- Educational Games and Gamification
- Innovative Teaching and Learning Methods
- Virtual Reality Applications and Impacts
- Mobile Learning in Education
- Open Education and E-Learning
- Digital Games and Media
- Child Development and Digital Technology
- Impact of Technology on Adolescents
- Online Learning and Analytics
- ICT in Developing Communities
- Artificial Intelligence in Games
- Intelligent Tutoring Systems and Adaptive Learning
- E-Learning and Knowledge Management
- Mobile Health and mHealth Applications
- Online and Blended Learning
- Flow Experience in Various Fields
- Augmented Reality Applications
- Innovative Human-Technology Interaction
- Environmental Education and Sustainability
- Teaching and Learning Programming
- Higher Education and Employability
- Simulation-Based Education in Healthcare
- EEG and Brain-Computer Interfaces
- Innovative Educational Technologies
- Innovative Education and Learning Practices
Coventry University
2013-2023
Culture Coventry
2023
University of Edinburgh
2019
Coventry (United Kingdom)
2010-2014
The Open University
2013
Lancaster University
2013
Carnegie Mellon University
2013
Microsoft Research (United Kingdom)
2013
University of Duisburg-Essen
2013
University of Hull
2008
Abstract This paper consolidates evidence and material from a range of specialist disciplinary fields to provide an evidence‐based review synthesis on the design use serious games in higher education. Search terms identified 165 papers reporting conceptual empirical how learning attributes game mechanics may be planned, designed implemented by university teachers interested using games, which are integrated into lesson plans orchestrated as part sequence at any scale. The findings outline...
Didactic approaches to Relationships and Sex Education (RSE) have been shown yield limited outcomes when compared that stimulate peer discussion debate. Creating effective interventions, which involvement, remains a demanding task finding solution is not only engaging but also pedagogically sound vital. A case thus exists for exploring how game technology might facilitate more feasible solutions. This paper presents the development approach of digital game: PR:EPARe (Positive Relationships:...
Abstract With digitisation and the rise of e‐learning have come a range computational tools approaches that allowed educators to better support learners' experience in schools, colleges universities. The move away from traditional paper‐based course materials, registration, admissions services mobile, always‐on always accessible data has driven demand for information generated new forms observable through consumption behaviours. These changes led plethora sets store learning content track...
The FuturICT project seeks to use the power of big data, analytic models grounded in complexity science, and collective intelligence they yield for societal benefit. Accordingly, this paper argues that these new tools should not remain preserve restricted government, scientific or corporate élites, but be opened up engagement critique. To democratise such assets as a public good, requires sustainable ecosystem enabling different kinds stakeholder society, including limited to, citizens...
The ability to engage and retain players is perceived as a major factor in the success of games. However, end-goal retention differs between entertainment serious contexts. For an game, engagement are linked monetization; for this needs persist long required learning or behavioral objectives be met. User strongest when balance achieved difficulty skill, leading state "flow." Hence, adapting could lead increased sustained engagement. Implementing requires identification variables mechanics,...
Serious games represent the state-of-the-art in convergence of electronic gaming technologies with instructional design principles and pedagogies.Despite value high-fidelity content engaging learners providing realistic training environments, building which deliver high levels visual functional realism is a complex, time consuming expensive process.Therefore, commercial game engines, provide development environment resources to more rapidly create virtual worlds, are increasingly used for...
Serious games represent the state-of-the-art in convergence of electronic gaming technologies with instructional design principles and pedagogies. Whilst selection criteria for entertainment game engines are often transparent, due to range available platforms an emerging challenge is choice platform serious games, whose has substantially different objectives technical requirements depending upon context usage. Additionally, training simulations gaming, made possible by increasing hardware...
Serious gaming guides targeted behavior change to improve behaviors in everyday living. This survey of the field focuses on two case studies--one game aims social autistic children, and other helps migrants interact with locals.
Abstract This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through serious game. Simaula is prototype game designed and used as virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with 20 secondary education teachers revealed four qualitatively different ways experiencing Simaula: (a) uncovering insights about student’s needs,...
In recent years, virtual reality and augmented have emerged as areas of extreme interest unique methods for visualising interacting with digital museum artefacts in a different context, example, or exhibition, particularly over the Internet. Modern cultural heritage exhibitions evolved from static to dynamic challenging explorations. This paper presents two applications developed Herbert Museum Art Gallery that make user’s experience more immersive, engaging, interactive. The first...
The use of digital games and gamification has demonstrated potential to improve many aspects how businesses provide training staff, communicate with consumers. However, there is still a need for better understanding the adoption gasification would influence process decision-making in organisations across different industry. This article provides structured review existing literature on business environment, seeks consolidate findings address research questions regarding their perception,...
Serious games have recognized potential as a means to tackle many challenges in education, ranging from stimulating increased learner motivation, transferring challenging concepts novel and engaging form. They are commonly shown work most effectively blended approaches learning, whereby the game plays core role wider pedagogic approach, often based around an experiential or exploratory model. In this paper, we explore how integration of serious game, more generally gaming paradigms, can be...
Game and gamification elements are increasingly seeing use as part of interface designs for applications seeking to engage retain users whilst transferring information. This paper presents an evaluation a game-based approach improve the road safety behaviour amongst children aged 9-15 within UK, made available outside classroom context online, browser-based, free-to-play game. The reports on data 99,683 players over 315,882 discrete logins, supplemented by results from...
Abstract Timely and appropriate feedback indicators of progress can motivate learners. Mobile learning poses a challenge to established instructional strategies with respect delivering monitoring learner progress, particularly in informal incidental occurring outside formal structured environments. We argue that well-designed managed offer guidance sense structure learners the absence curriculum, accreditation or set outcomes. Furthermore, they encourage casual users mobile applications move...
Understanding the relationship between immediate decisions and long-term career prospects is a vital skill in job market which becoming increasingly globalised, competitive dynamic.The application of digital technologies multimedia to career-guidance offers potential go beyond confines classroom provide depth insight into their consequences interactive engaging forms.This paper reports on an approach uses serious game as guidance incorporating game-based elements such character development...
Feedback is a critical aspect of optimised learning design, but there are few, if any, feedback models that map different types and how they may assist students to increase performance enhance their experience. This research paper outlines model as an extension the four-dimensional framework which includes consideration type, content, format, frequency feedback, well agent delivers it. based upon understanding in context designing experiences utilises game-based understand importance...