All Stories

  1. A Longitudinal Study of Students in a Work-Based Learning Program
  2. Exploring Workforce-Informed Competency Pathways in Computing Education
  3. What training do workplace mentors receive to support degree apprentices? An activity theory analysis, focusing on inclusion
  4. Gender Differences in Self-efficacy and Motivation in Online Peer Assessment
  5. Editorial: oSoTL 5(1)
  6. Reviewer acknowledgements: oSoTL 5(1)
  7. Acknowledgements: oSoTL 4(2) Ukraine special issue
  8. Same Structures, Different Settings: Exploring Computing Capital and Participation across Cultural Contexts
  9. Understanding Skill Transfer Between University and Workplace Through Reflective Practice: A Software Engineering Work-Based Learning Experience
  10. Preparing Professionally Competent Computing Graduates: The Role of Work Experiences
  11. Integrating Socially Responsible Computing Competencies in Computer Science and Software Engineering Education
  12. Advancing Work-Based Learning in Higher Education
  13. Approaches to Work-Based Learning in Higher Education
  14. Introduction
  15. The Design and Delivery of Work-Based Degree Programmes
  16. Understanding the role models that inspire women to study Computing Science
  17. Research in Practice Project Activity (RIPPA): Capital in Computing Education in the United Kingdom and Ireland
  18. The Development of Students' Professional Competencies on a Work-Based Software Engineering Program
  19. Exploring Gender Disparities in Online Peer Feedback System: An Analysis of Feedback Levels and Quality
  20. ‘They gave me an opportunity, and I took it’: motivations and concerns of adult apprentices
  21. A Historical Text-Based Game Designed to Develop Critical Thinking Skills
  22. How to Learn a New Language: A Novel Introductory Programming Course
  23. Role Modeling as a Computing Educator in Higher Education
  24. Why Students Drop Computing Science: Using Models of Motivation to Understand Student Attrition and Retention
  25. Participant-centred planning Framework for effective gender balance activities in tech
  26. Making Visible and Modeling the Underrepresented
  27. escape room: using a simple text-based game to promote business undergraduates’ digital self-reliance
  28. Learning in Context: A First Look at a Graduate Apprenticeship
  29. A multi-institutional exploration of the social mobility potential of degree apprenticeships
  30. Playing video games may have a positive impact on players' well-being
  31. The Gilmorehill Mystery: A Location-Based Game for Campus Exploration
  32. Breakout Group Allocation Schedules and the Social Golfer Problem with Adjacent Group Sizes
  33. The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation?
  34. Preparing Software Engineering Apprentices for Industry
  35. A cross-sectional study of video game play habits and graduate skills attainment
  36. Addressing mixed levels of prior knowledge by individualising learning pathways in a Degree Apprenticeship Summer School
  37. Introduction: A Literary Studies/Games Studies Conversation
  38. Devising Work-based Learning Curricula with Apprentice Research Software Engineers
  39. Experience Report
  40. Developing a Work-based Software Engineering Degree in Collaboration with Industry
  41. Gaming for Graduates
  42. Graduate Attributes and Games
  43. Playing Games at University
  44. Reflections on Game-Based Learning
  45. The Educator Perspective
  46. The Games Industry Perspective
  47. The Student Perspective
  48. Video Games and Learning
  49. Student attitudes to games-based skills development: Learning from video games in higher education
  50. Video games can develop graduate skills in higher education students: A randomised trial
  51. Video Game Preservation in the UK: A Survey of Records Management Practices
  52. Learning through collaboration: video game wikis
  53. Reflecting on the technical development of the Mapping Sculpture project