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(2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Computers and Education 46 (3) 249-264. All articles available through Birkbeck ePrints are protected by intellectual property law, including copyright law. Any use made of the contents should comply with the relevant law. (2006). How can(More)
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred around textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of 'presence' naturally is allowing for more complex social interactions and(More)
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment(More)
This paper presents the results of a usability evaluation of the NeuroSky's MindBuilder –EM (MB). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumer-oriented BCI has appeared for the video game industry. The MB, a headset(More)
This article proposes an evaluation methodology for supporting the development of specified learning activities in virtual worlds, based upon inductive methods and augmented by the four dimensional framework [4]. The study undertaken aimed to test the efficacy of the evaluation methodology and to evaluate the broader uses of Second Life for supporting(More)
—This paper describes the evaluation of a computer game to support triage training. Triage is a process for decision-making that prioritises mass casualties in terms of treatment. The main aim of the research was to test the hypothesis that participants using the game for practice would perform better in terms of the accuracy in applying the triage protocol(More)
where she leads an applied research team working closely with industry. Her current lines of research are examining multimodal interfaces, experience design and perceptual modeling in games and virtual worlds towards developing the next generation of intelligent tutoring environments. She is the Scientific Coordinator for the GaLA Network of Excellence in(More)