Search results for author:"Thomas Connolly"
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Thomas Connolly
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Evaluating Games-Based Learning
Thomas Hainey; Thomas Connolly
International Journal of Virtual and Personal Learning Environments Vol. 1, No. 1 (January 2010) pp. 57–71
A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging...
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Using Games-Based eLearning Technologies in Overcoming Difficulties in Teaching Information Systems
Thomas Connolly; Mark Stanfield
Journal of Information Technology Education Vol. 5 (2006) pp. 459–476
The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can ...
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Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems
Thomas Connolly; Mark Stansfield
Journal of Information Technology Education: Research Vol. 5 (2006) pp. 459–476
The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can...
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Using Games-Based eLearning Technologiesin Overcoming Difficulties in Teaching Information Systems
Thomas Connolly; Mark Stansfield
Journal of Information Technology Education: Research Vol. 5, No. 1 (Jan 01, 2006) pp. 459–476
The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can...
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Using Games-based Learning: How it Influences the Learning Experience and Outcomes of Primary School Children
Aishah Abdul Razak; Thomas Connolly
International Journal of Emerging Technologies in Learning (iJET) Vol. 8, No. 2013 (Jan 31, 2013)
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to use constructivist learning approaches that promote challenge and enjoyment in learning. One of them is through the use of games-based learning (GBL)...
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An alternate reality game for language learning: ARGuing for multilingual motivation
Thomas M. Connolly; Mark Stansfield; Thomas Hainey
Computers & Education Vol. 57, No. 1 (August 2011) pp. 1389–1415
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 affected by participants’ actions, have been used in the marketing and promotion of a number...
Language: English
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Using Scratch with Primary School Children: An Evaluation of Games Constructed to Gauge Understanding of Programming Concepts
Amanda Wilson; Thomas Hainey; Thomas Connolly
International Journal of Game-Based Learning Vol. 3, No. 1 (January 2013) pp. 93–109
Newer approaches such as games-based learning (GBL) and games based-construction are being adopted to motivate and engage students within the Curriculum for Excellence (CfE) in Scotland. GBL and games-based construction suffer from a dearth of...
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Teachers’ Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence
Thomas Connolly; Thomas Hainey; Aishah Razak
International Journal of Game-Based Learning Vol. 2, No. 1 (January 2012) pp. 33–51
A radical reform in education has happened in Scotland by introducing a new curriculum known as the Curriculum for Excellence (CfE). This new curriculum promotes active learning, including use of digital games-based learning (DGBL) technology. This...
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Learning style analysis in adaptive GBL application to teach SQL
Mario Soflano; Thomas M. Connolly; Thomas Hainey
Computers & Education Vol. 86, No. 1 (August 2015) pp. 105–119
The benefits derived from delivering learning content in ways that match the student's learning style have been identified in classroom learning and eLearning. Although there is limited empirical evidence in adaptive Games-Based Learning (GBL),...
Language: English
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An application of adaptive games-based learning based on learning style to teach SQL
Mario Soflano; Thomas M. Connolly; Thomas Hainey
Computers & Education Vol. 86, No. 1 (August 2015) pp. 192–211
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...
Language: English
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The "State of Art" of Organisational Blogging
Gavin J. Baxter; Thomas M. Connolly
Learning Organization Vol. 20, No. 2 (2013) pp. 104–117
Purpose: The aim of this paper is to provide an overview of the "state of art" of organisational blogging. It also aims to provide a critical review of the literature on organisational blogging and propose recommendations on how to advance the...
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Organisational Blogging: The Problem of Engagement
Mark Stansfield; Thomas Connolly; Gavin Baxter
International Journal of Virtual and Personal Learning Environments Vol. 2, No. 3 (July 2011) pp. 1–17
This paper investigates the implementation and use of an internal organisational blog by several departments in the HR division in a large public sector financial organisation in the UK. This qualitative study adopts a case study approach and...
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Facilitating Online Learning
Evelyn McLellan; Mark Stansfield; Thomas Connolly
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 596–600
This paper examines three online postgraduate degree programs in the School of Information and Communication Technologies (the School) at the University of Paisley, Scotland. Two of the programs were taught in both online and F2F formats. Comparison ...
Topics: Communication, Teaching Methods, Schools, Students, Information Communication Technologies
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Enhancing Student Performance in Online Learning and Traditional Face-to-Face Class Delivery
Mark Stansfield; Evelyn McLellan; Thomas Connolly
Journal of Information Technology Education: Research Vol. 3, No. 1 (Jan 01, 2004) pp. 173–188
Within many educational institutions across the world, the delivery of undergraduate and postgraduate courses is facilitated by online learning technologies. The development and transformation of traditional academic courses for online learning...
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Using an Online Games-Based Learning Approach to Teach Database Design Concepts
Thomas M. Connolly; Mark Stansfield; Evelyn McLellan
Electronic Journal of e-Learning Vol. 4, No. 1 pp. 103–110
The study of database systems is typically core in undergraduate and postgraduate programmes related to computer science and information systems. However, one component of this curriculum that many learners have difficulty with is database analysis...
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Issues Affecting the Successful Development and Delivery of Online IT-Related Masters Programmes
Mark Stansfield; Evelyn McLellan; Thomas Connolly
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2003 (2003) pp. 739–742
Over the past four years, two Masters Degree programmes namely Management of eBusiness and IT with Web Technology have been developed and delivered at the University of Paisley in Scotland. Whilst the development and transformation of academic...
Topics: Programming, Students
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Enhancing Student Performance in Online Learning and Traditional Face-to-Face Class Delivery
Mark Stansfield; Evelyn Mclellan; Thomas Connolly
Journal of Information Technology Education: Research Vol. 3 (2004) pp. 173–188
Within many educational institutions across the world, the delivery of undergraduate and postgraduate courses is facilitated by online learning technologies. The development and transformation of traditional academic courses for online learning...
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Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level
Thomas Hainey; Thomas M. Connolly; Mark Stansfield; Elizabeth A. Boyle
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....
Language: English
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Organisational Blogs: Benefits and Challenges of Implementation
Gavin J. Baxter; Thomas M. Connolly; Mark H. Stansfield
Learning Organization Vol. 17, No. 6 (2010) pp. 515–528
Purpose: The purpose of this paper is to identify the theoretical link between blogs and organisational learning. It aims to provide a set of practical guidelines on how to overcome the challenges of implementing an organisational blog. Design...
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A quasi-experimental study of three online learning courses in computing
Thomas M. Connolly; Ewan MacArthur; Mark Stansfield; Evelyn McLellan
Computers & Education Vol. 49, No. 2 (September 2007) pp. 345–359
This paper presents the results of a 3-year quasi-experimental study of three Masters courses in computing. The purpose of this study was to investigate the extent to which the teaching and learning of these courses were enhanced by being developed...
Language: English
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The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level
Tom Hainey; Thomas Connolly; Mark Stansfield; Elizabeth Boyle
Computers & Education Vol. 57, No. 4 (December 2011) pp. 2197–2211
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists ...
Language: English
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A systematic literature review of games-based learning empirical evidence in primary education
Thomas Hainey; Thomas M. Connolly; Elizabeth A. Boyle; Amanda Wilson; Aisya Razak
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...
Language: English
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A systematic literature review of empirical evidence on computer games and serious games
Thomas M. Connolly; Elizabeth A. Boyle; Ewan MacArthur; Thomas Hainey; James M. Boyle
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...
Language: English
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Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands
Thomas Hainey; Wim Westera; Thomas M. Connolly; Liz Boyle; Gavin Baxter; Richard B. Beeby; Mario Soflano
Computers & Education Vol. 69, No. 1 (November 2013) pp. 474–484
Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite...
Language: English
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Towards the Development of a New Model for Best Practice and Knowledge Construction in Virtual Campuses
Antonio Cartelli; Mark Stansfield; Thomas Connolly; Athanassios Jimoyiannis; Hugo Magalhães; Katherine Maillet
Journal of Information Technology Education: Research Vol. 7 (2008) pp. 121–134
This paper reports on the work of a European Commission DG Education and Culture cofinanced project PBP-VC, Promoting Best Practice in Virtual Campuses, which is aimed at providing a deeper understanding of the key issues and critical success...
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Identifying and Promoting Best Practice in Virtual Campuses and E-Learning
Antonio Cartelli; Katherine Maillet; Mark Stansfield; Thomas Connolly; Athanassios Jimoyiannis; Hugo Magalhães; James Toland
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 897–896
Implementing learning solutions in diverse environments can be very challenging due to a range of organisational, cultural, technological and pedagogical issues. This is particularly the case in relation to the development and implementation of...
Topics: Virtual Environments, Culture
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Towards the Development of a New Model for Best Practice and Knowledge Construction in Virtual Campuses
Antonio Cartelli; Mark Stansfield; Thomas Connolly; Athanassios Jimoyiannis; Hugo Magalhães; Katherine Maillet
Journal of Information Technology Education: Research Vol. 7, No. 1 (Jan 01, 2008) pp. 121–134
This paper reports on the work of a European Commission DG Education and Culture cofinanced project PBP-VC, Promoting Best Practice in Virtual Campuses, which is aimed at providing a deeper understanding of the key issues and critical success...
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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 ...
Language: English
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Towards a Framework for Identifying and Evaluating Best Practice in E-Learning and Virtual Campuses
Antonio Cartelli; Katherine Maillet; Mark Stansfield; Thomas Connolly; Athanassios Jimoyiannis; Hugo Magalhães
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 897–902
The Promoting Best Practice in Virtual Campuses (PBP-VC) project is a two year European Commission DG Education and Culture co-financed study which is aimed at providing a deeper understanding of the key issues and success factors underlying the...
Topics: Learning Outcomes
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The Identification of Key Issues in the Development of Sustainable e-Learning and Virtual Campus Initiatives
Mark Stansfield; Thomas Connolly; Antonio Cartelli; Athanassios Jimoyiannis; Hugo Magalhaes; Katherine Maillet
Electronic Journal of e-Learning Vol. 7, No. 2 (2009) pp. 155–164
This paper explores a number of key issues that have been identified as being important in the identification and evaluation of best practice within the context of e-learning and virtual campuses. The "Promoting Best Practice in Virtual Campuses" ...
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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
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...
Language: English