Publications

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MyTED: Research that matters: Awakening aspirations
MyTed stands for My Tertiary Education Day and it is research that matters. It is a project that encourages primary school students and their parents to consider tertiary education opportunities. The research arises from the HEPPP-funded project - MyTED. It works on the premise that students are unable to aspire to attend tertiary education if they are unaware of the opportunities that are available to them or that University or TAFE exists.

Authors: Greenaway, R. & Terton, U.
Source: 2014 University Research Conference: Communicate, Collaborate, Connect, Sunshine Coast, Australia 14-18 July 2014
Publisher: University of the Sunshine Coast
Publication Year: 2014
Subject Terms: FoR 1303 (Specialist Studies in Education)
Document Type: Conference Poster
Language: English
Access URL: http://research.usc.edu.au/vital/access/manager/Repository/usc:14383
Rights: Copyright © 2014 The Author.
Accession Number: usc.14383
Database: USC Research Bank
4_2014myTEDposter2014.pdf
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MyTED: Ready, Set, Jump!
Description: The MyTED eBook “Ready, Set, Jump” is about the life of Edwina the kangaroo and her desire to attend school.

Authors: Terton, U. & Greenaway, R.
Source: p.29
Publisher: University of the Sunshine Coast
Publication Year: 2014
Subject Terms: FoR 1303 (Specialist Studies in Education)
Document Type: Authored Book
Language: English
Access URL: http://research.usc.edu.au/vital/access/manager/Repository/usc:13766
Accession Number: usc.13766
Database: USC Research Bank
6_2014myTED_eBook_2014.pdf
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MyTED: Ready, set, jump into learning
Description: My Tertiary Education Day (MyTED) is a HEPP-funded program that encourages primary school students and their caregivers to consider tertiary education opportunities. It works on the premise that students are unable to aspire to attend tertiary education if they are unaware of the opportunities that are available to them or even that University or TAFE exists. The program aims to: • Enhance the capacity of primary school aged children and their parents to aspire to attend tertiary education. • Promote dialogue through the sharing of narratives about non-traditional routes to higher education highlighting the barriers and enablers that supported them to attain a tertiary education. • Increase capacity through exposure to a tertiary education facility. • Increase capacity through the use of the “MyTED: Ready, Set, Jump” eBook. MyTED is investigating: • The aspirations of a group of primary school students and their parents for their future. • How exposure to a
5_2014myTED_L_T_week2014.pdf
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A Computer-based Educational Adventure Challenging Children to Interact with the Natural Environment Through Physical Exploration and Experimentation
Description: The researchers paper discusses the development of a computer-based educational game which challenges children to interact with the natural environment through physical exploration and experimentation. The researchers project seeks to counteract the negative behaviours associated with excessive computer game play amongst children 8 to 12 years old. By leveraging the positive learning outcomes that can be achieved through computer gaming and combining these with outdoor learning strategies, Jumping the Fence encourages children to take responsibility for surveying and caring for a local ecosystem. The game requires children to reflect critically on their computer use, become more physically active, gain social skills and develop an affinity towards nature. Educators are able to adapt the game to their school’s own curriculum and thereby provide an alternative learning strategy that encourages physical and social engagement.

Authors: Terton, U & White, I.
Source: CSEDU 20
3_2014CSEDU_paper_12_02_14.pdf
Adobe Acrobat Document 269.9 KB

The People's Garden

Description: The People’s Garden is an interactive digital artwork aimed at inspiring greater activity in caring for the environment. The artwork was produced in a joint project between the University of the Sunshine Coast’s Engage Research Lab and the Sunshine Coast Council. It shows a digital projection of a vine that only grows when someone sends a comment to its webpage or via SMS message sharing what they did for the environment that day. The comments make flowers appear and animals move across the artwork. Comments then rain down around the vine, so the public can read what their community is doing for the environment. The interactive artwork has been installed as a public exhibit at Noosa Junction, Queensland, and in galleries at Gympie and the University of the Sunshine Coast.

 

Authors: Bohmer, S., Caldwell-Ternezis, C., Harding, P., Hoogvliet, S. Jones, C. M. Livingston, D., Marks, M. Rolfe, B. Terton, U. & Wood, D.

Publication Year: 2013

Subject Terms: FoR 0806 (Information Systems), FoR 1902 (Film, Television and Digital Media), FoR 0502 (Environmental Science and Management). 

Medium: Projected interactive web-based artwork

 Duration: Artwork ran 24/7 as public interactive exhibit

Exhibition: Noosa Junction, Queensland, October - December 2013

Document Type: Recorded/Rendered Creative Work (Digital Creative Work)

Language: English

Access URL: http://research.usc.edu.au/vital/access/manager/Repository/usc:13112 

Accession Number: usc.13112

Database:  USC Research Bank

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“Jumping the Fence” - a computer-based educational adventure challenging children to interact with the natural environment through physical exploration and experimentation
Description: The subject of computer gaming and its associated benefits and problems are of interest to researchers across many different disciplines. The potential benefits of computer games in education, training and entertainment are widely appreciated, but their downside is also equally a matter of concern. Whilst computer games are mostly played for recreational purposes, or to keep the player in suspense, the frequency of game playing and the average duration of the games we now engage in often bring about unintended consequences. On the other hand, not everything about playing computer games is bad. Computer Based Learning (CBL) has great promise as an instructional tool and, whether we like it or not, proficiency with computers has become a key part of the skill set required by modern children and familiarity with interactive technologies is essential for success in contemporary society.

Submitted in the fulfilment of the requirements of the degree of Doctor of Philosophy, Un
1_2012_JTF_FINAL_THESIS_LIBRARY_2012.pdf
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Der Dozent [The Lecturer]
Description: While on a daily train travel from the Sunshine Coast to Brisbane, Uwe Terton wrote an exciting novel playing in Australia. Inspired by incredible life stories of his international students, who came from all around the world to study in Australia, Uwe Terton wrote a colourful, multi-cultural novel that describes the life of a migrant in a biosphere that feels very strange to a middle European [Book Synopsis]

Authors: Terton, U.
Publisher: Stuttgart Schweikert-Bonn-Verlag
Publication Year: 2008
Subject Terms: FoR 1904 (Performing Arts and Creative Writing)
Language: German
Document Type: Original Creative Work (Textual Work)
ISBN: 9783940259073
Access URL: http://research.usc.edu.au/vital/access/manager/Repository/usc:5855
http://www.schweikert-bonn-verlag.de/terton.html
Accession Number: usc.5855
Database: USC Research Bank
dozent_cover_final.pdf
Adobe Acrobat Document 1.7 MB