14 results on '"Connolly, Thomas"'
Search Results
2. Using Games-Based Learning to Teach Software Engineering
- Author
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Connolly, Thomas M., Stansfield, Mark, Hainey, Tom, van der Aalst, Will, editor, Mylopoulos, John, editor, Sadeh, Norman M., editor, Shaw, Michael J., editor, Szyperski, Clemens, editor, Filipe, Joaquim, editor, and Cordeiro, José, editor
- Published
- 2008
- Full Text
- View/download PDF
3. Specification and Design of a Generalized Assessment Engine for GBL Applications.
- Author
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Chaudy, Yaëlle, Connolly, Thomas, and Hainey, Thomas
- Subjects
EDUCATIONAL games ,COVID-19 pandemic ,ACTIVE learning ,TECHNICAL education ,VIDEO games in education - Abstract
The interest towards the introduction of Games‐Based Learning (GBL) in education is increasing. Using computer games to assist the learning process offers a wide range of possibilities inconceivable in a traditional classroom. Assessment of the learner during game‐play represents a key challenge for GBL. This task is time consuming and requires both technical and educational knowledge. However, careful consideration of the integration of assessment in GBL is crucial as assessment has a very important role in teaching and learning; it is essential for teachers to assess how much their students have achieved the learning goals of a lesson and learners rely on assessment to receive feedback on their work. This paper discusses the specification of a generalized assessment engine that could be integrated into any GBL application. This paper first reviews the literature on traditional assessment and approaches to assessment in GBL. Next, the paper analyses the characteristics of a range of existing GBL applications. Using these characteristics, the literature on assessment and the outline GBL assessment model proposed by Hainey et al. (2012), a refined assessment model is presented. Finally, based on the refined assessment model this paper proposes a specification for a generalised assessment engine, provides an outline design and discusses the implementation of this design. [ABSTRACT FROM AUTHOR]
- Published
- 2021
4. A systematic literature review of games-based learning empirical evidence in primary education.
- Author
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Hainey, Thomas, Connolly, Thomas M., Boyle, Elizabeth A., Wilson, Amanda, and Razak, Aisya
- Subjects
- *
PRIMARY education , *GAME theory , *SUPPLEMENTARY education , *BEHAVIOR modification , *META-analysis , *EMPIRICAL research - Abstract
Games-based Learning (GBL) has developed a reputation with educationalists it is perceived as a potentially engaging form of supplementary learning that could enhance the educational process and has been used at all levels of education including primary, secondary and tertiary education. Despite this recognition and utilisation there is still a lack of empirical evidence supporting GBL as an approach. This paper presents the findings of a systematic literature review performed from 2000 to 2013 specifically looking at quality empirical studies associated with the application of GBL in Primary Education (PE) categorising studies into: behavioural change, affective and motivational outcomes, perceptual and cognitive skills and knowledge acquisition and content understanding. This paper presents a synthesis of these high quality studies associated with GBL. The studies showed that GBL have been used to teach a variety of subjects to children and young people in PE with mathematics, science, language and social studies being the most popular. However, the analysis shows that more Randomised Controlled Trial (RCT) studies should be performed comparing GBL to traditional teaching approaches to ascertain if GBL is a useful, viable teaching approach at PE level; there is a distinct lack of longitudinal studies and further longitudinal studies are required; further studies are required looking at whether there are pedagogical benefits of using 2D or 3D games at PE level to assess if 3D immersive games are indeed necessary; further studies are also required to perform comparisons between single and collaborative play and to identify the pedagogical benefits. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
5. Development of an Immersive 3D Simulated Practice Environment for Social and Health Care Training.
- Author
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Hainey, Thomas, Connolly, Thomas, Boyle, Liz, Chaudy, Yaelle, Azadegan, Aida, Soflano, Mario, Farrier, Stephen, Scott, Frances, Barbour, Frances, Roberts, Nina, Lawrie, Joanne, and Wilson, Nick
- Subjects
IMMERSIVE design ,SIMULATION games in education ,STUDENT engagement ,VIDEO games ,RAPID prototyping - Abstract
The Scottish Social Services Council (SSSC) is the main regulatory body responsible for registering people who work in social services and is responsible for regulating their education and training. In Scotland there are currently 191, 000 social service workers who work with a variety of different people in a variety of different settings ranging from care home services for adults to early year settings such as nurseries and out of care clubs. Games-based Learning has developed a reputation with educationalists for being a potential form of supplementary learning and has been applied in a number of different subject areas. The current state of computer games technology allows the creation of games beyond that of 2D games or web-based eLearning games for increased engagement and immersion. It is therefore considered to be beneficial to use current computer games technology to create a realistic, 3D simulated practice environment for social and health care training. This paper will introduce a generic simulated practice environment developed in Unity for childhood practice training. The paper will describe the preliminary development of the games-based learning environment and discuss the implemented prototype. The paper presents an analysis of an expert evaluation that has been performed on this prototype and discusses future developmental directions. [ABSTRACT FROM AUTHOR]
- Published
- 2014
6. An application of adaptive games-based learning based on learning style to teach SQL.
- Author
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Soflano, Mario, Connolly, Thomas M., and Hainey, Thomas
- Subjects
- *
SQL , *ROLEPLAYING games , *COGNITIVE styles , *EDUCATION students , *COMPUTER assisted instruction - Abstract
The fact that each student has a different way of learning and processing information has long been recognised by educationalists. In the classroom, the benefits derived from delivering learning content in ways that match the student's learning style have also been identified. As new modes of delivery of learning content such as computer-assisted learning systems (e.g. eLearning) have become increasingly popular, research into these has also identified the benefits of tailoring learning content to learning styles. However, in games-based learning (GBL), the adaptation based on learning style to enhance the educational experience has not been well researched. For the purpose of this research, a game with three game modes has been developed: 1) non-adaptivity mode; 2) a mode that customises the game according to the student's learning style identified by using a learning style questionnaire; and 3) a mode that has an in-game adaptive system that dynamically and continuously adapts its content according to the student's interactions in the game. This paper discusses the term adaptivity in a GBL context and presents the results of an experimental study investigating the differences in learning effectiveness of the different game modes compared to a paper-based learning. The study was performed with 120 Higher Education students learning the database language SQL (Structured Query Language). The results show that the game developed, regardless of mode, produced better learning outcomes than those who learned from a textbook while adaptive GBL was better in terms of allowing learners to complete the tasks faster than the other two game versions. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
7. Specification and Design of a Generalized Assessment Engine for GBL Applications.
- Author
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Chaudy, Yaëlle, Connolly, Thomas, and Hainey, Thomas
- Subjects
EDUCATIONAL games ,CLASSROOM environment ,TEACHER attitudes ,SOCIAL integration ,GENERALIZATION - Abstract
The interest towards the introduction of Games‐Based Learning (GBL) in education is increasing. Using computer games to assist the learning process offers a wide range of possibilities inconceivable in a traditional classroom. Assessment of the learner during game‐play represents a key challenge for GBL. This task is time consuming and requires both technical and educational knowledge. However, careful consideration of the integration of assessment in GBL is crucial as assessment has a very important role in teaching and learning; it is essential for teachers to assess how much their students have achieved the learning goals of a lesson and learners rely on assessment to receive feedback on their work. This paper discusses the specification of a generalized assessment engine that could be integrated into any GBL application. This paper first reviews the literature on traditional assessment and approaches to assessment in GBL. Next, the paper analyses the characteristics of a range of existing GBL applications. Using these characteristics, the literature on assessment and the outline GBL assessment model proposed by Hainey et al. (2012), a refined assessment model is presented. Finally, based on the refined assessment model this paper proposes a specification for a generalised assessment engine, provides an outline design and discusses the implementation of this design. [ABSTRACT FROM AUTHOR]
- Published
- 2013
8. The use of Games-Based Learning at Primary Education Level Within the Curriculum for Excellence: A Combined Result of two Regional Teacher Surveys.
- Author
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Razak, Aishah Abdul, Connolly, Thomas, Baxter, Gavin, Hainey, Thomas, and Wilson, Amanda
- Subjects
EDUCATIONAL games ,DIGITAL technology ,ACTIVE learning ,PRIMARY education ,CURRICULUM - Abstract
Games-based learning (GBL) is perceived by some educationalists as a highly motivating form of supplementary learning and is now being used more widely at different levels of education to engage pupils. In Scotland a new approach to education called the Curriculum for Excellence (CfE) has been introduced in schools with a focus on the child at the centre of the learning process to achieve optimum engagement. GBL is one of the experiences and outcomes of the CfE that has gained increasing popularity; however, one of the main difficulties with the approach is that there is a dearth of empirical evidence supporting its validity. This paper presents the combined findings of two surveys carried out in Scotland, one carried out in the Renfrewshire Council area and another in the Glasgow City Council area. The surveys were intended to gauge the current implementation of GBL in primary schools and particularly focused on the use of games, game creation tools and teachers' opinions on the benefits and obstacles of GBL within the CfE. A comparison of the two surveys is performed to ascertain if there are any significant differences in teacher attitudes to GBL between these regions. Overall, the combined result shows that, in general, the implementation of this approach is still limited, despite positive attitudes of teachers towards this approach. The obstacles faced by teachers when using this approach is discussed and suggestions to overcome these are proposed. The findings will contribute to the generation of empirical evidence in the field of GBL by providing important insights into the benefits, motivations, attitudes and obstacles from the teachers' perspective. [ABSTRACT FROM AUTHOR]
- Published
- 2012
9. Assessment Integration in Games-Based Learning: A Preliminary Review of the Literature.
- Author
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Hainey, Thomas, Connolly, Thomas, Baxter, Gavin, Boyle, Liz, and Beeby, Richard
- Subjects
DIGITAL technology ,EDUCATIONAL games ,ACTIVE learning ,EDUCATIONAL evaluation ,CLASSROOM environment - Abstract
Games-based Learning (GBL) is developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for GBL application developers and educationalists are how the learning is actually assessed within a GBL environment and how assessment is integrated into a GBL application. This paper presents the preliminary results of a systematic literature review on assessment integration in GBL and highlights the state of the literature in this area by outlining important papers to act as a guide for educationalists tackling this important issue. This paper defines assessment and discusses formative and summative assessment and embedded and external assessment, but is primarily interested in integrating assessment into games-based learning applications. A discussion of traditional assessment approaches and assessment approaches in GBL are presented. Finally the paper presents the preliminary findings of the literature review and proposes a model/framework for educationalists to incorporate assessment into a GBL application. [ABSTRACT FROM AUTHOR]
- Published
- 2012
10. The use of Games-Based Learning Within the Curriculum for Excellence: The Teachers' Perspective.
- Author
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Razak, Aishah Abdul, Connolly, Thomas, and Hainey, Thomas
- Subjects
EDUCATIONAL games ,CURRICULUM planning ,EDUCATIONAL technology ,VIDEO games ,PRIMARY education - Abstract
In Scotland, work has been done over the past six years to transform education towards a fresh approach to what, how and where young people learn. This new approach, known as the Curriculum for Excellence (CfE), has already been developing in primary schools and is now ready to be implemented in secondary schools. One of the teaching and learning approaches emphasised under CfE is the use of digital games-based learning (DGBL) technologies in classroom education. A survey was distributed to the teachers from 49 primary schools across Renfrewshire, Scotland intended to gauge the current use of computer games for learning at primary schools in Scotland and how such tools fit within the CfE from the teachers' perspective. This paper presents the findings on the trends identified from this survey in relation to the teachers' view and motivation towards DGBL. The survey found that problem-solving and recollection were identified as the two most important skills obtained from computer games that are relevant to primary education and challenge, curiosity, pleasure and cooperation were rated as the most important reasons for playing computer games for learning in primary school. The main motivation for teachers to use DGBL was because the students enjoy using this approach and the most important benefit of DGBL was that it transforms learning into a fun, motivating and engaging experience. In general teachers showed positive attitudes towards DGBL and Mann-Whitney U tests found no significant differences in the responses between teachers who used DGBL and those who did not use a DGBL approach with the exception of the obstacles faced when using DGBL. The findings from this research will make an important contribution to the empirical evidence of games-based learning particularly with regards to its application in primary school education. [ABSTRACT FROM AUTHOR]
- Published
- 2011
11. A Survey of Students' Motivations for Playing Computer Games: a Comparative Analysis of Three Studies in Higher Education.
- Author
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Hainey, Thomas, Connolly, Thomas, and Boyle, Liz
- Subjects
VIDEO games ,MOTIVATION (Psychology) ,LEARNING ,STUDENT surveys ,COMPARATIVE studies - Abstract
Computer games are exceptionally popular and play an increasingly important role in the lives of children and adults. This popularity has captured the attention of educationalists interested to ascertain if the highly engaging features of computer games can be used to help people learn effectively. To properly develop computer games for learning it is important to have an appreciation of what motivates people to play computer games. This paper will present the results of a survey of students' motivations for playing computer games at Higher Education (HE) level and their views of what features of computer games may be useful for learning. The survey was performed at the University of the West of Scotland in March 2009. As well as presenting the results of the 2009 survey, the paper will draw comparisons on two identical previous studies performed in 2005 and 2007. The study will assess whether the game playing habits, motivations for playing computer games, motivations for playing computer games in a HE setting, attitudes and perceptions of students are consistent over a four year period. [ABSTRACT FROM AUTHOR]
- Published
- 2009
12. Development and Evaluation of a Game to Teach Requirements Collection and Analysis in Software Engineering at Tertiary Education Level.
- Author
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Hainey, Thomas, Connolly, Thomas, and Boyle, Liz
- Subjects
SOFTWARE engineering education ,COMPUTER software development ,VIDEO games ,EDUCATIONAL games - Abstract
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation for producing graduates that are inappropriately prepared for applying their skills in real life software engineering scenarios, it suggests that traditional educational techniques such as role-play, live-through case studies and paper-based case studies are insufficient preparation and that other techniques are required. To attempt to combat this problem we have developed a games-based learning application to teach requirements collection and analysis at tertiary education level as games-based learning is seen as a highly motivating, engaging form of media and is a rapidly expanding field. This paper will describe the evaluation of the requirements collection and analysis game particularly from a pedagogical perspective. The game will be compared to traditional methods of software engineering education using a pre-test/post-test, control group/experimental group design to assess if the game can act as a suitable supplement to traditional techniques and asses if it can potentially overcome any shortcomings. [ABSTRACT FROM AUTHOR]
- Published
- 2009
13. Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level
- Author
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Hainey, Thomas, Connolly, Thomas M., Stansfield, Mark, and Boyle, Elizabeth A.
- Subjects
- *
SOFTWARE engineering education , *INFORMATION technology education , *COMPUTER software development , *EDUCATIONAL computer games , *REQUIREMENTS engineering , *EDUCATIONAL technology - Abstract
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation for producing graduates who are inappropriately prepared for applying their skills in real life software engineering scenarios, it suggests that traditional educational techniques such as role-play, live-through case studies and paper-based case studies are insufficient preparation and that other approaches are required. To attempt to combat this problem we have developed a games-based learning application to teach requirements collection and analysis at tertiary education level as games-based learning is seen as a highly motivating, engaging form of media and is a rapidly expanding field. This paper will describe the evaluation of the requirements collection and analysis game particularly from a pedagogical perspective. The game will be compared to traditional methods of software engineering education using a pre-test/post-test, control group/experimental group design to assess if the game can act as a suitable supplement to traditional techniques and assess if it can potentially overcome shortcomings. The game will be evaluated in five separate experiments at tertiary education level. [Copyright &y& Elsevier]
- Published
- 2011
- Full Text
- View/download PDF
14. Specification and evaluation of an assessment engine for educational games: Integrating learning analytics and providing an assessment authoring tool.
- Author
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Chaudy, Yaëlle and Connolly, Thomas
- Abstract
• An innovative tool for assessment integration in educational games (EngAGe) • EngAGe is used by developers for guidelines on assessment and learning analytics. • EngAGe is used by educators to modify games and visualise learning analytics. • The engine's usability and usefulness was evaluated quantitatively by 36 developers. • Findings confirm that EngAGe can be used effectively by educational games developers. Educational games are highly engaging, motivating and they offer many advantages as a supplementary tool for education. However, the development of educational games is very complex, essentially because of its multidisciplinary aspect. Fully integrating assessment is challenging and the games created are too often distributed as blackboxes; unmodifiable by the teachers and not providing much insight about the gameplays. We propose an assessment engine, EngAGe, to overcome these issues. EngAGe is used by both developers and educators. It is designed to separate game and assessment. Developers use it to easily integrate assessment into educational games and teachers can then modify the assessment and visualise learning analytics via an online interface. This paper focuses on EngAGe's benefits for games developers. It presents a quantitative evaluation carried out with 36 developers (7 experienced and 29 students). Findings were very positive: every feature of the engine was rated useful and EngAGe received a usability score of 64 using the System Usability Scale. A Mann-Whitney U test showed a significant difference in usability (Z = −3.34, p < 0.002) between novice developers (mean = 56) and experienced developers (mean = 71) but none in terms of usefulness. This paper concludes that developers can use EngAGe effectively to integrate assessment and learning analytics in educational games. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
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