This document summarizes a playful learning activity organized by Dr. Chrissi Nerantzi for academic developers. Participants were paired up and given £3 each to purchase two items within one hour that could help address a teaching challenge. They documented their thought process through photos and videos. Afterwards, they demonstrated and evaluated their ideas. The goal was to foster creativity in solving problems of practice in a fun, collaborative manner that moved beyond traditional conversation. Playful learning techniques like this can help academics explore new approaches within their disciplines.
20 Clever Ways to Teach Creativity in the ClassroomLiveTiles
Creativity and intelligence go hand in hand. Teaching creativity in the classroom can significantly benefit a students education. Use these twenty ways to institute creativity in your classroom.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
GAME ON! Integrating Games and Simulations in the Classroom Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
GAME ON! Integrating Games and Simulations in the Classroom
It is estimated that by the time that today’s youth enters adulthood that they will have played an average of 10,000 hours of video games. By playing games, research suggests that they have developed abilities related to creativity, collaboration, and critical thinking. Come explore the history of games and simulations in the classroom and investigate ways that current games and simulations in digital and non-digital formats can be meaningfully and purposefully integrated into your learning environment.
ALIA New Librarians' Symposium NLS7 Slides 2015Sue Hutley
Full slide deck from the NLS7 Career Planning Workshop held in Sydney in July 2015. http://nls7.files.wordpress.com/2015/03/nls7-program-and-presentations.pdf Accompanied by Contributed Slides (see this slide deck also on Slideshare) with advice from library colleagues around the world. #NLS7
20 Clever Ways to Teach Creativity in the ClassroomLiveTiles
Creativity and intelligence go hand in hand. Teaching creativity in the classroom can significantly benefit a students education. Use these twenty ways to institute creativity in your classroom.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
GAME ON! Integrating Games and Simulations in the Classroom Brian Housand
Brian Housand, Ph.D.
brianhousand.com
@brianhousand
GAME ON! Integrating Games and Simulations in the Classroom
It is estimated that by the time that today’s youth enters adulthood that they will have played an average of 10,000 hours of video games. By playing games, research suggests that they have developed abilities related to creativity, collaboration, and critical thinking. Come explore the history of games and simulations in the classroom and investigate ways that current games and simulations in digital and non-digital formats can be meaningfully and purposefully integrated into your learning environment.
ALIA New Librarians' Symposium NLS7 Slides 2015Sue Hutley
Full slide deck from the NLS7 Career Planning Workshop held in Sydney in July 2015. http://nls7.files.wordpress.com/2015/03/nls7-program-and-presentations.pdf Accompanied by Contributed Slides (see this slide deck also on Slideshare) with advice from library colleagues around the world. #NLS7
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
ALIA NLS7 Career Planning Workshop Contributed SlidesSue Hutley
ALIA New Librarians' Symposium NLS7 July 2015 #NLS7
http://www.nls7.org
Thank you to colleagues who have contributed to this slide deck for the NLS7 conference.
STEM Storytime: Preschool Fun with Science, Technology, Engineering, and MathWesterville Library
With a STEM-based curriculum in place in schools, our youth services departments can play a fun and active role in helping preschoolers get ready to learn. Presented by Jen Thomas and Robin Gibson from the Westerville Public Library at the Ohio Library Council's Southwest Chapter Conference on April 3, 2013.
Online Implementation of AB 705 In MathFred Feldon
Third Annual Statewide California Acceleration Project (CAP) Conference 2019. Online learning is an attractive option to an ever-increasing number of diverse students. Supporting AB 705 in the online modality is a real challenge. Coastline College, with 85% purely online enrollment in math, is meeting the challenge.
How design techniques can shape more effective organizations
Designers fall in love with the things they design: flows, wireframes, journey maps and personas. But design is not a title or a set of deliverables. It is a way of interacting with the world purposefully, in order to make it a little bit better.
In this talk, Christina will explain how design thinking is a kind of cognition that is particularly useful when working on wicked problems. She will show how design techniques can shape more effective organizations, from creating the right products in the right markets to setting and making better goals. Design can even shape better negotiations and form more effective teams.
The things you don’t design often happen anyway, but rarely they way you hope they will. Design the future you wish to live in.
What you will learn
This talk will cover a design thinking approach to product design, business design and organizational design.
Who is this talk for
It is for anyone who needs to make the future look different from the past, from front line designers and product managers to CEOs and startup founders.
ALIA NLS7 Career Planning Workshop Contributed SlidesSue Hutley
ALIA New Librarians' Symposium NLS7 July 2015 #NLS7
http://www.nls7.org
Thank you to colleagues who have contributed to this slide deck for the NLS7 conference.
STEM Storytime: Preschool Fun with Science, Technology, Engineering, and MathWesterville Library
With a STEM-based curriculum in place in schools, our youth services departments can play a fun and active role in helping preschoolers get ready to learn. Presented by Jen Thomas and Robin Gibson from the Westerville Public Library at the Ohio Library Council's Southwest Chapter Conference on April 3, 2013.
Online Implementation of AB 705 In MathFred Feldon
Third Annual Statewide California Acceleration Project (CAP) Conference 2019. Online learning is an attractive option to an ever-increasing number of diverse students. Supporting AB 705 in the online modality is a real challenge. Coastline College, with 85% purely online enrollment in math, is meeting the challenge.
From the Metaverse to NFTs, from blockchain to GPT-3, from YOLO economy to crowdfunding, we witness a Cambrian explosion of intelligence and accelerated innovation. The world is changing too fast and our educational systems are stuck in the past. How can we design customized learning journeys that celebrate the unique talents and passions of our students? How can we inspire our students to unleash their creativity and create their own assets? I decided to wear four new hats of an entrepreneur, an artist, a futurist, and a content creator. I aim to enable learning moments driven by curiosity, excitement, and fun. I aim to share a glimpse of my own journey in this workshop.
Are you being asked to do STEM activities in your classes and workshops and have no idea where to start or have little to no budget? STEM education refers to teaching and learning, mostly hands-on, in the fields of Science, Technology, Engineering, and Mathematics. Integrating STEM activities in any discipline teaches how all things relate to each other, in school and in life. As a result, librarians, media specialists, and teachers are being asked to incorporate STEM learning activities into their curriculum, regardless of the subject matter, and many of these educators are unsure how to proceed. There are several ways to mix engaging STEM activities into your library programs and curriculum and this webinar will touch on the following and more to help you demystify STEM:
- Understand the importance of STEM education.
- Practice the four Cs of learning: collaboration, communication, critical thinking, and creativity.
- Collect best practices to create good and inexpensive (many free) STEM lessons.
- Teach 21st Century skills without technology.
- Learn strategies (e.g., productive struggle) to creatively solve real-world problems.
- Assess the success of your activities.
LEO-NET Erasmus+ Consortia 6 April Barcelona 2017 - @nickvbredaNick van Breda
What to take into consideration preparing future proof students on a fast changing jobmarket. How to implement new formats into current standards and change the way our Universities apply learning in their schools. How to put CSR more in the centre of learning were topics we discussed. 400M extra grant has been granted by the European Comission to further support changemakers in doing Voluntairy work and working for social enterprises. One day no business without a purpose will exist anymore.
Cultivating Creativity in the ClassroomJamie Tubbs
Standardized tests got you down? Need a dose of inspiration? With strategies from creativity experts, this presentation is for teachers looking for ideas to cultivate creativity in their classrooms.
Gamification, Makerspaces, Minecraft: The Classroom of the Future is NowDouglas Kiang
What Does the Classroom of the Future Look Like?
Educators worldwide are looking at diverse models for the future classroom, ranging from the most innovative college and university spaces, to models of industry and dot-com startups. Perhaps more important than what the future learning space looks like, however, is what students are being asked to do to demonstrate their learning. In this talk, catch a glimpse of what a future classroom might look like, in both its curriculum and its physical space. Come explore the DIY “Maker” movement, and what it might mean for the future. Take a look at how companies like Google foster creativity and innovation, and see what kids’ visions of a “learning center” might look like. Finally, we’ll look at an original way to create stronger community in the classroom using the popular game Minecraft as a virtual learning environment.
The Role of a Learning Technologist in Transforming Digital Learning Practice...Chrissi Nerantzi
18 January 2018, London, invited contribution to the Inside Government event Embracing Technology Enhance Learning in Higher Education
https://chrissinerantzi.wordpress.com/2018/01/20/inside-government-event-18-1-18/
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
1. http://www.flickr.com/photos/almarams/3902611177/
“You can
discover more
about a person
in an hour of
play than in a
year of
conversation”
Play in HE, beyond laughter and fun! SODA Design sprint 19 Nov 18
Dr Chrissi Nerantzi @chrissinerantzi
“What is required now of academic developers is to exploit academics’ creativity within their discipline and persuade them to use these techniques in
learning, teaching and assessment.” (Stefani, 2017, 206) “What is required now of academic developers is to exploit academics’ creativity within their
discipline and persuade them to use these techniques in learning, teaching and assessment.” (Stefani, 2017, 206)
2. A game (Sell your
bargains)
A unit
(#creativeHE)
… and a
community
5. Meeting point
We will meet outside the
Arndale Centre, Exchange
Square, Manchester M3 1BD.
Please, wear comfortable
clothing and shoes and bring
£2 spending money with you.
You may not need any of it…
If you will be late, or in an
emergency, please contact us
on the numbers shown below.
Chrissi xxxxxxxxxxxx.
What we are going to do?
Well, it will all become clear
when you arrive, or shortly
after.
Surprise, surprise!
On the 17 October we are going to meet at 1pm in the centre
of Manchester
Bring the following with you:
Capture a tricky concept you have difficulty
explaining to your students on a piece of paper, a
picture a cartoon. You will share this when we
meet in Manchester.
6. Sell your bargains
Pairing and sharing ideas to enhance your practice
Your target will be to identify 2 items as a pair, 1 each, that have the potential to transform a specific learning and teaching situation and
help you resolve creatively the challenge you are facing (and identified). Start by sharing the challenge with your co-player. Discuss the
difficulties you envisage and bounce ideas off each other while searching for the item. You only have 1 hour. You are free to go anywhere
you like but must return to the meeting point at the agreed time. Remember to spend as little as possible and no more than £3 for both
items. Consider identifying an item that is freely available and don’t spend a single penny! Think together and try and come up with
innovative ideas and interventions which you think might work and could form the basis of your innovation for this unit. Don’t get just
anything.
During your discovery journey through Manchester, remember to capture your thought process using the mobile devices you brought with
you. Could you take a series of pictures, a few video clips as you come up with the ideas? It is up to you. But please remember to do this as
these digital artefacts will be very useful and provide a richer insight into your thought process and enable you to capture your idea and
reflections of your intervention as it is forming in a media-rich format that can be added to your portfolio.
Task 2 (1.5h): Demonstration, evaluation of findings
and ideas. There will be a prize for the most creative ideas!
9.30am: Task 1 (1h): Get 2 items (1 each) which
could enhance a specific learning situation. Could this
become your innovation? Plan to trial it and consider
asking your colleague to observe. Think about this
possibility.
Max spending £3. The challenge is to spend as little as possible!!! Or nothing at
all!
Stay together!
In an emergency call
Chrissi at xxxxxxxxxxxxx
10.30am: Return to the same point.
15. Playground model
(Nerantzi, 2015; Nerantzi, forthcoming)
A theoretical model to foster playfulness
and develop creative learning capacity and
confidence
VisualisationsbyLizWalshaw
Collaborative Open
Learning Framework
(Nerantzi, 2017)
So what? Research by #creativeHE founder: Chrissi
An empirical framework used as a design
tool for collaborative learning
16. Open community
(online)
cross-institutional
NW meetups
ManMet unit
(blended)
Creativity for Learning (#creativeHE) What?
What we have explored
• Open learning/education
• Ecological / networked /
community-based learning
• Playful learning
• Making, models and objects
• Storytelling and poetry
• Imagination
• The role of the body
• Creativity in practice
• Collaborative learning
• New learning ecologies
• Curated learning
17. Community Spaces –
Connecting people
Open Spaces -
Expansive minds
Story Spaces -
Connecting hearts
Making Spaces –
Connecting hands
Thinking Spaces –
Connecting minds
Unit Learning Outcomes
On successful completion of this unit, participants will be able to:
• Critically discuss creative teaching as a driver for student engagement and
learning in their own professional context.
• Develop and implement an innovation in their own practice.
• Critically evaluate their innovation.
2 terms
practice-based assessment – implement and evaluate an innovation
Digital portfolios owned by students
18. Creativity for Learning (#creativeHE) a ManMet module
Assessment: a creative
intervention in own
practice, implementation
and evaluation
Patchwork portfolio
Process and showcase
19. my #creativeHE students in action at the conference
ManMet #creativeHE disseminating creative work via a conference
22. #creativeHE
participants
contributed to the
Lifewide Magazine
Creative Lives, Dec
2015
http://www.lifewidemagazine.co.uk/upl
oads/1/0/8/4/10842717/lifewide_maga
zine__15.pdf
http://www.creativeacad
emic.uk/uploads/1/3/5/
4/13542890/cam3.pdf
Three #creativeHE
participants became guest
editors of an issue
dedicated to learning in
#creativeHE, Dec 2015
An issue in 2 parts around play, co-edited by
Chrissi Nerantzi and Alison James with
contributions from colleagues on the course and
others
http://www.creativeacademic.uk/uploads/1/3/
5/4/13542890/cam_2a.pdf
http://www.creativeac
ademic.uk/uploads/1/3
/5/4/13542890/cam_2
b.pdf
Articles and editorial in magazines
24. LSP, one case
• 2013/14 introducing the use of LEGO to evaluate an undergraduate unit in
Nutritional Sciences, led by Chrissi Nerantzi
• 11-12 Sept 2014 Playfulness brings openness or using a creative approach to
evaluate an undergraduate unit and move forward together, workshop with
Haleh Moravej, Floyd Johnson, RAISE Conference 2014: Student Engagement
for all: Staff, Students and Community, MMU
• Nerantzi, C., Moravej, H. and Johnson, F. (2015) Play brings openness or using
a creative approach to evaluate an undergraduate unit and move forward
together, JPAAP, Vol 3, No. 2, pp. 82-91, available at
http://jpaap.napier.ac.uk/index.php/JPAAP/article/view/141
• 2015/16, 2016/17, 2017/18 regularly used by Haleh Moravej in undergraduate
unit of Nutritional Sciences and MetMUnch activities
25. Invited chapter Co-edited Co-authoredCo-edited
Special issue on LEGO
Co-edited
Nerantzi, C. (2016) Learning to play, playing to learn: the
rise of playful learning in higher education – Digifest 2016,
25 February 2016, available
at https://www.jisc.ac.uk/news/learning-to-play-playing-to-
learn-the-rise-of-playful-learning-in-he-25-feb-2016-
inform interviewed by Michelle Pauli
26. “Learn the rules
like a pro, so you
can break them
like an artist.”
Pablo Picasso
“If you don’t know
the rules, you don’t
know not to break
them. The amateur
doesn’t fear
failure.” (Kessels,
2016, 43)
27. “People often associate play with laughter, fun, and
having a good time. It’s easy to understand why play
often involves all these things. But that description
misses what’s most important about play- and why
play is so important to creativity. Creativity doesn’t
come from laughter and fun: It comes from
experimenting, taking risks, and testing the
boundaries.” (Resnick, 2017, 128)
28. References
Agné, H. & Mörkenstam, U. (2018). Should first-year doctoral students be supervised collectively or individually? Effects on thesis completion and time to completion. In: Journal Higher Education and Development. pp. 1-14. Accessed from
https://www.tandfonline.com/doi/full/10.1080/07294360.2018.1453785
Coughlan, T. & Perryman, L. (2012). Reaching out with OER: the new role of public-facing open scholar. eLearning Papers, 31. Accessed from http://oro.open.ac.uk/35934/1/In-depth_31_1.pdf
Crawford, K. (2009). Continuing professional development in higher education: Voices from below. University of Lincoln. [EdD thesis]. Retrieved from http://eprints.lincoln.ac.uk/2146/1/Crawford-Ed%28D%29Thesis-CPDinHE-
FINAL%28Sept09%29.pdf
Di Napoli, R. (2014). Value gaming and political ontology: between resistance and compliance in academic development. International journal for academic development, 19 (1), 2014, pp.4-11.
Fung, D. (2017) A connected curriculum for higher education. London: UCL Press. Accessed from file:///C:/Users/55112114/Downloads/630699.pdf
Hall, R. & Smyth, K., (2016). Dismantling the curriculum in higher education. Open library of humanities, 2 (1): e11, pp.1-28. Accessed from http://doi.org/10.16995/olh.66
Inamorato dos Santos, A., Punie, Y. & Castaño-Muñoz, J. (2016). Opening up Education: A support framework for higher education institutions. JRC science for policy report. Accessed from http://ec.europa.eu/jrc/en/publication/eur-scientific-
and-technical-research-reports/opening-education-support-framework-higher-education-institutions
James, A. & Brookfield S. (2014) Engaging Imagination. Helping Students become creative and reflective thinkers, San Francisco, CA: Jossey-Bass
Kessels, E. (2016)Failed it! How to turn mistakes into ideas and other advice for successfully screwing up, London: Phaidon press.
Kristiansen, P. & Rasmussen, R. (2014)Building a better business using the LEGO® Serious Play® Method, Hooken: Wiley.
Macintyre, R. (2017) Porous, permeable, praxis, pedagogy, more P’s less HE, 28 June 2017. Accessed from https://roughbounds.wordpress.com/2017/06/28/porous-permeable-praxis-pedagogy-more-ps-less-he/
Mantai, L. (2017). Pracamedics, teaching during the PhD, 3 October 2017, Teche Maquarie University’s Learning and Teaching blog. Retrieved from http://teche.ltc.mq.edu.au/pracademics-teaching-phd/
Marton, F. (1981) Phenomenography – describing conceptions of the world around us, Instructional Science, 10, pp. 177-200.
Neame, C. (2013). Democracy or intervention? Adapting orientations to development, International journal for academic development, 18 (4), 2013, pp.331-343.
Neame, C. (2011). Exploring models of development of professional practice in learning and teaching in higher education: What can we learn from biology and marketing?, Educate, 11 (1), 2011, pp.9-19.
Nerantzi, C. (2018b) How is LEGO® SERIOUS PLAY® experienced in doctoral supervision, doctoral researchers’ and doctoral supervisors’ development?, MA dissertation, Manchester: Manchester Metropolitan University
Nerantzi, C. (2017). Towards a framework for cross-boundary collaborative open learning for cross-institutional academic development. PhD thesis, Edinburgh: Edinburgh Napier University. Retrieved
from https://www.napier.ac.uk/~/media/worktribe/output-1025583/towards-a-framework-for-cross-boundary-collaborative-open-learning-for.pdf
Resnick, M. (2017) Lifelong kindergarten. Cultivating creativity through projects, passion, peers, and play. Cambridge (MA): MIT Press
Stefani, L. (2017) Realizing the potential for creativity in teaching and learning, in: Watts, L. and Blessinger, P. (eds.) (2017), London: Routledge. pp. 196-209
Wall, G., 2015. Future thinking: Imaginative expectations for the leaky university. Journal of perspectives in applied academic practice, 3 (1), pp.6-10.
Weller, M. (2014) The battle for open. How openness won and why it doesn’t feel like victory, London: ubiquity press.
29. Full presentation on slideshare https://www.slideshare.net/chrissi
Blog https://chrissinerantzi.wordpress.com/
Twitter @chrissinerantzi
Email c.nerantzi@mmu.ac.uk
Dr Chrissi Nerantzi
NTF, PFHEA, FSEDA, CMALT