Search results for author:"Elizabeth A Boyle"
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British Journal of Educational Technology Vol. 50, No. 3 (May 2019) pp. 1049–1059
Although the Education sector has pioneered the use of technology, the pace of technological change has outstripped the slower processes of theoretical development and critical reflection, so the field is highly fragmented and lacks a comprehensive...
British Journal of Educational Technology Vol. 49, No. 4 (July 2018) pp. 690–700
Serious Games (SG) are increasingly used to deliver education and training to support well-being, social skills, independent living and online safety. This presents opportunities and challenges for users, developers and educational providers to...
Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level
Computers & Education Vol. 56, No. 1 (January 2011) pp. 21–35
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....
Computers & Education Vol. 59, No. 2 (September 2012) pp. 661–686
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, especially with respect to learning, skill enhancement and engagement. Search terms...
Computers & Education Vol. 102, No. 1 (November 2016) pp. 202–223
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...
Game-Based Career Learning Support for Youth: Effects of Playing the Youth@Work Game on Career Adaptability
Interactive Learning Environments Vol. 26, No. 6 (2018) pp. 745–759
Choosing a career is one of the most important decisions that youth has to take but many young people find this a hard issue to engage with. Current career counselling practice does not appear very compelling or motivating to young people....
A narrative literature review of games, animations and simulations to teach research methods and statistics
Elizabeth A. Boyle; Ewan W. MacArthur; Thomas M. Connolly; Thomas Hainey; Madalina Manea; Anne Kärki; Peter van Rosmalen
Computers & Education Vol. 74, No. 1 (May 2014) pp. 1–14
Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of ...
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
Elizabeth A. Boyle; Thomas Hainey; Thomas M. Connolly; Grant Gray; Jeffrey Earp; Michela Ott; Theodore Lim; Manuel Ninaus; Claudia Ribeiro; João Pereira
Computers & Education Vol. 94, No. 1 (March 2016) pp. 178–192
Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was...