I have been working in the Educational Technology field within Higher Education for nine years. A big part of my job is finding new and innovative ways of integrating technology into current teaching and learning methodology. This can include assisting academic staff with Virtual Learning Environments/Learning Management Systems (Blackboard & Moodle), implementing specific software packages, maximising current technologies and championing new ones such as mobile devices. I find this profession both riveting and rewarding. I really enjoy life on the cutting edge, but I also enjoy being able to help my clients achieve small and meaningful improvements; sometimes that makes all the difference.
- First name: Fiona
- Last name: Macneill
- Email address: F.Macneill@brighton.ac.uk
- Blog address: http://blogs.brighton.ac.uk/fjm15
Social media accounts
- Twitter: @fmacneill
My Work Blog RSS
User Experience Design (MSc) at University of BrightonFebruary 2015 - November 2018
The topics considered on the course included: • the aims of higher education • student approaches to learning • the characteristics of effective learning environments • planning and preparing effective teaching/learning sessions • effective support of student learning • the principles of assessment, and its role in learning and teaching • the evaluation of teaching and identification of aspects for further professional development
Mini Masters in Volunteer Management (Post-graduate certificate) at Center for Business Excellence, University of St. ThomasJune 2008
BA(hons) Fine Art at Kent Institute of Art and Design now University of the Creative Arts at Canterbury2002 - 2005
First Class honours with commendationAddress: Canterbury
Core skills and specialisms: University web applications for support of learning and teaching including: studentcentral, Turnitin, studentfolio, PollEverywhere, ConnectTxt, mobile apps, Camtasia Relay and others Advising: • Technologies in support of the blended learning policies • Teaching resource creation and use of digital media • Development of student assignments involving technology • Technology workflow assessments and identification of potential efficiencies • Contemporary developments in educational technologiesAddress: Falmer Library, Village Way Brighton BN1 9PH
Support of information technology needs for the arts, archeology, educational studies and physical education. Partnering with faculty to integrate technology into college pedagogy. Investigating new technologies and offering practical classroom and hands-on support for faculty and students.Address: One North College Street, Northfield, MN, U.S.A.
Recruitment and management of a volunteer corps of 120 volunteers. Assisted artists through technical implementation of audio/visual resources for exhibitions. Obtained donations from local businesses and secured grants from awarding foundations.Address: 514 Second St SE Minneapolis MN
Created the event and concept. Large-scale project management over twenty-four hour period, implementation of a vast array of audio-visual technologies in a real-time situation. Public relations and press contact. Design, web site maintenance, flash animation development, page layout and publication.Address: Minneapolis, MN, U.S.A.
Drawing, book illustration, exhibitions, multimedia (video, sound, new media), art criticism, graphic design and finishing, web design and consultation. Live performance: dance and theatrical works both for own work and for others.
Management, implementation and repair of audio-visual equipment, one-on-one artists assistance, recommendations, practical construction assistance.Address: 514 Second St SE Minneapolis MN
Books and publications
Wrote the chapter, "Approaching apps for learning, teaching and research". P. 238 Introduction - Excerpt: "This chapter looks at discovery techniques and strategies for approaching the use of apps in support of learning, teaching and research. Example scenarios are included to help illustrate situations where apps can solve a problem or augment existing teaching practice. This chapter has a pragmatic tone and is based upon my own experience working with apps and smart devices in higher education for over five years. Your own path of discovery with your device will be granular and accumulative and it is my hope that the suggested strategies outlined herein will help you to make the most of the functionality afforded by apps and will give you the confidence to expand upon your current use of your smart device."
Title: App swap breakfasts: pedagogy, mobile devices and learning discourse over breakfast Abstract: Use of mobile technology at the University of Brighton has increased significantly in recent years. Many Schools are providing staff with mobile devices and, at the same time, conducting a number of initiatives exploring the use of mobile devices in learning and teaching. With a palpable desire to capture this undercurrent of enthusiasm, the eLearning team were keen to provide a stimulating forum whereby people could meet in a relaxed, café environment, to share ideas and experiences, regardless of expertise and without the restraints of a rigid format. The App Swap Breakfasts met the criteria we were looking for.
Available here: http://apps.carleton.edu/humanities/student_research
Design/Instructional Design Juried Paper Design Principles and Practices Journal Publication Date: 10/06/11 Abstract: http://ijg.cgpublisher.com/product/pub.154/prod.562
ALT Award Entry Video 2016
Certifications, accreditations and awards
Centre for Learning and Teaching, University of Brighton.
Award information, awarded for achievements in the Learning Technologies field: https://altc.alt.ac.uk/2016/awards/awards-finalists-and-community-choice-voting/ Video about my work, submitted to support my application: https://youtu.be/A0rS_RWGf50
Awarded by Centre for Learning and Teaching, University of Brighton
Runner-up award UCISA Digital Skills and Development Group Changing Landscapes Case Study16/01/14
Apps for Art History Study Poster Presentation
Reeves & Nayland Dissertation Prize09/07/05
The Grovesnor Award for Excellence in Art & Design01/06/02
Ongoing committee work and event Gamification design as outlined below. As part of the Spotlight on digital capabilities event Fiona MacNeill and Farzana Latif (University of Sheffield) revisited the idea of gamifying the conference proceedings. The definition of Gamification, that inspired the 2016 GameMakers was coined by Andrzej Marczewski, 2015, “the use of game design metaphors to create more game-like and engaging experiences” (p.11). Experience is key here, we aimed to provide a conference wide game that: - augmented the proceedings, without distracting; - allowed participants to create, not only consume; - provided networking, not working; - and embodied the values and themes that UCISA is working on every day. Game instructions: https://www.ucisa.ac.uk/-/media/groups/dcg/digcap-play-track-instructions.ashx?la=en Game webinar: https://www.ucisa.ac.uk/groups/dcg/Events/2016/digcaps/game_launch
Brighton moodle users and developers group.
New Media Consortium (NMC)
Minnesota Instructional Technologists (MinIT)2009 - 2013
Primary Tools and Proficiencies
UoB Specific Tools
Blackboard (Studentcentral), Turnitin, Mahara, Wordpress/CampusPress, R/RStudio, PollEverywhere, Nearpod, mobile apps