collective innovation within a supportive community enabled through social media. BYOD4L brought individuals together to learn how they can use their smart devices for learning through reflection and active experimentation. BYOD4L has been offered twice so far, initially with a group of distributed facilitators and then with five participating institutions. Expectations and value of BYOD4L from both iterations will be shared with delegates. The open CPD framework developed maximised on the expertise and the resources available by the community and participating individuals and institutions and created a rich and diverse and multimodal learning ecology. This is the approach adopted in BYOD4L. Does the open cross-institutional CPD framework developed present an attractive solution for institutions more widely that has the potential to normalise the use of technology for learning?
This is the large version. A very cut down version was presented at my Inaugural Lecture on 5 March 2014, Bristol, UK which is now on YouTube: make some coffee and take a peek? https://www.youtube.com/watch?v=HWnyfqOxR6E
The aim of this project is to provide a contextualised, social and historical account of urban education, focusing on systems and beliefs that contribute to the construction of the surrounding discourses.
Another aim of this project is to scaffold the trainee teachers’ understanding of what is possible with mobile learning in terms of filed trips.
By Ms. Winnie Wong, Head of Marketing, HK Cyberport Management Company Limited & Ms. Leona Wong, Executive Director, HK Wireless Technology Industry Association (WTIA)
For marginalised young people living in some of London’s most deprived communities, access to technology, education, skills development and employment can be hindered by barriers to learning, which may include low literacy levels; low numeracy skills; short attention spans;...
Trends in e-learning: Research & Practices by Ana Paula Correia PhDInês Araújo
Apresentação da Prof.ª Ana Paula Correia (Iowa State University, USA) que decorreu no dia 30 de Novembro no âmbito do MyMPeL 2013 na Universidade Aberta, Lisboa.
Presentation from Adobe Day at the UA Europe 2013 conference, Manchester, UK. Presents characteristics of eLearning and mLearning, and their application to the domain of user assistance.
The aim of this project is to provide a contextualised, social and historical account of urban education, focusing on systems and beliefs that contribute to the construction of the surrounding discourses.
Another aim of this project is to scaffold the trainee teachers’ understanding of what is possible with mobile learning in terms of filed trips.
By Ms. Winnie Wong, Head of Marketing, HK Cyberport Management Company Limited & Ms. Leona Wong, Executive Director, HK Wireless Technology Industry Association (WTIA)
For marginalised young people living in some of London’s most deprived communities, access to technology, education, skills development and employment can be hindered by barriers to learning, which may include low literacy levels; low numeracy skills; short attention spans;...
Trends in e-learning: Research & Practices by Ana Paula Correia PhDInês Araújo
Apresentação da Prof.ª Ana Paula Correia (Iowa State University, USA) que decorreu no dia 30 de Novembro no âmbito do MyMPeL 2013 na Universidade Aberta, Lisboa.
Presentation from Adobe Day at the UA Europe 2013 conference, Manchester, UK. Presents characteristics of eLearning and mLearning, and their application to the domain of user assistance.
This is a presentation by the Division of Information and Technology Studies, Faculty of Education, The University of Hong Kong. Advances in information and communication technology, especially the rapid developments in social technology such as wikis, blogs, social bookmarking, etc. have opened up new opportunities as well as challenges to education in schools as well as human resource development and training in public and business sectors. In the seminar, a group of experts introduce recent developments in learning technology and how these have been applied in different educational and human resource development contexts internationally and locally.
International Summer School in Knowledge Management 2018KMIRC PolyU
3rd International Summer School in Knowledge Management
Building on the success of the previous years, this International Summer School in Knowledge Management (KM) aims to summarize the latest tools, practice and research in KM which can bring about a change in the learner’s organizations. Planned activities include lectures, workshops, and group reflection. The program does not require prior knowledge in KM and attendees from both academia and industry are welcome.
3rd International Summer School in Knowledge ManagementKMIRC PolyU
Building on the success of the previous years, this International Summer School in Knowledge Management (KM) aims to summarize the latest tools, practice and research in KM which can bring about a change in the learner’s organizations. Planned activities include lectures, workshops, and group reflection. The program does not require prior knowledge in KM and attendees from both academia and industry are welcome.
Educational Futures: personalisation, privatisation and privacy debbieholley1
Educational Futures: personalisation, privatisation and privacy
In this presentation, Professor Debbie Holley reflects on the digital solutions proposed to scale and solve our digital educational requirements of the future. What are the challenges and opportunities afforded by technologies, and who will benefit and how? In a time where education becoming increasingly commercialised, what are the changing balances between public and private funding, the requirements for a different set of workforce skills, and the needs of those wishing to access education? The recent pandemic has resulted in rapid change and innovation, and the contested role of where learning will take place is receiving unprecedented attention.
EdTech World Forum 2022
In this presentation, Professor Debbie Holley reflects on the digital solutions proposed to scale and solve our digital educational requirements of the future. What are the challenges and opportunities afforded by technologies, and who will benefit and how? In a time where education becoming increasingly commercialised, what are the changing balances between public and private funding, the requirements for a different set of workforce skills, and the needs of those wishing to access education? The recent pandemic has resulted in rapid change and innovation, and the contested role of where learning will take place is receiving unprecedented attention.
3rd International Summer School in Knowledge ManagementKMIRC PolyU
3rd International Summer School in Knowledge Management
Building on the success of the previous years, this International Summer School in Knowledge Management (KM) aims to summarize the latest tools, practice and research in KM which can bring about a change in the learner’s organizations. Planned activities include lectures, workshops, and group reflection. The program does not require prior knowledge in KM and attendees from both academia and industry are welcome.
1. Ken Newman CV, 2015
+971 552609944
kn@ken-newman.com
Dr Ken Newman Phd, MDD, MPEdT
HCT, Dubai, UAE.
+971 (0)552609944
kn@ken-newman.com
Portfolio: www.ken-newman.com
LinkedIn: www.linkedin.com/pub/ken-newman/15/b7a/845
Google Scholar:
http://scholar.google.com/citations?hl=en&user=IoBWBxcAAAAJ
Objective To find a position that combines Creativity, Technology and Leadership in a world-class
Higher Education Institution that provides its academic community with opportunities
for personal, creative and technical development
Synopsis • Synopsis: I have 14 years of Higher Ed experience, 6 of those in academic leadership
and 10 years of industry experience in the entertainment software industry. I have
developed core strengths in teaching, curriculum development, strategic planning,
communication and relationship forming, business development, Institutional and
Project leadership.
Skills • Management of Programs and Departments,
• Lecturer in
o Theory and Practice of Communication
o UI and Interaction Design
o Digital Storytelling
o Computer Game Development
o Art and Animation.
o Project management
o Intro level courses in C++, JavaScript, Objective C and Swift
o Advanced courses in ActionScript (AS3) and PHP/MySQL
o Research method for Computer Science and Communications
• Project Management Professional (PMP Certified)
• Adobe Certified Expert (ACE) in Dreamweaver and PhotoShop. Experienced in all
ADOBE Creative Suite, Maya, WordPress, and Unity.
Education Griffith University, Queensland, Australia
2007
• Doctor of Philosophy – A Serious Study of Fun
Griffith University, Queensland, Australia
2000
• Master of Digital Design - Coursework
Deakin University, Geelong, Australia
2000
2. • Master of Prof Ed and Training – By Coursework and thesis in ‘Digital solutions for
Distance Learning’
Swinburne Institute, Melbourne, Australia
1984
Grad Dip App Film&TV, - By Project – Two Short Animated Films
Townsville TAFE, (1983),Australia
1983
Diploma of Arts, - Majors in Animation and Sculpture
Experience
Senior Lecturer/Academic Coordinator of Applied Communication –
Higher Colleges of Technology Dubai, UAE
01 Jan 2014– present
Duties include supporting various strategic, academic and administrative processes for
curriculum development, industry liaison, applied research and accreditation. Also
responsible for coordinating delivering courses in graphic design, web technologies,
digital storytelling, and project management.
Chair of Applied Communication – Higher Colleges of Technology Dubai,
UAE
01 July 2012– 2013
Professorial Chair position with responsibility for managing Communication programs
across 2 campuses in Dubai. Managing 26 staff serving 250 students. Formulating
strategic plans for growing and validating new programs.
Chair of Cultural& Creative Industries – Higher Colleges of Technology,
Abu Dhabi, UAE
01 Aug 2011– 01 July 2012
Professorial Chair position with responsibility for managing two Masters programs
across 17 campuses in six Emirates. Developing a third program in Entertainment
Technologies. Managing 10 staff serving 80 students. Formulating strategic plans for
growing and validating new programs. Defining procedures, policies and guidelines for a
young graduate school.
Manager Indie Game Development Program – University of Applied Science
(NHTV), Breda, Netherlands
01 Aug 2008– 01 Aug 20011
Established a new Bachelor Program focused on web and mobile application
development, originally the Program was called Art & Technology, it was later renamed
Indie Gaming to reflect a changed focus in scope. Managed 15 staff, serving 300
students. Part of a successful research management team which set up two projects,
RAK-funded for €1.5 million. One study investigating Virtual Reality and shoppers, the
other study looking at subliminal images in games.
Program Leader – School of Creative Technologies – University of
Portsmouth, UK
01 Aug 2005– 01 Aug 2008
Leader of the Master of Computer Games program. Also developed a joint Bachelor
Degree Program with the Chinese Agricultural University, Beijing. Lectured in various
technical and applied art courses. Successful in a number of small JISC/Surf research
grants – total 50,000 gbp.
Lecturer/Program Leader – School of Computing and IT, Griffith
University, Australia
3. 01 Aug 2000– 01 Aug 2005
My first position as an academic. Began as a Lecturer, in the new Bachelor of Multimedia
program – first of its kind in Australia. Was made Program Leader of that program in
2004. Completed 2 Master Degrees and commenced my PhD in 2001, while working a
full teaching load. Led a number of innovative research projects combining online
communication and storytelling– “Come Ride With Me 2002”- an early experiment in
social media – with the Royal Children’s Hospital and a motorbike world tour by a
teddybear. “Albert Goes Latin”, the sequel, received Australian Film Fund sponsorship.
Manager – Electronic Product Development Team, GoPrint, Australia
01 Jan1995– 01 Dec1999
Established an electronic product development operation in a large traditional print
organization. Managed 12 full-time and 6 part-time staff. Managed various large
development projects for government clients – eg a web-based expert system for the
Parliamentary Council, an award-winning series of language CD-Romstitled ‘The
Language Market’ for Education Dept, which, are still being sold today.
Animator/Computer Games Developer, Beam Software, Australia
01 Jan 1990– 01 Dec 1994
Started as an animator and gradually made a shift into writing high-level code (scripting
languages). From there to various project roles including designing and pitching game
proposals to management and clients, project leader, and driving the setting up of a
spin-off company “Smarty-Pants” to make Educational Games.
Research Interests My research interests revolve around narrative engagement and how this plays out in
predictive models, enabling hardware and software, online communication, clinical
applications, teaching and learning and gamification. In practice my research has been
varied and cross-discipline as opportunities have presented themselves.
Funded Projects “Supermarket Simulation” 700,000€, RAAK funded
“Subliminal Images in Games” 700,000€ RAAK funded
“CommunityStream” £25,000. JISC/SURF funded
"ComeRideWithMe" $20,000. Griffith Uni Special Projects Fund
"Albert Goes Latin" $150,000. Aus Film Finance Interactive Media Fund
"Game Farm" pilot project $20,000. Industry contributors
“Albert in the Land of the Vikings” $30, 000 video/web publication, International
Locations, Portsmouth University production. http://www.bikingbear.com/Viking
“Honey Trap” $10,000, experimental digital/music and story-telling project,
distributed by Rockinghorse Records, Brisbane, product code IPC9319505 818081
Publications
Recent
A list of my publications with citations is available via my Google Scholar profile
Newman K (2013) A Plausible Ancestor Generator, Publisher IEEE, Current Trends in
Information Technology (CTIT), 2013 International Conference,
DOI 10.1109/CTIT.2013.6749513
4. Newman K (2012) A Serious Study of Fun, Lambert Academic Publishing, Berlin, ISBN
978-3-8443-2904-9
Newman K (2009) The Troubled Transition to Game Study Projects. In Proceedings of
Digital Games Research Association Conference, Digra09, London, 31/08/09.
Newman K (2008c) Humming in Facebook: An overview of Social Network platform
architectures. In Proceedings of Game On Conference 08, Valencia, Spain, 17/11/08.
Journal Papers
NEWMAN, K and Powell, V (2007), Using Videos, Vikings and Teddy-bears to Reduce
Anxiety: A methodology for implementing and evaluating fun experiences in the
treatment of Social Anxiety Disorders, Annual Review of CyberPsychology and Behaviour
Volume 11, ISSN:1094-9313
NEWMAN, K., (2005), Albert in Africa: Online Role-playing and Perceptions of Fun,
Computers in Entertainment (CIE) archive Volume 3 , Issue 3 (July 2005) table of
contents SECTION: Pervasive gaming table of contents Pages: 4 - 4 Year of
Publication: 2005 ISSN:1544-3574
NEWMAN, K., (2002), Interaction and Narrative In An Online Community, International
Journal of Web-based Communities, Vol 1, Issue 4, pp.475 -487.
DOI:10.1504/IJWBC.2005.008112
Books or Chapters in Books
Newman, K. and R. Grigg (2007). The Dr Who Principle: Micro-learning and the episodic
nature of almost everything. In The Didactics of Micro-learning. T. Hugg (ed). Vienna,
Waxman.
Newman, K. (2006). Using a non-linear narrative framework in an online community. In
B. Hipfl, and T. Hugg. (Eds.) Media Communities, Waxman Publishing, Munich. (pages
307-322).
(This is a revised version of the conference paper Newman 2004).
Conference Papers
Newman K (2008a) Technical Report on the Facebook Application Architecture, IGDA
Social Gaming Summit 2008, San Francisco, 13/06/08.
Newman K. (2008b) Lookout he’s behind you: Narrative Game Circles and the invitation
to interact. In Proceedings of the Workshop for Integrating Technologies for Interactive
Stories, Intetain 08 Conference, Playa del Carmen, Mexico Jan 2008.
Tyson A, Newman K, Brolund T, and Hitchens M,.(2007) Cross-format analysis of the
gaming experience in multiplayer role playing games, in proceedings of Digra07, Tokyo
Sep 2007.
Newman, K. and Grigg, R. (2006). Albert in Africa: Analyzing User responses in
communication activities. Diverse 2006, Glasgow, Scotland.
Referees
Dr Erik Forsberg
Director, International Business
5. Zhejiang University Institute of Optoelectronic Commercialization (IOTEC)
Changshu, P.R. China
Email: erik.forsberg@jorcep.org, erik.l.forsberg@insigma.com.cn
Phone: +86 186 5889 3006
Skype: erik.l.forsberg
Prof Marilyn Ford
Deputy Head of School
School of Computing and IT
Griffith University,
Nathan Campus, Australia
+61 (0)7 33821521
m.ford@griffith.edu.au
Dr Frank Peters
Director
Academy for Digital Entertainment
University of Applied Science Breda (NHTV)
Breda, Netherlands
+31 (0)76 5 332 203
peters.f@nhtv.nl
Dr Steve Hand
Head of School
School of Creative Technologies
University of Portsmouth
+44 (0)23 9284 5460
steve.hand@port.ac.uk