Search results for author:"Sara Freitas de"
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Journal of Educational Technology & Society Vol. 21, No. 2 (2018) pp. 74–84
The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways ...
Learning, Media and Technology Vol. 31, No. 4 (December 2006) pp. 343–358
The growing interest in the use of games and simulations to support learning is evidenced in the literature, as well as in recent research projects and initiatives. While a focus upon the users of games and simulations is not well evidenced in the...
International Journal of Game-Based Learning Vol. 3, No. 4 (October 2013) pp. 1–6
This position paper introduces the idea of a 'new learning' which brings together elements of play and game-based learning approaches into education. The paper argues for a better understanding of the division between structured and unstructured...
Computers & Education Vol. 52, No. 2 (February 2009) pp. 343–352
User interfaces are becoming more intuitive following the requirements of the individual learner and reinforcing the drive towards more personalised learning and greater learner autonomy. There are clearly a new set of challenges emerging for...
How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
Computers & Education Vol. 46, No. 3 (April 2006) pp. 249–264
There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has...
Designing leadership and soft skills in educational games: The e-leadership and soft skills educational games design model (
British Journal of Educational Technology Vol. 44, No. 6 (Nov 05, 2013) pp. 951–968
While the field of leadership studies includes a large corpus of literature and studies, the literature and scientific research in the field of e-leadership and soft skills used in learning game environments are at present small in scale. Towards...
Technology, Knowledge and Learning Vol. 21, No. 1 (2016) pp. 5–19
This article summarizes the methods, observations, challenges and implications for exploratory analysis drawn from two learning analytics research projects. The cases include an analysis of a games-based virtual performance assessment and an...
The Convergence of Gaming Practices with Other Media Forms: What Potential for Learning? A Review of the Literature
Learning, Media and Technology Vol. 33, No. 1 (March 2008) pp. 11–20
Nowhere in the current digital technology landscape is the process of "blurring the lines between media" more apparent than with the uses and applications of gaming practices and technologies. Here the overlaps between new media and media interfaces ...
International Journal of Game-Based Learning Vol. 3, No. 1 (January 2013) pp. 18–33
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, “Winning Margin” Business Simulation, Management...
Journal of Higher Education Policy and Management Vol. 36, No. 1 (2014) pp. 2–14
This paper explores how, in the light of global economic downturn and rising student populations, new academic-industrial models for research collaboration based upon specific technological expertise and knowledge can be developed as potential...
Will MOOCs transform learning and teaching in higher education? Engagement and course retention in online learning provision
British Journal of Educational Technology Vol. 46, No. 3 (May 01, 2015) pp. 455–471
Massive open online courses (MOOCs) have been the subject of much polarised debate around their potential to transform higher education in terms of opening access. Although MOOCs have been attracting large learner cohorts, concerns have emerged from ...
Learning as immersive experiences: Using the four‐dimensional framework for designing and evaluating immersive learning experiences in a virtual world
Sara De Freitas; Genaro Rebolledo‐Mendez; Fotis Liarokapis; George Magoulas; Alexandra Poulovassilis
British Journal of Educational Technology Vol. 41, No. 1 (January 2010) pp. 69–85
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually‐based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text‐based,...
Ian Dunwell; Petros Lameras; Sara de Freitas; Panos Petridis; Maurice Hendrix; Sylvester Arnab; Kam Star
International Journal of Game-Based Learning Vol. 4, No. 4 (October 2014) pp. 58–70
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are...
International Journal of Emerging Technologies in Learning (iJET) Vol. 5, No. 2010 (Mar 23, 2010)
This paper, summarises the Creative Learning with Serious Games workshop that took place in the Fun and Games 2010 conference. The workshop discussed innovative methodological approaches to Serious Games for creative learning. A special emphasis was ...
Sara Freitas de; David Gibson; Coert Du Plessis; Pat Halloran; Ed Williams; Matt Ambrose; Ian Dunwell; Sylvester Arnab
British Journal of Educational Technology Vol. 46, No. 6 (Nov 01, 2015) pp. 1175–1188
With digitisation and the rise of e-learning have come a range of computational tools and approaches that have allowed educators to better support the learners' experience in schools, colleges and universities. The move away from traditional paper...
Sylvester Arnab; Riccardo Berta; Jeffrey Earp; Sara de Freitas; Maria Popescu; Margarida Romero; Ioana Stanescu; Mireia Usart
Electronic Journal of e-Learning Vol. 10, No. 2 (2012) pp. 159–171
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid technological innovation and associated changes in the way we work and live. As well as accommodation of technology in its ever-diversifying forms, there...
The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting
Sylvester Arnab; Katherine Brown; Samantha Clarke; Ian Dunwell; Theodore Lim; Neil Suttie; Sandy Louchart; Maurice Hendrix; Sara de Freitas
Computers & Education Vol. 69, No. 1 (November 2013) pp. 15–30
Didactic approaches to Relationships and Sex Education (RSE) have been shown to yield limited outcomes when compared to approaches that stimulate peer discussion and debate. Creating effective interventions, which stimulate peer involvement, remains ...
Sylvester Arnab; Theodore Lim; Maira B. Carvalho; Francesco Bellotti; Sara Freitas de; Sandy Louchart; Neil Suttie; Riccardo Berta; Alessandro De Gloria
British Journal of Educational Technology Vol. 46, No. 2 (Mar 30, 2015) pp. 391–411
Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the...