- Innovative Human-Technology Interaction
- Child Development and Digital Technology
- Reflective Practices in Education
- Teacher Education and Leadership Studies
- Educational Games and Gamification
- Technology Use by Older Adults
- Student Assessment and Feedback
- Innovative Teaching and Learning Methods
- Online and Blended Learning
- Theatre and Performance Studies
- History and Developments in Astronomy
- Disability Education and Employment
- Geography Education and Pedagogy
- Art History and Market Analysis
- Spatial Cognition and Navigation
- Smart Cities and Technologies
- Experimental Learning in Engineering
- Cultural Industries and Urban Development
- Mobile Learning in Education
- Fish Ecology and Management Studies
- COVID-19 and Mental Health
- Hydrology and Watershed Management Studies
- Science Education and Pedagogy
- Education and Technology Integration
- Assistive Technology in Communication and Mobility
Microsoft (Ireland)
2008-2025
University College Dublin
2023
National University of Ireland, Maynooth
2020-2021
Indiana University – Purdue University Indianapolis
2020
Granta Design (United Kingdom)
2018
Newcastle University
2013-2017
Trinity College Dublin
2006-2011
General Electric (United States)
2002-2005
King County Department of Natural Resources and Parks
2002
Children's Hospital of Oklahoma
1989
Mitigating the adverse physical health risks associated with COVID-19 has been a priority of public incentives. Less attention placed on understanding psychological factors related to global pandemic, especially among vulnerable populations. This qualitative study sought understand experiences children and adolescents during COVID-19. interviewed 48 families pandemic restrictions, national lockdown, its impacts. The used an Interpretative Phenomenological Analysis (IPA) methodology. Parents...
In the two decades since establishment of 2030 Agenda, world has faced significant challenges to achieve 17 Sustainable Development Goals (SDGs). Before COVID-19, SDGs were not on track be achieved, and disruptions in implementation resulting from pandemic have had effects, turning back years progress. The highlighted essential nature digital technologies advancing SDGs, continuing education, including higher social, commercial activities, as well enabling people participate society,...
While the technological revolution is accelerating, digital poverty undermining Sustainable Development Goals. This article introduces a justice-oriented framework which considers how fair access to capabilities, commodities, infrastructure, and governance can reduce global inequality advance SDGs.
Abstract Minecraft is a popular digital game‐based learning (DGBL) tool used in environments around the world. With increasing emphasis on evidence‐informed practice and policymaking educational systems, this paper systematically reviews evidence base behind use of improving academic, cognitive, motivational‐affective social outcomes. We searched seven databases other secondary sources up until February 2024. Pre‐post intervention studies that evaluated (randomised, non‐randomised...
Minecraft Education is a digital game-based learning platform that thought to support the development of twenty-first century competencies and skills. The purpose this study explore primary students' experiences using during an innovative national project-based initiative. initiative had two phases: 1) educational episodes for teachers students on how use 2) competition required re-imagine sustainable version their community. We used mixed-methods design with sample classes taking part in...
We consider the role of making in current HCI design practices and how it may affect wellbeing those who participate these processes. Through an exploration psychological concepts their connection to experiences, we suggest that can facilitate support both hedonic eudemonic facets wellbeing. illustrate this context three case studies engaged people creative activities as part user-centered Based on our argue researchers ought be mindful potential impact processes have participants provide...
It is generally accepted that intrinsic student motivation a critical requirement for effective learning but formal in school places huge reliance on extrinsic to focus the learner. This driven by pressure schooling 'deliver test'. The experience of use ICT marked with naive and largely unfulfilled assumption it would itself promote 'game-changing' shift motivation. study investigates effectiveness team-based, technology-mediated model called Bridge21 encourage data come from 425 secondary...
There have been calls for decades by many educational writers and commentators a new model of learning to facilitate what is generally described as twenty-first-century learning. Central this challenge the required shift in responsibility who leads owns – from teacher student. Such requires pragmatic pedagogical transfer control ownership Vygotsky's 'more able other' identified peer key figure Teamwork facilitates project-based and, when mediated with technology, proves an effective partner...
Background: The COVID-19 pandemic has placed severe restrictions on people’s behavior worldwide with school closures in many countries. These have shifted education from the classroom to home. This change is unprecedented, and home-schooling substantial stress families across world. As of 9 April 2020, 1.57 billion children were being educated by that had little or no experience protracted home-schooling. An essential but neglected issue related psychological impact family wellbeing,...
Minecraft Education is a popular digital game-based learning platform designed for use in educational settings. This study explores teachers' experiences of using as an tool to foster the development key competencies and skills students. Semi-structured interviews with Irish primary school teachers (N = 11) were conducted during national project-based initiative involving schools called Ireland's Future MINE. Thematic analysis identified six major themes: encourages student collaboration,...
Assistive technology (AT) enables and promotes inclusion participation, especially for persons with a disability, ageing populations, those non-communicable diseases. AT is essential generating collaborative learning environments, inclusive of students range specific needs required supports. However, many teachers lack the training, resources, skills to use in class. This study uses systems thinking approach consider Irish classroom.Three hundred five completed an online survey, 10 took part...
Spatial thinking plays a crucial role in STEM success. Minecraft Education, digital game-based learning platform, provides opportunities for developing students' spatial while supporting curricular content. This study evaluated the effectiveness of Education intervention, integrated into curriculum, improving and creativity. Fifth sixth year primary school students (Mage = 11.53, SDage 0.58) their teachers. The used mixed-methods, two-level cluster randomised-controlled trial design....
Abstract Pronounced stratification and peaking operation, typical of reservoirs impounded by high-head dams, result in complex current patterns. These cause disorientation downstream migrating salmon interfere with passage. Structural operational modifications such as installations curtains, surface withdrawal, draw down, selective withdrawal are often considered to alter the modify currents enhance movement fish toward forebay where they may be collected effectively. Effectiveness design...
This research study explores peer teaching and learning without a domain expert teacher, within the context of an activity where teams second level students (~16 years old) are required to create experience for their peers. The looks at how participants would like be taught they teach peers if given opportunity examines support require, motivation levels, actually learn curriculum content using this approach. An exploratory case methodology was used, findings suggest that want varied...
Abstract Before the COVID‐19 pandemic, world struggled to address growing educational inequalities and fulfil commitment Sustainable Development Goal 4, which seeks ensure inclusive equitable quality education promote lifelong learning opportunities for all. The pandemic has exacerbated these changed how functions, moving online hybrid methods. challenges in global highlighted worsened by make it necessary re‐evaluate systems policies place support access, equal opportunity. This article...
Women are under-represented in science fields; this poses a significant challenge considering the emerging digital revolution. The intersectionality theory suggests that women whose social identities intersect across gender and class have distinct experiences; affecting their aspirations. This research examined intersections, measuring experiences aspirations of working-class girls versus those who not. A total 421 female students (ages 15–18) from Irish secondary schools answered questions...
Interaction design methodologies have become increasingly popular in the and development of technologies for children with special needs. However, designing within this area remains fraught difficulties. This workshop aims to explore issues that occur when working needs seeks establish a set guidelines interaction researchers who are such diverse group. will be achieved through discussion number themes highlighted as important complicated area.
Engaging children in play for wellbeing is coming to prominence HCI as the community increasingly engages with issues do health, care and therapy. To date, research this area has primarily focused on engaging special needs or who suffer from mental health problems organized improve their self-efficacy support therapeutic treatment. However, could be more broadly beneficial all wellbeing. This workshop aims build an interdisciplinary of researchers, designers, practitioners share discuss...
This one-day workshop, situated in an AirBnB home, intends to engage participants with concerns of the domestic across a wide spectrum HCI practice; from those designing technologies configure space, makers and hackers Internet Things, seeking promote behavioral change home envisaging new forms space; critically uncritically. Through provocations, installations, artifacts demonstrations we shall question degree personal agency that these afford inhabitant. In doing so expect find both points...
Fostering inclusion of students with Special Education Needs (SEN) within mainstream classroom supports positive education outcomes for all. Teachers' attitudes towards can also impact; those teachers who perceive themselves as well-trained are more likely to hold inclusion. Classroom practices which focus on 21st Century skill development, including collaboration, problem-solving and technology have the potential positively impact SEN. The current research sought explore these themes, role...