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  1. Article

    Open Access

    Science teachers’ experiences of inquiry-based learning through a serious game: a phenomenographic perspective

    This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practic...

    Petros Lameras, Sylvester Arnab, Sara de Freitas in Smart Learning Environments (2021)

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    Chapter and Conference Paper

    The Design and Development of a Game-Based Approach to Entrepreneurship Education

    This paper describes the design and development process of a game-based training approach to entrepreneurship education. The game serves as part of a broader online training course which seeks to facilitate aw...

    Ian Dunwell, Petros Lameras in Internet of Things, Infrastructures and Mobile Applications (2021)

  3. No Access

    Chapter

    The EN-Survival Game: An Environmental Game for Residential Accommodation

    The significance of using games for educational purposes is well documented in the literature. It has been argued that serious games can draw more engagement and user attention to topics when compared to conve...

    Panagiotis Petridis, Atif Hussain in Transforming Society and Organizations thr… (2021)

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    Chapter and Conference Paper

    A Game for Entrepreneurship Training Supporting Dual-Career Paths

    This paper presents the early-stage user workshop findings and subsequent design of a game-based learning approach to entrepreneurship. The specific context is to address the dual-career training needs of ath...

    Ian Dunwell, Petros Lameras in The Challenges of the Digital Transformation in Education (2020)

  5. No Access

    Chapter

    Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification

    Digital games provide a recognised means of engagement and education when addressing challenges in educating and immersing individuals in their own heritages, and those of other cultures. Similarly, gamificati...

    Stuart O’Connor, Simon Colreavy-Donnelly in Visual Computing for Cultural Heritage (2020)

  6. No Access

    Chapter

    Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach

    Long-term health risks associated with unhealthy lifestyles present a significant current and future burden for healthcare providers. Adolescence represents a critical time for intervention, as habits formed d...

    Ian Dunwell, Laura A. Condon, Kim C. M. Bul in Serious Games and Edutainment Applications (2017)

  7. No Access

    Chapter

    The Development and Assessment of a Team-Based Management Game

    Educational games and simulations are increasingly becoming a feature of business and management training. These are often team-based, conducted in a seminar room and simulate a business project or operation. ...

    John Denholm, Ian Dunwell, Sara de Freitas in Gamification in Education and Business (2015)

  8. Chapter and Conference Paper

    Pegaso: A Serious Game to Prevent Obesity

    The problem of obesity in the world has grown considerably in recent years. Between 16% and 33% of children and adolescents are obese. Even if obesity is among one of the easiest medical conditions to recogniz...

    Lucia Pannese, Dalia Morosini in Digital Human Modeling. Applications in He… (2014)

  9. Chapter and Conference Paper

    THE GROWTH: An Environmental Game Focusing on Overpopulation Issues

    THE GROWTH is an environmental game aiming to tackle growing population issues and its impact on natural environment. The game also extends to cover social issues and unsustainable resources consumption caused...

    Charn Pisithpunth, Panagiotis Petridis in Virtual, Augmented and Mixed Reality. Appl… (2014)

  10. No Access

    Chapter and Conference Paper

    Towards Collaborative Complex Learning Objects by the Virtualization of Collaborative Sessions

    On-line collaborative learning has demonstrated the benefits of using collaborative activities to increase the learning efficacy. However, collaborative learning approaches cannot be applied in every e-learnin...

    Santi Caballé, Ian Dunwell, Anna Pierri in Information Systems, E-learning, and Knowl… (2013)

  11. No Access

    Chapter and Conference Paper

    Advances in MASELTOV – Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants

    Immigration imposes a range of challenges with the risk of social exclusion. As part of a comprehensive suite of services for immigrants, the MASELTOV game seeks to provide both practical tools and innovative ...

    Lucas Paletta, Ian Dunwell, Mark Gaved, Jan Bobeth in Advances in Computer Entertainment (2013)

  12. No Access

    Article

    E-commerce transactions in a virtual environment: virtual transactions

    E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at all in the modern market-place it must have some element of on-line presence. Coupled with this is the explosi...

    Simon Scarle, Sylvester Arnab, Ian Dunwell in Electronic Commerce Research (2012)

  13. No Access

    Chapter and Conference Paper

    Authoring of Adaptive Serious Games

    Game-based approaches to learning are increasingly being recognized as having the potential to stimulate intrinsic motivation amongst learners. Whilst a range of examples of effective serious games exist, crea...

    Maurice Hendrix, Evgeny Knutov in 21st Century Learning for 21st Century Ski… (2012)

  14. Chapter and Conference Paper

    Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion

    With developers of entertainment games increasingly exploiting the potential the platform affords for capturing rich data on user behaviour, adopting similar paradigms for "serious" purposes such as positive s...

    Ian Dunwell in Entertainment Computing - ICEC 2012 (2012)

  15. No Access

    Chapter

    Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction

    As technology evolves to support an increasingly diverse range of pedagogic approaches, various kinds of technology-driven interventions have already been integrated into conventional teaching methods, which i...

    Sylvester Arnab, Panagiotis Petridis in Serious Games and Edutainment Applications (2011)

  16. No Access

    Chapter and Conference Paper

    Levels of Interaction (LoI): A Model for Scaffolding Learner Engagement in an Immersive Environment

    In this paper we present a theoretical framework describing an original method for the design of intelligent tutoring environments, building upon the notion of shared attention. This framework is defined as the L...

    David Panzoli, Adam Qureshi, Ian Dunwell in Intelligent Tutoring Systems (2010)

  17. No Access

    Chapter

    A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments

    This paper investigates a range of challenges faced in the design of a serious game aimed at teaching history in situ, through the use of an immersive, open virtual environment. In the context of this paper, such...

    David Panzoli, Christopher Peters, Ian Dunwell in Intelligent Computer Graphics 2010 (2010)

  18. Chapter and Conference Paper

    Assessing NeuroSky’s Usability to Detect Attention Levels in an Assessment Exercise

    This paper presents the results of a usability evaluation of the NeuroSky’s MindSet (MS). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to...

    Genaro Rebolledo-Mendez, Ian Dunwell in Human-Computer Interaction. New Trends (2009)