Natalie-Jane Howard
Biographic Data
| ID | 6510461 |
|---|---|
| NAME | Natalie-Jane Howard |
| GIVEN NAMES | Natalie-Jane |
| FAMILY NAME | Howard |
| SIGNATURE | HOWARD N |
| AFFILIATIONS | Lancaster University |
| ORCID | 0000-0001-7050-6371 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
A decade of simulation-based learning in higher Education
Simulation-based learning (SBL) has evolved into a widely adopted instructional approach in higher education. This study presents a bibliometric analysis of 145 Scopus-indexed publications (2015–2025) using PRISMA protocols and science-mapping techniques in VOSviewer and Biblioshiny. The results indicate a significant increase in research output after 2020, with nursing and health sciences as the dominant contributors to SBL development and empir…
Socio-material mangles
Learning management systems (LMSs) were foregrounded during the pandemic, yet a paucity of studies has traced the socio-material relationship between LMSs and educator professional selves. Mobilising the mangle of practice, the research explores how materiality is implicated in lecturer positioning. The ethno-case study centres on the contextualised use of Blackboard Learn in a Middle East college. Visual elicitation interviews and observations p…
The role of non-fungible tokens in education
Non-fungible tokens (NFTs) possess transformative potential in the educational sector, facilitating digital content creation, ownership, and exchange while fostering advancements in personalized learning, certification, and resource sharing. Despite their promise, the integration of NFTs in education remains in its early stages, with existing research largely concentrating on technical and economic perspectives. This study presents a systematic r…
Lecturer professional identities in gamification
Online gamification is an innovative educational practice, yet little is known about how the socio-material imbrications entailed in this pedagogical approach influence educator professional identities. Adopting a social-material sensibility to examine lecturer professional identities, this qualitative study mobilises visual-elicitation interviews and observations to understand the nuanced lecturer identity positions emanating from Kahoot! gamifi…
Barriers and drivers in online micro-course professional development
Constructing Professional Identities
Responding to globalisation, a ubiquitous obsession with English has pervaded South Korea and led to the employment of tens of thousands of expatriate English teachers. However, native-speaking English as a Foreign Language (EFL) teachers may be subject to marginalisation and acculturation difficulties as they navigate overseas employment contexts. Moreover, scholars question the legitimacy of their careers and challenge the bias for their native…
Barriers and drivers in online micro-course professional development
Constructing Professional Identities
Responding to globalisation, a ubiquitous obsession with English has pervaded South Korea and led to the employment of tens of thousands of expatriate English teachers. However, native-speaking English as a Foreign Language (EFL) teachers may be subject to marginalisation and acculturation difficulties as they navigate overseas employment contexts. Moreover, scholars question the legitimacy of their careers and challenge the bias for their native…
Constructing Professional Identities
Responding to globalisation, a ubiquitous obsession with English has pervaded South Korea and led to the employment of tens of thousands of expatriate English teachers. However, native-speaking English as a Foreign Language (EFL) teachers may be subject to marginalisation and acculturation difficulties as they navigate overseas employment contexts. Moreover, scholars question the legitimacy of their careers and challenge the bias for their native…
Barriers and drivers in online micro-course professional development
Lecturer professional identities in gamification
Online gamification is an innovative educational practice, yet little is known about how the socio-material imbrications entailed in this pedagogical approach influence educator professional identities. Adopting a social-material sensibility to examine lecturer professional identities, this qualitative study mobilises visual-elicitation interviews and observations to understand the nuanced lecturer identity positions emanating from Kahoot! gamifi…
The role of non-fungible tokens in education
Non-fungible tokens (NFTs) possess transformative potential in the educational sector, facilitating digital content creation, ownership, and exchange while fostering advancements in personalized learning, certification, and resource sharing. Despite their promise, the integration of NFTs in education remains in its early stages, with existing research largely concentrating on technical and economic perspectives. This study presents a systematic r…
A decade of simulation-based learning in higher Education
Simulation-based learning (SBL) has evolved into a widely adopted instructional approach in higher education. This study presents a bibliometric analysis of 145 Scopus-indexed publications (2015–2025) using PRISMA protocols and science-mapping techniques in VOSviewer and Biblioshiny. The results indicate a significant increase in research output after 2020, with nursing and health sciences as the dominant contributors to SBL development and empir…
Socio-material mangles
Learning management systems (LMSs) were foregrounded during the pandemic, yet a paucity of studies has traced the socio-material relationship between LMSs and educator professional selves. Mobilising the mangle of practice, the research explores how materiality is implicated in lecturer positioning. The ethno-case study centres on the contextualised use of Blackboard Learn in a Middle East college. Visual elicitation interviews and observations p…
Psychology (5 works) · Pedagogy (4 works) · Sociology (4 works) · Computer Science (2 works) · Educational Games and Gamification (2 works) · Identity (music (2 works) · Mathematics education (2 works) · Political science (2 works) · Qualitative research (2 works) · Social Psychology (2 works)