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MICHAEL VALLANCE
RESEARCH PUBLICATIONS - FUNDING - AWARDS
RESEARCH PUBLICATIONS
BOOKS
(1) Foong, K. P. & Vallance, M. (Eds.) (2005). Teaching English to Chinese ESL Students: Classroom Practices. Prentice Hall: USA. ISBN-13: 978-9812449757.
(2) Towndrow, P. A. & Vallance, M. (2004). Using Information Technology in the Language Classroom (3rd edition). Longman: Singapore. ISBN 0-13-127536-4.
ARTICLES # All articles are refereed.
2025
(1) Vallance, M. (2025). The Development of a 19th Century Virtual Heritage Environment with AI-enhanced Avatars for Experiential Flow and the Proteus Effect. In R. Jake Cohen (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2095-2100). Orlando, FL, USA: Association for the Advancement of Computing in Education (AACE). Retrieved April 9, 2025 from https://www.learntechlib.org/primary/p/226025/
2024
(1) Vallance, M. (2024). Reimagining People and Places through Virtual Heritage, TOURISM, LEISURE AND CHANGE. Transforming People and Places, Ninth International Conference on Tourism & Leisure Studies, Liverpool John Moores University, UK. 19-21 June, 2024 DOI: https://doi.org/10.18848/978-1-963049-60-2/CGP
2023
(1) Vallance, M. (2023). Independently Supporting Learners in VR with an AI-enabled Non-Player Character (NPC). Immersive Learning Research - Practitioner, 1(1), 69–73. DOI: https://doi.org/10.56198/ITIG2WMWY
(2) Vallance, M. (2023). Virtual Heritage & AI: Learning about 19th Century with Isabella Bird. Proceedings of the 2023 7th International Conference on Education and E-Learning. Association for Computing Machinery, Tokyo, Japan, pp.6-13. https://doi.org/10.1145/3637989.3638007
2022
(1) Vallance, M. and Towndrow, P.A. (2022). Perspective: Narrative Storyliving in Virtual Reality Design. Frontiers in Virtual Reality, 3:779148. doi: 10.3389/frvir.2022.779148
(2) Vallance, M. (2022). Reflecting on research: a virtual GLAM proposal, In Dengel, A,. Bourguet, M.L., Pedrosa, D., Hutson, J., Erenli, K., Economou, D., Pena-Rios, A. and Richter, J. (Eds), Proceedings of 8th International Conference of the Immersive Learning Research Network (iLRN), May 30 - June 4, 2022, University of Applied Sciences BFI, Vienna, pp. 45-50. ISBN 978-1-7348995-2-8/22
(3) Vallance, M. (2022). The Immersive Enclosure: Virtual Reality in Japan, by Paul Roquet. Japan Review Vol. 37, pp. 223-225. http://doi.org/10.15055/00007931
(4) Vallance, M. & Towndrow, P.A. (2022). Interdisciplinary Computational Thinking, In H. Nakashima & K. Hirata (Eds.), What is Computational Thinking? Think like a computer scientist, Future University Hakodate Press, Japan. pp. 79-86.
2021
(1) Rivers, D. J., Vallance, M. and Nakamura, M. (2021). Metacognitive Knowledge and the Self as Socially Distanced Online Learner: A Virtual Reality Assisted Analysis of Academic Self-Concept. Journal of Educational Technology System, Vol. 50, No. 1, pp. 87 - 111 https://doi.org/10.1177/0047239521999779
(2) Rivers, D. J., Nakamura, M. and Vallance, M. (2021). Online Self-Regulated Learning and Achievement in the Era of Change. Journal of Educational Computing Research. https://doi.org/10.1177/07356331211025108
(3) Vallance, M. (2021). Work-in-progress: Didactical Design for Virtual Reality Education, In Proceedings of IEEE TALE2021 – An International Conference on Engineering, Technology and Education, December 5–8, 2021, Wuhan, China. pp. 1167- 1170. doi: 10.1109/TALE52509.2021.9678772.
2020
(1) Vallance, M. & Towndrow, P. A. (2020). Computational thinking and interdisciplinary learning: time to focus on pedagogy, Int. J. Learning Technology, Vol. 15, No. 2, 2020, pp. 180 - 200. DOI: 10.1504/IJLT.2020.109573
(2) Magaki, T. & Vallance, M. (2020). Seeking Accessible Physiological Metrics to Detect Cybersickness in VR, International Journal of Virtual and Augmented Reality, Vol. 4, No. 1, pp. 1 - 18. DOI: 10.4018/IJVAR.2020010101
(3) Vallance, M., Magaki, T. & Kurashige, Y. (2020). Determining the Efficacy of Virtual Reality through Experientiality and Biometrics, In Proceedings of 6th International Conference of the Immersive Learning Research Network (iLRN), June 21-25, 2020, pp. 344 - 347. ISBN 978-1-7348995
(4) Vallance, M., Magaki, T. & Kurashige, Y. (2020). Development of a Virtual Environment for Extrasomatic Communication, In Proceedings of IEEE TALE2020 – An International Conference on Engineering, Technology and Education, December 8–11, 2020, pp. 906 - 909. DOI: 10.1109/TALE48869.2020.9368483
2019
(1) Vallance, M. Magaki, T. Kurashige, Y & Johnson, L. (2019). SolarVR for inter-cognitive and intra-cognitive communication. In Proceedings of VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology (VRST '19), November 12-15, 2019, Parramatta, NSW, Australia. ACM, New York, NY, USA. Article No. 91, pp.1-2. https://doi.org/10.1145/3359996.3364702
(2) Magaki, T & Vallance, M. (2019). Real-time Monitoring Method for Cybersickness using Physiological Signals. In Proceedings of VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology (VRST '19), November 12-15, 2019, Parramatta, NSW, Australia. ACM, New York, NY, USA, Article No. 87, pp.1-2. https://doi.org/10.1145/3359996.3364700
(3) Kurashige, Y. & Vallance, M. (2019). Proposing a Hand-Tracking Device using a Tangential Force Mechanical Sensor. In Proceedings of VRST '19: 25th ACM Symposium on Virtual Reality Software and Technology (VRST '19), November 12-15, 2019, Parramatta, NSW, Australia. ACM, New York, NY, USA, Article No. 86, pp.1-2. https://doi.org/10.1145/3359996.3364701
(4) Magaki, T. & Vallance, M. (2019). Cybersicknessのリアルタイム予測 (Real-time Forecasting of Cybersickness). The 24th Annual Conference of the Virtual Reality Society of Japan. The University of Tokyo, 11 - 13 Sept., 2019. Paper 4C-02 available at http://conference.vrsj.org/ac2019/program/index-e.html
(5) Kurashige, Y. & Vallance, M. (2019). Proposing a Hand-Tracking Device using a Tangential Force Mechanical Sensor. The 24th Annual Conference of the Virtual Reality Society of Japan. The University of Tokyo, 11 - 13 Sept., 2019. Paper 5C-03 available at http://conference.vrsj.org/ac2019/program/index-e.html
(6) Magaki, T. & Vallance, M. (2019). Developing an Accessible Evaluation Method of VR Cybersickness, 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 2019, pp. 1072-1073, doi: 10.1109/VR.2019.8797748.
(7) Vallance, M., Kurashige, Y. & Magaki, T. (2019). Creative learning in VR: An antidisciplinary approach, 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan, 2019, pp. 1394-1394, doi: 10.1109/VR.2019.8797963.
(8) Thomas, M., Can, T. & Vallance, M. (Eds.). (2019). Impact – Educational Cases, The Journal of Virtual Worlds Research, Volume 12, No. 2.
2018
(1) Magaki, T. & Vallance, M. (2018). Measuring Reduction Methods for VR Sickness in Virtual Environments. International Journal of Virtual and Personal Learning Environments, Vol. 7 (2). pp. 27-43. doi: 10.4018/IJVPLE.2017070103
(2) Sasaki, T. & Vallance, M. (2018). On being lost: Evaluating Spatial Recognition in a Virtual Environment, International Journal of Virtual and Augmented Reality, Vol 2 (2). pp. 38 - 58. doi: 10.4018/IJVAR.2018070103
(3) Vallance, M. (2018). Antidisciplinary learning and the TKF creativity spiral. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE), pp. 612 - 616. Retrieved October 22, 2018 from https://www.learntechlib.org/primary/p/185015/
(4) Vallance, M., Magaki, T. & Sasaki, T. (2018). Inter-cognitive communication for immersive virtual education: four robot solutions. In Proceedings of EdMedia: World Conference on Educational Media and Technology, Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE), pp. 1591-1597. Retrieved July 12, 2018 from https://academicexperts.org/conf/edmedia/2018/papers/53178/
(5) Vallance, M. & Towndrow, P.A. (2018). Mapping Computational Thinking for a Transformative Pedagogy. In Myint Swe Khine (Ed.), Computational Thinking in the STEM Disciplines. Foundations and Research Highlights. Springer: Switzerland. DOI: 10.1007/978-3-319-93566-9.
(6) Vallance, M. (2018). Create-and-Learn: Education 'in' a Synthetic Learning Environment. In Y. Qian (Ed.), Integrating Multi-User Virtual Environments in Modern Classrooms. IGI Global: Hershey, USA. pp. 280-298. DOI: 10.4018/978-1-5225-3719-9.ch013
2017
(1) Vallance, M., Kurashige, Y., Sasaki, T. & Magaki, T. (2017). Development of a Synthetic Learning Environment in the Antidisciplinary Space. In Proceedings of The 11th European Conference on Game-Based Learning ECGBL 2017, The FH JOANNEUM University of Applied Science, Graz, Austria, 4 - 6 October, 2017. pp. 705 - 714. ISBN: 978-1-911218-57-9
(2) Sasaki, T., Vallance, M., Magaki, T., Naito, N., & 3 others (2017). Japanese History Explorer with Nozomi-chan for Elementary School Children. In Proceedings of The 11th European Conference on Game-Based Learning ECGBL 2017, The FH JOANNEUM University of Applied Science, Graz, Austria, 4 - 6 October, 2017. pp. 562 - 570. ISBN: 978-1-911218-57-9
(3) Vallance, M., Kurashige, Y., Sasaki, T. & Magaki, T. (2017). Who needs experts? Students designing a Synthetic Learning Environment of the Fukushima nuclear power plant. In J. Johnston (Ed.), Proceedings of EdMedia 2017 (pp. 1223-1228). Washington, DC: Association for the Advancement of Computing in Education (AACE). Retrieved August 16, 2017 from https://www.learntechlib.org/p/178440/
(4) Vallance M., Sannomiya Y. & Nelson M.E. (2017) Mapping Curricular Ecologies. In Uden L., Liberona D., Liu Y. (Eds.) Learning Technology for Education Challenges. Beijing, China, August 12-24, 2017, Springer, Vol. 734, pp. 159-170.
(5) Vallance, M. (2017). Researching Declarative, Procedural, and Meta-Cognitive Knowledge through Active Learning in Disaster-Themed 3D Virtual Worlds. International Journal on Innovations in Online Education, Vol. 1, Issue 1 2017. DOI: 10.1615/IntJInnovOnlineEdu.v1.i1.130
(6) Vallance, M. (2017). Bridging Transboundary Spaces through Making. In K. Lim (Ed.) Landscapes of Participatory Making, Modding and Hacking: Maker Culture and Makerspaces, Cambridge Scholars Publishing: Cambridge, UK. pp. 35-54. ISBN: 978-1-4438-5066-7
2016
(1) Vallance, M. (2016). Advancing Computational Thinking and Knowledge Development in a 3D Virtual Simulation. Bulletin of the IEEE Technical Committee on Learning Technology, Volume 18, Number 2, pp.18-21. ISSN 1438-0625
(2) Vallance, M. and Towndrow, P.A. (2016). Pedagogic transformation, student-directed design and computational thinking. Pedagogies: An International Journal. Vol. 11, No. 3, Jul-Sep 2016. pp. 218 - 234. DOI: 10.1080/1554480X.2016.1182437.
(3) Vallance, M. (2016). Establishing Meta-Learning Metrics When Programming Mindstorms EV3 Robots. Learning Technology for Education in Cloud – The Changing Face of Education. 5th International Workshop, LTEC 2016, Hagen, Germany, July 25-28, 2016, Springer, pp. 274 - 288.
(4) Vallance, M. (2016). An information and communications technology (ICT)-enabled method for collecting and collating information about pre-service teachers’ pedagogical beliefs regarding the integration of ICT. ALT-J Research in Learning Technology. Vol.15. Issue 1. pp.51 - 65. Re-published as an Open Access Publication.
2015
(1) Vallance, M., Martin, S. and Naamani, C. (2015). A situation that we had never imagined: post-Fukushima virtual collaborations for determining robot task metrics. International Journal of Learning Technology, Vol. 10, No. 1, pp.30–49.
(2) Vallance, M. & Goto, Y. (2015). Learning by TKF to promote computational participation in Japanese education. In Proceedings of 18th International Conference on Interactive Collaborative Learning and 43rd International Conference on Engineering Pedagogy. World Engineering Education Forum. 20-24 September 2015, Florence, Italy. ISBN 978-1-4799-8706-1/15, pp. 114 - 123.
(3) Vallance, M. & Ibayashi, K. (2015). Post-Fukushima 3D Virtual Collaboration and Communication for Active Learning. In Proceedings of 5th European Immersive Education Summit (EiED 2015). 9-10 September 2015, Paris, France. pp. 90-102.
(4) Vallance, M., Ibayashi, K. and Goto, Y. (2015). Engineering Active Learning in 3D Virtual Worlds. Learning Technology for Education in Cloud, Communications in Computer and Information Science, Vol. 533, pp 268-282. DOI 10.1007/978-3-319-22629-3_22.
(5) Wallace, P. & Vallance, M. (2015) Global Virtual Team Collaboration Utilizing a 3D Virtual Environment. In Proceedings of The Asian Conference on Technology in the Classroom, IAFOR, Kobe, April 30 – May 3, 2015.
2014
(1) Vallance, M. Naamani, C., & Thomas, M. (2014). Task fidelity for robot-mediated interaction in 3D worlds. In Proceedings of the 9th ACM/IEEE International Conference on Human-Robot Interaction, HRI'14, March 3-6, 2014, Bielefeld, Germany. ISBN 978-1-4503-2658-2. pp. 306 - 307. doi 10.1145/2559636.2559794
(2) Vallance, M., Murayama, H. & Sperling, D. (2014). A multi-disciplinary approach developing a mobile Curriculum Mapping App called iFUN. Bulletin of the IEEE Technical Committee on Learning Technology, Volume 16, Number 1, January 2014, pp. 10-13.
(3) Vallance, M. (2014). 3D Media Architecture Communication with SketchUp to Support Design for Learning. In M. Khosrow-Pour (Ed.) Encyclopedia of Information Science and Technology, Third Edition. IGI Global: Hershey, USA. pp. 2410 - 2423. DOI: 10.4018/978-1-4666-5888-2.ch234
2013
(1) Vallance, M., Naamani, C., Thomas, M. & Thomas, J. (2013). Applied Information Science Research in a Virtual World Simulation to Support Robot Mediated Interaction Following the Fukushima Nuclear Disaster. Communications in Information Science and Management Engineering (CISME). Vol. 3 Issue 5, pp. 222-232.
(2) Vallance, M., Yamamoto, T., Goto, Y. & Ibayashi, K. (2013). Task Fidelity: a new metric for measuring task complexity involving robots. Bulletin of the Technical Committee on Learning Technology, IEEE Computer Society. Vol. 15, Issue 4, October 2013, pp. 22-25.
(3) Naamani, C. & Vallance, M. (2013). Avatars, LEGO Robots and Immersive Learning: a case study exploring the development of learners’ programming and cognitive skills using LEGO robots in an international collaborative learning environment. Advancing Education Journal, NAACE, University of Nottingham, UK. Autumn 2013.
(4) Vallance, M. (2013). Cases on Higher Education Spaces: Innovation, Collaboration, and Technology. International Journal of Online Pedagogy and Course Design, 3(2), pp. 96-98, April-June 2013. DOI 10.4018/ijopcd.2013040106
(5) Vallance, M. & Naamani, C. (2013). Experiential learning, virtual collaboration and robots. In Proceedings of 3rd Global conference on Experiential Learning in Virtual Worlds, March 7-9, 2013, Lisbon, Portugal. pp.2-18.
(6) Vallance, M. (2013). The Affect of Collaboratively Programming Robots in a 3D Virtual Simulation. In Proceedings of the 8th ACM/IEEE International Conference on Human-Robot Interaction, HRI'13, March 3-6, 2013, Tokyo, Japan. ISBN 978-1-4673-3100-5. pp.245-246.
(7) Towndrow, P.A. & Vallance, M. (2013). Making the Right Decisions: Leadership in 1-to-1 Computing in Education. International Journal of Educational Management. Vol. 24, Issue 3. pp. 260-272.
(8) Vallance, M. & Naamani, C. (2013). Experiential Learning, Virtual Collaboration and Robots. In P. Jerry, N. Tavares-Jones and S. Gregory (Eds.). Riding the Hype Cycle: The Resurgence of Virtual Worlds. Inter-Disciplinary Press: Oxford, UK. ISBN 978-1-84888-234-8.
2012
(1) Vallance, M. (2012). Design and robots for learning in virtual worlds. In B. Khan (Ed.). User Interface Design for Virtual Environments: Challenges and Advances. McWeadon Education, USA. pp.268-284. DOI: 10.4018/978-1-61350-516-8, ISBN13: 9781613505168.
2010
(1) Vallance, M. & Wright, D.L. (2010). Japanese Students’ Digitally Enabled Futures Images: A Synergistic Approach to Developing Academic Competencies. In S. Mukerji & P. Tripathi (Eds.). Cases on Technological Adaptability and Transnational Learning: Issues and Challenges. IGI Global: Hershey, USA. DOI: 10.4018/978-1-61520-779-4.ch009
2009
(1) Vallance, M., Martin, S., Wiz, C. & Schaik, P. van (2009). LEGO Mindstorms for informed metrics in virtual worlds. In Proceedings of Human Computer Interaction (HCI) 2009 - People and Computers XXIII (pp. 159-162). Churchill College, Cambridge University, UK.
(2) Vallance, M., Martin, S., Wiz, C. & Schaik, P. van (2009). Mindstorms communication in Second Life. Association of Learning Technology (ALT-C) 2009, p.121. University of Manchester, UK.
(3) Towndrow, P. A. & Vallance, M. (2009). Curriculum mapping for pedagogical change? Case studies from Asia. Association of Learning Technology (ALT-C) 2009, p.13. University of Manchester, UK.
(4) Vallance, M., Vallance, K., & Matsui, M. (2009). Criteria for the implementation of learning technologies. In M. Thomas (Ed.). Handbook of Research on Web 2.0 and Second Language Learning. IGI Global: Hershey, USA. pp. 1-19. ISBN 978-1-60566-190-2.
2008
(1) Vallance, M. (2008). Beyond policy: Strategic actions to support ICT integration in Japanese schools. Australasian Journal of Educational Technology, 24(3), pp. 275-293.
(2) Martin, S. & Vallance, M. (2008). The impact of synchronous inter-networked teacher training in Information and Communication Technology integration. Computers & Education, Volume 51, pp. 34-53.
(3) Vallance, M. (2008). Using a database application to support reflective practice. Tech Trends: linking research and practice to improve learning. Volume 52, Number 6, Nov/Dec 2008, pp. 69-74.
(4) Vallance, M. (2008). Hakodate 2017: using futures scenarios for community and communication. Association of Learning Technology (ALT-C) 2008: rethinking the digital divide, p. 80. University of Leeds, UK.
(5) Vallance, M. & Wiz, C. (2008). The Realities of Working in Virtual Worlds. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008, Chesapeake, VA, AACE, pp. 3085-3090.
(6) Field, M., Vallance, M. & Yamamoto, T. (2008). Crossing the Discipline Divide: Building Learning Contexts. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008, Chesapeake, VA, AACE, pp. 84-89.
(7) Vallance, M. & Shibata, Y. (2008). Effective implementation of interactive podcasting for the Web 2.0 generation. The JALT CALL Journal, Volume 4 (1), April 2008. pp. 60-74.
(8) Vallance, M. (2008). Using Google Maps to support futures scenarios. International Society for Technology in Education/ SIGHC Vol. 3, No. 1, February 2008.
(9) Wiz, C. & Vallance, M. (2008). Real world activities in virtual worlds. Modern English Teacher, Volume 17, Number 1. pp. 57-61.
2007
(1) Vallance, M. & Towndrow, P.A. (2007). Towards the ‘informed use’ of information and communication technology in education: a response to Adams’ ‘PowerPoint, habits of mind, and classroom culture’ Journal of Curriculum Studies, 2007, Vol. 39, No. 2, pp. 219-227.
(2) Vallance, M. (2007). An information and communications technology (ICT)-enabled method for collecting and collating information about pre-service teachers’ pedagogical beliefs regarding the integration of ICT, ALT-J, Volume 15, Issue 1, pp. 51-65. DOI: 10.1080/09687760601129851
(3) Vallance, M. (2007). The challenge of informed use of learning technologies. In Proceedings of Wireless Ready: Podcasting Education & Mobile Assisted Language Learning, NUCB Graduate School, Nagoya University of Commerce and Business, Japan. 24 March, 2007. pp. 33-54.
(4) Vallance, M. (2007). Interactive Digital Stories. International Society for Technology in Education SIG. January 2007.
2006
(1) Vallance, M. (2006). Responsibility without power: reflections of an IT Coordinator in education. Perspectives: policy & practice in Higher Education. Volume 10. Number 4. October 2006. pp. 109-114. ERIC EJ753649.
(2) Vallance, M. (2006). Interactive stories on an iPod. Modern English Teacher, Volume 15, Number 1. pp. 59-63.
(3) Vallance, M. (2006). iPod therefore iWrite. IATEFL CALL Review. Winter 2006, pp. 5-8.
(4) Vallance, M. (2006). iWriter 1.2. TLT Wired. November 2006, Vol. 30, Number 11. pp. 26-27.
2005
(1) Vallance, M. (2005). Teaching Digital Literacy Skills. In B. Beaven (Ed). IATEFL 2005 Cardiff Conference Selections. IATEFL: UK. pp.151-153.
(2) Vallance, M. (2005) Teaching Digital Literacy. In K. Bradford-Watts, C. Ikeguchi, & M. Swanson (Eds.), In proceedings JALT 2004, Tokyo. ISBN: 4-901352-15-6.
(3) Vallance, M. (2005) The challenge of informed use: a unique IT experience for teachers and students from the Peoples’ Republic of China. The Journal of Asia TEFL, Vol. 2, No. 1, pp. 55-73, Spring 2005.
(4) Vallance, M. (2005). Digital Literacy Skills. In P. F. Kwah & M. Vallance (Eds.). Teaching English to Chinese ESL students: classroom practices. Pearson: Singapore. pp.154-166.
(5) Ellis, M., Wilkinson, M. & Vallance, M. (2005). Project-based Integrated Learning. In P. F. Kwah & M. Vallance (Eds.). Teaching English to Chinese ESL students: classroom practices. Pearson: Singapore. pp.189-196.
2004
(1) Vallance, M. (2004) Blogging. Modern English Teacher, Volume 13, Number 2. pp. 51-54.
2003
(1) Vallance, M. (2003) The Use of Computers in English Language Testing. In IT and E-Learning in the Classroom. Teaching and Learning Special Issue. Volume 24, Number 1, June 2003. pp.67-76.
(2) Towndrow, P. A. & Vallance, M. (2003). English Language and IT. In J. Murphy. Teaching Practice Conversations. Pearson: Singapore. pp.143-146.
2000
(1) Vallance, M. (2000) The International Writing Exchange at Temasek Polytechnic: a cybercomposition experience. AUC Conference Proceedings. Woolongong University, Australia. pp.16.1 - 16.5.
1999
(1) Vallance, M. (1999) Teaching with technology to create student-centred classrooms. In G. Cumming, T. Okamoto & L. Gomez (Eds.), Advanced research in computers and communications in education: New human abilities for the networked society. IOS Press: Nederlands.
1998
(1) Vallance, M. (1998) The Design and use of an Internet resource for Business English learners. ELT Journal. Volume 52/1 January 1998. pp. 38-43.
1997
(1) Vallance, M. (1997) Internet Aided Language Learning. Digital Creativity (previously Intelligent Tutoring Media). Vol. 7, Issues 3 & 4, January 1997, pp. 137-145.
RESEARCH PRESENTATIONS
Rivers, D., & Vallance, M. (2025). Where roads converge: Cycling, ageing, and embodied health. Paper presented at the Fifteenth International Conference on Health, Wellness & Society, University of Granada, Faculty of Medicine, Granada, Spain. 4-5 Sept., 2025.
Vallance, M. (2024). Reimagining People and Places through Virtual Heritage, TOURISM, LEISURE AND CHANGE. Transforming People and Places, Ninth International Conference on Tourism & Leisure Studies, Liverpool John Moores University, UK. 19-21 June, 2024.
Rivers, D.J. and Vallance, M. (2023). Virtual Reality in Language Learning Materials Design. Paper Presented at the 16th Innovation in Language Learning International Conference. Grand Hotel Mediterraneo, Florence, Italy.
Vallance, M. (2022) Interdisciplinary Computational Thinking. International Christian University (ICU), Tokyo. Invited Lecture. June 2, 2022.
Vallance, M., Rivers, D. & Nakamura, M. (2021). Computational Thinking Efficacy, Granted Research presentation. Future University Hakodate, Japan.
Vallance, M. (2018). Human Ecology - the interaction of humans with their virtual environment. Invited Lecture at the International Education Office (IEO), Faculty of Fisheries Science, Hokkaido University, Sapporo, Japan. November, 2018.
Vallance, M., Kurashige, Y. & Magaki, T. (2018). Fukushima Nuclear Plant as a Synthetic Learning Environment. SIGGRAPH Asia, SA '18 Posters, December 04-07, 2018, Tokyo, Japan ACM 978-1-4503-6063-0/18/12. doi: 10.1145/3283289.3283292.
Vallance, M. (2017). Creativity: an international project for learning. Invited lecture at LaSalle Hakodate High School, Japan. December, 2017.
Vallance, M. (2017). Interdisciplinary Computational Thinking. Public lecture at Future University Hakodate, Japan. October, 2017.
Schmidt,S., Vallance, M., Cockshut, L., Lim, K., d'Ovidio, M. & Colleoni, E. (2014). Geographies of making: the jazz of participatory fabrication, improvisation and hackerspaces. The Royal Geographic Society international conference, Imperial College London, August 27 - 29, 2014.
Vallance, M. & Wiz, C. (2007). Virtual Collaborative Spaces. North Zone Online ICT Symposium 2007. Keynote paper and Podcast.
Vallance, M. (2003) ICT Developments in Singapore. BECTA annual research conference, London, UK. Invited international speaker.
Vallance, M. (2003) Creating ePortfoilios using Hyperstudio. Asia Pacific Conference on Education. National Institute of Education, Singapore. June 2-4, 2003.
Vallance, M. (1999) Teaching with technology to create student-centred classrooms. CALICO. 1-5 June, 1999. Miami University, USA.
Vallance, M. (1998) Design of an Internet activity. MICELT. 18-20 May, 1998. Shangri-La’s Rasa Sayang Beach Resort Penang, Malaysia.
RESEARCH FUNDING & ACADEMIC AWARDS
TOTAL: US$680,000/ ¥105 million
The Proteus Effect in Engineering Virtual Reality.
JSPS KAKENHI Scientific research category General C (Principal Investigator)
Awarded by: Japan Society for the Promotion of Science (JSPS). No. 22K02949
Amount: ¥2,470,000 / US$20,000
April 2022 – March 2025 (3 years)
Engineering virtual reality for real learning.
JSPS KAKENHI Scientific research category General C (Principal Investigator)
Awarded by: Japan Society for the Promotion of Science (JSPS). No. 18K02940
Amount: ¥3,400,000 / US$33,000
April 2018 – March 2021 (3 years)
Computational Thinking Efficacy
PI Vallance, M. with Rivers, D., Nakamura, M.
Awarded by: Future University special research E02
Amount: ¥557,000 / US$5,600
April 2020 – March 2021
An Extended 300-item Five-Factor Measure of Personality in Predicting Academic Achievement
PI Rivers, D. with Nakamura, M., Vallance, M.
Awarded by: Future University special research E06
Amount: ¥632,000 / US$6,200
April 2020 – March 2021
Bridging Transboundary Spaces
Awarded by: Future University special research B05
Amount: ¥577,000 / US$5,600
April 2017 – March 2018
Learning Atlas iFUN 2
Awarded by: Future University special research B01
Amount: ¥320,000 / US$3,000
April 2016 – March 2017
Engineering active learning in a 3D virtual world
JSPS KAKENHI Scientific research category General C (Principal Investigator)
Awarded by: Japan Society for the Promotion of Science (JSPS). No. 15K01080
Amount: ¥4,720,000 / US$46,000
April 2015 – March 2018 (3 years)
Building a phased learning support utilizing peer tutoring of university students.
JSPS KAKENHI Scientific research category B (Co-investigator). PI – Prof. Noyuri Mima
Awarded by: Japan Society for the Promotion of Science (JSPS). No. 15H02932
Amount: ¥19,930,000 / US$195,000
April 2015 – March 2018 (3 years)
Meta-learning with LEGO EV3 Mindstorms
Awarded by: Future University special research E01
Amount: ¥442,000 / US$4,300
April 2015 – March 2016
New ERA for virtual collaboration
Awarded by: Future University special research B03
Amount: ¥556,000 / US$5,500
April 2015 – March 2016
Task Fidelity in Robot-mediated Interactions
Awarded by: Future University special research B02
Amount: ¥679,000 / US$6,600
April 2014 – March 2015
April 2014 – March 2015 iFUN Curriculum Mapping.
Awarded by: Future University special research/ E01
Amount: ¥470,000 / US$4,600
April 2014 – March 2015
Robot Mediated Interaction
Awarded by: Future University special research B02
Amount: ¥660,000 / US$6,500
April 2013 – March 2014
Learning Atlas
Awarded by: Future University special research/ E01
Amount: ¥370,000 / US$3,600
April 2012 – March 2013
Collaborative Learning and Communication in Virtual Spaces
Awarded by: Future University special research B06
Amount: ¥660,000 / US$6,500
April 2012 – March 2013
Augmented Reality for Science Literacy
JSPS KAKENHI Exploratory Research (Principal Investigator)
Awarded by: Japan Society for the Promotion of Science (JSPS). No. 00423781
Amount: ¥2,700,000 / US$26,500
April 2010 – March 2012 (2 years)
Transmedia communication and mobile IT
Awarded by: Future University special research B04
Amount: ¥360,000 / US$3,500
April 2011 – March 2012
Digital Curriculum Mapping
Awarded by: Future University special research E01
Amount: ¥328,000 / US$3,200
April 2011 – March 2012
Augmented worlds
Awarded by: Future University special research B01
Amount: ¥430,000 / US$4,200
April 2010 – March 2011
Multimodal science and design narratives on mobile iPads
Awarded by: Future University special research B02
Amount: ¥370,000 / US$3,600
April 2010 – March 2011
Curriculum Mapping
Awarded by: Future University special research B04
Amount: ¥370,000 / US$3,600
April 2010 – March 2011
Processes, outcomes and metrics for assessing synchronous and asynchronous collaboration in Virtual Worlds. (Principal Investigator)
Awarded by: UK PRIME MINISTER’S INITIATIVE 2 (PMI2) SCIENCE CONNECT
Amount: ¥8,200,000 / US$80,500
May 2008 – April 2010 (2 years)
Hakodate Podmaps
Awarded by: JST RESEARCH FOR PROMOTING TECHNOLOGICAL SEEDS
Amount: ¥1,086,000 / US$10,600
April 2009 – March 2010
The Virtual Institute
Awarded by: Future University special research B02
Amount: ¥600,000 / US$5,800
April 2009 – March 2010
Curriculum Mapping Case Study
Awarded by: Future University special research E03
Amount: ¥150,000 / US$1,500
April 2009 – March 2010
Beyond iStorm: Mindstorms in Virtual Spaces.
Awarded by: Future University special research B03
Amount: ¥666,000 / US$6,600
April 2008 – March 2009
Podmaps: creation and delivery of map-based media items
Awarded by: Future University special research S12
Amount: ¥540,000 / US$5,300
April 2008 – March 2009
Task Design for Web 2.0 Learning Technologies
Awarded by: Future University special research B22
Amount: ¥600,000 / US$5,800
April 2007 – March 2008
DynEd
Awarded by: Future University special research B06
Amount: ¥300,000 / US$3,000
April 2007 – March 2008
Are our students digital students?
Awarded by: Future University special research B23
Amount: ¥70,000 / US$1,000
April 2007 – March 2008
iPod therefore iWrite: Task design for ICT
Awarded by: Future University special research B07
Amount: ¥600,000 / US$5,800
April 2006 – March 2007
Interactive Whiteboard
Awarded by: Future University special research F02
Amount: ¥700,000 / US$7,000
PROFILES IN PUBLIC MEDIA
BEST ACADEMIC PAPER category (Runner-up) at the 8th International Conference of the Immersive Learning Research Network (iLRN), May 30 - June 4, 2022, University of Applied Sciences BFI, Vienna, 2022.
Japanese History Explorer. THIRD PRIZE in the Games in Development category of the 11th European Conference on Game-Based Learning ECGBL 2017, The FH JOANNEUM University of Applied Science, Graz, Austria, 4 - 6 October, 2017.
DISTINGUISHED SPEAKER AWARD. Invited Keynote speaker. Virtual World simulations to support Robot-Mediated Interaction. Virtual Worlds Best Practices in Education 2013: Beyond the Stage. Rockcliffe University Consortium, USA. 24 - 27 July, 2013.
SECOND PRIZE in the Distributed Learning category at the United States Army Federal Virtual Worlds Conference, Orlando, USA. 28-30 March, 2012.
Featured in a Japanese book publication - iTunesU と大学教育 (2012).
Featured in Macfan Japan. April 2010 issue.
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