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Mary-Ann Shuker

Biographic Data

ID8902883
NAMEMary-Ann Shuker
GIVEN NAMESMary-Ann
FAMILY NAMEShuker
SIGNATURESHUKER M
AFFILIATIONSGriffith University
ORCID0000-0001-6663-125X
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Investigating the Influence of a Gamified Resource on Healthcare Students’ Attitudes, Confidence, and Knowledge Regarding Research Concepts

    Open Access•Lise Johns, Leanne Bisset et al.•ARTICLE•Education Sciences•2025

    Many university students report anxiety and low confidence when undertaking research courses. In the field, healthcare professionals have further identified that new graduates lack basic research skills. The research aims were to (1) ascertain what research concepts were deemed challenging to inform the development of a gamified resource (named OGRE) and (2) to determine if the resource influenced students’ research attitudes, confidence, and kno…

  • Towards a ‘Community for Practice’—A Narrative Analysis of the Evolution of Higher Education Scholars

    Open Access•Jennifer Scott, Josephine Pryce et al.•ARTICLE•Education Sciences•2023

    In higher education (HE), collaborative activities that revolve around a core idea, practice, or knowledge base, such as learning circles, communities of practice or inquiry, peer observation, and peer-assisted teaching, are known to support professional learning. This paper explores the experiences of eight HE scholars from Australia and New Zealand, across four years, as they recognized a new means of collaborative professional development that…

  • Switching on the creativity gene

    Natalie Colson, Mary-Ann Shuker et al.•ARTICLE•Assessment & Evaluation in Higher…•2022

    Creativity is an important twenty-first century skill often overlooked in higher education curricula, particularly in the sciences. Students need opportunities to practice and demonstrate their creativity and gain an awareness of the importance of such skills to enhance their graduate capabilities. One way is to embed creativity into course assessment and link it to an employability context. This article describes how we used a staff-student co-c…

No prominent works on this page.

  • Switching on the creativity gene

    Natalie Colson, Mary-Ann Shuker et al.•ARTICLE•Assessment & Evaluation in Higher…•2022

    Creativity is an important twenty-first century skill often overlooked in higher education curricula, particularly in the sciences. Students need opportunities to practice and demonstrate their creativity and gain an awareness of the importance of such skills to enhance their graduate capabilities. One way is to embed creativity into course assessment and link it to an employability context. This article describes how we used a staff-student co-c…

  • Towards a ‘Community for Practice’—A Narrative Analysis of the Evolution of Higher Education Scholars

    Open Access•Jennifer Scott, Josephine Pryce et al.•ARTICLE•Education Sciences•2023

    In higher education (HE), collaborative activities that revolve around a core idea, practice, or knowledge base, such as learning circles, communities of practice or inquiry, peer observation, and peer-assisted teaching, are known to support professional learning. This paper explores the experiences of eight HE scholars from Australia and New Zealand, across four years, as they recognized a new means of collaborative professional development that…

  • Investigating the Influence of a Gamified Resource on Healthcare Students’ Attitudes, Confidence, and Knowledge Regarding Research Concepts

    Open Access•Lise Johns, Leanne Bisset et al.•ARTICLE•Education Sciences•2025

    Many university students report anxiety and low confidence when undertaking research courses. In the field, healthcare professionals have further identified that new graduates lack basic research skills. The research aims were to (1) ascertain what research concepts were deemed challenging to inform the development of a gamified resource (named OGRE) and (2) to determine if the resource influenced students’ research attitudes, confidence, and kno…

Higher Education Practises and Engagement (2 works) · Mathematics education (2 works) · Pedagogy (2 works) · Psychology (2 works) · Biology (1 work) · Collaborative learning (1 work) · Community of practice (1 work) · Computer Science (1 work) · Creativity (1 work) · Educational Games and Gamification (1 work)

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