
Dr Trevor Collins
Senior Research Fellow
Biography
Trevor Collins is a Senior Research Fellow at The Open University’s Knowledge Media Institute. His research interests are in the design and use of technology to facilitate teaching and learning. He is the Director of The OpenSTEM Labs, which supports practical and practice-based learning at a distance; and the Academic Lead for The OpenXR (eXtended Reality) Studios, which is developing the OU’s provision for collaborative and immersive learning online. Trevor is also an Associate Lecturer for the OU, tutoring students on the level 1 ‘Technologies in Practice’ course (module code TM129).
Trevor pioneered the use of mobile and web technologies on OU field courses to provide remote access to inaccessible field sites for students with disabilities. He also led the development of interactive web broadcasting at the OU as a method for engaging students in labwork and fieldwork at scale. Where around thirty ‘labcasts’ and ‘fieldcasts’ are produced for OU courses each year. His current work in The OpenXR Studios focuses on the application of eXtended Reality technologies to distance teaching, specifically, the use of virtual production techniques to create more immersive events and activities for students.
Projects
Embedding and sustaining inclusive STEM practices
The proportion of students with disabilities registered on undergraduate STEM programmes has increased significantly over the past decade. Embedding and sustaining inclusive STEM practices project addresses how inclusive processes and academic practices become embedded within institutions, to enable equality of opportunity for students with disabilities studying STEM disciplines.
An open research university: How to embed public engagement within the culture of research (RS-11-005-TB)
The aim of this proposal is to embed public engagement with research within The Open University’s (OU) strategic planning for research and the operational practices of researchers at all levels; to become an open research university.
Social inclusion through synchronous distributed team collaboration. (H-09-023-AA)
Mobile technologies bring the digital and the physical worlds together by providing just-in-time/contextual information related to what people are observing, visiting or walking past. However, people with mobility disabilities or socio-economic limitations are often prevented from experiencing these new forms of user experience. We are proposing an alternative approach through developing hybrid ‘social inclusion’ solutions that aim to support collaboration between teams moving around ‘in the field’ and those ‘in the home’. This proposal will develop new ways of connecting existing mobile and shared table-top technologies to support synchronous distributed team collaboration that enables innovative forms of vicarious experiences. An educational prototype system for investigating aspects of the environment will be built to demonstrate and evaluate the effectiveness of the approach for supporting distributed team collaboration. With this project we seek to build systems with middlewear that will link information resource systems and co-located table-top collaboration applications at the home-base with and mobile data collection and communication devices. This will require seamless translation of mobile data collection (i.e. audio, video, geological readings) into table-top displays e.g. mash-ups between geological readings in the wild linked to mappings on table-tops. Partner companies will support the development of viable propositions. The software company, specialising in mobile learning applications, OOKL, will support the synchronous collaboration between mobile and home-based applications. SMART, who specialise in tabletop solutions for educational applications, are in the business of developing ‘ecology of technologies’ through the seamless interaction between devices and displays i.e middleware for table-tops.
Publications
Book
Book Chapter
Planning for engaged research: a collaborative ‘Labcast’ (2017)
Enabling remote activity: widening participation in field study courses (2016)
Scripting personal inquiry (2012)
Community story exchange (2004)
Supporting the exploration and use of heritage stories (2004)
Visualizing evolutionary computation (2003)
HENSON: a visualization framework for genetic algorithm users (1999)
Journal Article
Democratising Digital Educational Game Design for Social Change (2023)
A critical incident analysis of inclusive fieldwork with students as co-researchers (2022)
Using Mobile Technologies to Enhance Accessibility and Inclusion in Field-Based Learning (2020)
Governing effective and legitimate smart grid developments (2016)
Personal inquiry: orchestrating science investigations within and beyond the classroom (2015)
Challenges in personalisation: supporting mobile science inquiry learning across contexts (2013)
nQuire: technological support for personal inquiry learning (2012)
Personal inquiry learning trajectories in geography: technological support across contexts (2011)
Using netbooks to support mobile learners' investigations across activities and places (2010)
Pragmatic support for taxonomy-based annotation of structured digital documents (2009)
Using mobile phones to map online community resources to a physical museum space (2009)
Representations for semantic learning webs: Semantic Web technology in learning support (2007)
Applying software visualization technology to support the use of evolutionary algorithms (2003)
CIPHER: Enabling Communities of Interest to Promote Heritage of European Regions (2002)
A Visual programming approach for teaching cognitive modelling (2002)
Other
Presentation / Conference
Impact of Scholarship of Teaching and Learning (2023)
Embedding a Theory of Change approach to plan and disseminate STEM scholarship projects (2022)
Alternative fieldwork, “real-world” communities (2022)
The Role of Web Broadcasts to Develop Online Learning Communities in STEM Modules (2020)
Inclusive Field Kit: sharing approaches for including students with disabilities (2020)
Broadcasting from the field: enabling student-led investigations by distance (2020)
Enabling inclusive group work (2019)
Game Jams as a Space to Tackle Social Issues: an Approach Based on the Critical Pedagogy (2019)
Embedding and Sustaining Inclusive Practices in STEM (2019)
Examining interaction within STEM Web Broadcasts (2018)
Widening access to fieldwork for large numbers of students with interactive livecasts (2018)
Co-designing Cards on Social Issues for Creating Educational Games (2018)
Live field broadcasts: Moving from optional additions to required assessment (2018)
Widening access to fieldwork with interactive livecasts (2016)
Exploring the role of intermediaries in smart grid developments (2015)
Making sense of description logics (2015)
Using ontologies: understanding the user experience (2014)
Analysis of learners’ fieldtrip talk during a collaborative inquiry task (2013)
Modelling the meaning of museum stories (2013)
Storyscope: using theme and setting to guide story enrichment from external data sources (2013)
Storyspace: a story-driven approach for creating museum narratives (2012)
Live linking of fieldwork to the laboratory increases students inquiry based reflections (2011)
Collaboration in communities of inquirers: an example from a geography field trip (2011)
An event-based approach to describing and understanding museum narratives (2011)
A “laboratory of knowledge-making” for personal inquiry learning (2011)
More notspots than hotspots: strategies for undertaking networked learning in the real world (2010)
Personal Inquiry: scripting support for inquiry learning by participatory design (2010)
Out there and in here: design for blended scientific inquiry learning (2010)
EUROGENE: multilingual retrieval and machine translation applied to human genetics (2010)
The challenge of supporting networked personal inquiry learning across contexts (2010)
Reasoning across multilingual learning resources in human genetics (2009)
Document annotations in genetics domain for Eurogene project (2009)
Support for evidence-based inquiry learning: teachers, tools and phases of inquiry (2009)
Supporting location-based inquiry learning across school, field and home contexts (2008)
Exploring pathways across stories (2008)
Investigating the Effects of Exploratory Semantic Search on the Use of a Museum Archive (2008)
Investigating personal inquiry: An activity theory approach (2008)
ERA: On-the-fly networking for collaborative geology fieldwork (2008)
Using ICT to support public and private community memories: case studies and lessons learned (2006)
Semantic browsing of digital collections (2005)
Spotlight browsing of resource archives (2005)
Story Fountain: Intelligent support for Story Research And Exploration (2004)
Methodology and tools to support storytelling in cultural heritage forums (2003)
A Cultural Heritage Forum Celebrating Technological Innovation at Station X (2002)
Using genre to support active participation in learning communities (2001)
Evaluating Hank, a cognitive modelling language for psychologists (1999)
Understanding evolutionary computing: a hands on approach (1998)
Using software visualization technology to help genetic algorithm designers (1997)
The visualization of genetic algorithms design survey (1996)
Visualization of binary string convergence by Sammon mapping (1996)
Report
Impact of Scholarship of Teaching and Learning: A guide for educators (2023)
Impact of Scholarship of Teaching and Learning: A compendium of case studies (2023)
Impact of Scholarship of Teaching and Learning: An Executive Summary (2023)
Representing children's rights from discussion through to illustration and interpretation (2019)
Engaging Opportunities: Connecting young people with contemporary research and researchers (2018)