Search Results - "Hainey, Thomas"
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A systematic literature review of empirical evidence on computer games and serious games
Published in Computers and education (01-09-2012)“…This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above,…”
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An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
Published in Computers and education (01-03-2016)“…Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence…”
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Remote Learning in the Context of COVID-19: Reviewing the Effectiveness of Synchronous Online Delivery
Published in Journal of research in innovative teaching (30-03-2023)“…Purpose: This article aims to explore student views from a UK higher educational institution about the concept of remote online higher educational delivery…”
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A Serious game for programming in higher education
Published in Computers & Education: X Reality (2024)“…Programming is a highly difficult skill which is a constituent of many undergraduate programmes at Higher Education (HE) level. With the advancement of games…”
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A narrative literature review of games, animations and simulations to teach research methods and statistics
Published in Computers and education (01-05-2014)“…Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills…”
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Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands
Published in Computers and education (01-11-2013)“…Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are…”
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Student perceptions of virtual reality use in higher education
Published in Journal of applied research in higher education (16-06-2020)“…Purpose This paper provides an analysis and insight into undergraduate student views concerning the use of virtual reality technology towards whether it has…”
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Using immersive technologies to enhance the student learning experience
Published in Interactive technology and smart education (24-07-2024)“…PurposeThe purpose of this paper is to evaluate undergraduate student perceptions about the application of immersive technologies for enhancing the student…”
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An application of adaptive games-based learning based on learning style to teach SQL
Published in Computers and education (01-08-2015)“…The fact that each student has a different way of learning and processing information has long been recognised by educationalists. In the classroom, the…”
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A systematic literature review of games-based learning empirical evidence in primary education
Published in Computers and education (01-11-2016)“…Games-based Learning (GBL) has developed a reputation with educationalists it is perceived as a potentially engaging form of supplementary learning that could…”
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The role of psychology in understanding the impact of computer games
Published in Entertainment computing (2011)“…► In recent years computer games have become an extremely popular leisure activity. ► Serious games can help in learning, skill acquisition and behaviour…”
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Moving digital games for learning forward
Published in On the horizon (08-02-2016)“…Purpose – The purpose of this study is to look at existing literature and empirical evidence to compile a number of viable research directions to move the…”
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An alternate reality game for language learning: ARGuing for multilingual motivation
Published in Computers and education (01-08-2011)“…Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be…”
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Engagement in digital entertainment games: A systematic review
Published in Computers in human behavior (01-05-2012)“…► The paper reports a literature review of engagement in digital entertainment games. ► Different approaches to studying engagement in games were found. ►…”
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Learning style analysis in adaptive GBL application to teach SQL
Published in Computers and education (01-08-2015)“…The benefits derived from delivering learning content in ways that match the student's learning style have been identified in classroom learning and eLearning…”
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Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level
Published in Computers and education (2011)“…A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database…”
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An application of games-based learning within software engineering
Published in British journal of educational technology (01-05-2007)“…For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the…”
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An evaluation of the introduction of games-based construction learning in upper primary education using a developed game codification scheme for scratch
Published in Journal of applied research in higher education (16-06-2020)“…Purpose Rudimentary programming is an essential, transferrable, problem solving skill in many higher education (HE) programmes in academic institutions…”
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Adopting a virtual learning environment towards enhancing students’ self-efficacy
Published in Journal of applied research in higher education (06-02-2017)“…Purpose The purpose of this paper is to present the results of a semi-experimental study conducted over a period of two years of five degree programmes using a…”
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E-portfolios and personal development: a higher educational perspective
Published in Journal of applied research in higher education (06-02-2017)“…Purpose The purpose of this paper is to investigate the attitudes of staff and students towards adopting the use of e-portfolios for the purposes of supporting…”
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