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All Outputs (29)

Learning Analytics and Deep Learning in Large Virtual Learning Environments (VLEs) (2022)
Journal Article
Wechie, N., Brayshaw, M., & Gordon, N. (2022). Learning Analytics and Deep Learning in Large Virtual Learning Environments (VLEs). International Journal on Engineering Technologies and Informatics, 3(1), 1-3. https://doi.org/10.51626/ijeti.2022.03.00029

In this paper we look at the use of Deep Learning as a technique for Education Data Mining and Learnng Analytics. We discuss existing approaches and how Deep Learning can be used in a complimentary manner in order to provide new and insightful perspe... Read More about Learning Analytics and Deep Learning in Large Virtual Learning Environments (VLEs).

The Role of Gamification in a Software Development Lifecycle (2021)
Presentation / Conference Contribution
Gordon, N., Brayshaw, M., Dixon, J., Grey, S., & Parker, D. (2021, June). The Role of Gamification in a Software Development Lifecycle. Presented at INSPIRE XXVI International e-conference, Online

Teaching Software Engineering students raises a number of challenges; in particular that student developers typically demonstrate behaviours that run counter to good software development. These include failing to plan properly, failing to develop the... Read More about The Role of Gamification in a Software Development Lifecycle.

Emerging challenges for HCI : enabling effective use of VR in education and training (2020)
Book Chapter
Gordon, N., & Brayshaw, M. (2020). Emerging challenges for HCI : enabling effective use of VR in education and training. In L. Bozgeyikli, & R. Bozgeyikli (Eds.), Virtual reality : recent advancements, applications and challenges. Gistrup, Denmark: River Publishers

This chapter considers some of the challenges in providing effective virtual reality (VR) environments for teaching and training, where users are encouraged and enabled to be truly engaged in their learning. One approach is to use inquiry-based learn... Read More about Emerging challenges for HCI : enabling effective use of VR in education and training.

Smart, social, flexible and fun: Escaping the flatlands of virtual learning environments (2019)
Presentation / Conference Contribution
Brayshaw, M., Gordon, N. A., & Grey, S. (2019, July). Smart, social, flexible and fun: Escaping the flatlands of virtual learning environments. Presented at Computing Conference 2019, London

© 2019, Springer Nature Switzerland AG. This paper describes the development of intelligent, social, flexible and game-based pedagogic approaches and their applications in Virtual Learning Environment based Education. Applications of computer science... Read More about Smart, social, flexible and fun: Escaping the flatlands of virtual learning environments.

Disability-aware adaptive and personalised learning for students with multiple disabilities (2017)
Journal Article
Nganji, J. T., & Brayshaw, M. (2017). Disability-aware adaptive and personalised learning for students with multiple disabilities. International Journal of Information and Learning Technology, 34(4), 307-321. https://doi.org/10.1108/IJILT-08-2016-0027

Purpose The purpose of this paper is to address how virtual learning environments (VLEs) can be designed to include the needs of learners with multiple disabilities. Specifically, it employs AI to show how specific learning materials from a huge repo... Read More about Disability-aware adaptive and personalised learning for students with multiple disabilities.

Connecting Undergraduate Students as Partners in Computer Science Teaching and Research (2017)
Journal Article
Gordon, N. A., & Brayshaw, M. (2017). Connecting Undergraduate Students as Partners in Computer Science Teaching and Research. New Directions in the Teaching of Physical Sciences, 12(12), https://doi.org/10.29311/ndtps.v0i12.598

Connecting undergraduate students as partners can lead to the enhancement of the undergraduate experience and allow students to see the different sides of the university. Such holistic perspectives may better inform academic career choices and postgr... Read More about Connecting Undergraduate Students as Partners in Computer Science Teaching and Research.

Collaborative hybrid agent provision of learner needs using ontology based semantic technology (2017)
Journal Article
Brayshaw, M., Nganji, J., & Gordon, N. (2017). Collaborative hybrid agent provision of learner needs using ontology based semantic technology. Lecture notes in computer science, 10296 LNCS, 341-351. https://doi.org/10.1007/978-3-319-58515-4_27

© Springer International Publishing AG 2017. This paper describes the use of Intelligent Agents and Ontologies to implement knowledge navigation and learner choice when interacting with complex information locations. The paper is in two parts: the fi... Read More about Collaborative hybrid agent provision of learner needs using ontology based semantic technology.

Flexible virtual environments: Gamifying immersive learning (2017)
Journal Article
Gordon, N., & Brayshaw, M. (2017). Flexible virtual environments: Gamifying immersive learning. Communications in computer and information science, 714, 115-121. https://doi.org/10.1007/978-3-319-58753-0_18

© Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new w... Read More about Flexible virtual environments: Gamifying immersive learning.

Heuristic Evaluation for Serious Immersive Games and M-instruction (2016)
Journal Article
Brayshaw, M., Gordon, N., & Aljaber, T. (2016). Heuristic Evaluation for Serious Immersive Games and M-instruction. Lecture notes in computer science, 9753, 310-319. https://doi.org/10.1007/978-3-319-39483-1_29

© Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertain... Read More about Heuristic Evaluation for Serious Immersive Games and M-instruction.

Requirements capture analysis for MOOCS in higher education (2015)
Book Chapter
Gordon, N. A., & Brayshaw, M. (2015). Requirements capture analysis for MOOCS in higher education. In A. Mesquita, & P. Peres (Eds.), Furthering Higher Education Possibilities through Massive Open Online Courses (107-125). IGI Global. https://doi.org/10.4018/978-1-4666-8279-5.ch005

One of the attention grabbing headlines in the last two years has been of hundreds of thousands of students enrolling on MOOCs (Massive Open Online Courses) that are being offered by some of the world's top Universities. Large numbers of students are... Read More about Requirements capture analysis for MOOCS in higher education.

Facilitating learning resource retrieval for students with disabilities through an ontology-driven and disability-aware Virtual Learning Environment (2015)
Journal Article
Nganji, J. T., & Brayshaw, M. (2015). Facilitating learning resource retrieval for students with disabilities through an ontology-driven and disability-aware Virtual Learning Environment. International Journal of Information Retrieval Research, 5(3), 75-98. https://doi.org/10.4018/IJIRR.2015070105

Existing virtual learning environments VLEs in educational institutions are not designed with the expectation that students with disabilities will use them. Consequently, retrieving relevant information by some students with disabilities is a challen... Read More about Facilitating learning resource retrieval for students with disabilities through an ontology-driven and disability-aware Virtual Learning Environment.

Motivating and engagaging students through technology (2015)
Book Chapter
Gordon, N., Grey, S., & Brayshaw, M. (2015). Motivating and engagaging students through technology. In J. Hawkins (Ed.), Student Engagement: Leadership Practices, Perspectives and Impact of Technology (25-43). Nova Science Publishers

© 2015 Nova Science Publishers, Inc. This chapter will consider what we mean by student engagement, and how students may be motivated through appropriate pedagogy - that is through teaching approaches and related assessment. We will focus in particul... Read More about Motivating and engagaging students through technology.

Investigating heuristic evaluation as a methodology for evaluating pedagogical software: An analysis employing three case studies (2014)
Journal Article
Nganji, J., Brayshaw, M., Gordon, N., Butterfield, A., & Wen, L. (2014). Investigating heuristic evaluation as a methodology for evaluating pedagogical software: An analysis employing three case studies. Lecture notes in computer science, 8523 LNCS(PART 1), 25-35. https://doi.org/10.1007/978-3-319-07482-5_3

This paper looks specifically at how to develop light weight methods of evaluating pedagogically motivated software. Whilst we value traditional usability testing methods this paper will look at how Heuristic Evaluation can be used as both a driving... Read More about Investigating heuristic evaluation as a methodology for evaluating pedagogical software: An analysis employing three case studies.

Technology-enhanced learning in higher education: Tribes and territories (2014)
Book Chapter
Gordon, N., & Brayshaw, M. (2014). Technology-enhanced learning in higher education: Tribes and territories. In V. Zuzevičiūtė, E. Butrimė, D. Vitkutė-Adžgauskienė, V. V. Fomin, & K. Kikis-Papadakis (Eds.), E-Learning as a Socio-Cultural System: A Multidimensional Analysis (224-236). IGI Global. https://doi.org/10.4018/978-1-4666-6154-7.ch013

© 2014 by IGI Global. All rights reserved. This chapter explores issues that affect the uptake and integration of Technology in Higher Education, developing a framework to overcome some of the barriers. Technological adoption varies across discipline... Read More about Technology-enhanced learning in higher education: Tribes and territories.

Maximising gain for minimal pain: Utilising natural game mechanics (2013)
Journal Article
Gordon, N., Brayshaw, M., & Grey, S. (2013). Maximising gain for minimal pain: Utilising natural game mechanics. Innovation in teaching and learning in information and computer sciences, 12(1), 27-38. https://doi.org/10.11120/ital.2013.00004

This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment whe... Read More about Maximising gain for minimal pain: Utilising natural game mechanics.

Ontology‐driven disability‐aware e‐learning personalisation with ONTODAPS (2012)
Journal Article
Nganji, J. T., Brayshaw, M., & Tompsett, B. (2012). Ontology‐driven disability‐aware e‐learning personalisation with ONTODAPS. Campus-Wide Information Systems, 30(1), 17-34. https://doi.org/10.1108/10650741311288797

Purpose- The purpose of this paper is to show how personalisation of learning resources and services can be achieved for students with and without disabilities, particularly responding to the needs of those with multiple disabilities in e-learning sy... Read More about Ontology‐driven disability‐aware e‐learning personalisation with ONTODAPS.

Designing personalised learning resources for disabled students using an ontology-driven community of agents (2012)
Book Chapter
Nganji, J. T., & Brayshaw, M. (2012). Designing personalised learning resources for disabled students using an ontology-driven community of agents. In P. Isaias, & M. Baptista Nunes (Eds.), Information systems research and exploring social artifacts: approaches and methodologies (81-102). IGI Global. https://doi.org/10.4018/978-1-4666-2491-7.ch005

The exploration of social artifacts for the disabled is an important and timely issue. The affordances of new technologies like the Semantic Web allow more intelligent handling of educational learning resources that open up the potential of personali... Read More about Designing personalised learning resources for disabled students using an ontology-driven community of agents.

Personalized content provision for virtual learning environments via the semantic web (2012)
Journal Article
Wen, L., Brayshaw, M., & Gordon, N. (2012). Personalized content provision for virtual learning environments via the semantic web. Innovation in teaching and learning in information and computer sciences, 11(1), 14-26. https://doi.org/10.11120/ital.2012.11010014

In this paper we discuss how we may personalize e-learning along three distinct axes, namely: teaching and learning pedagogical philosophies, personalized educational processes to taste and the coordination of these processes during execution. In doi... Read More about Personalized content provision for virtual learning environments via the semantic web.

Ontology-based e-learning personalisation for disabled students in higher education (2011)
Journal Article
Nganji, J. T., Brayshaw, M., & Tompsett, B. (2011). Ontology-based e-learning personalisation for disabled students in higher education. Innovation in teaching and learning in information and computer sciences, 10(1), 1-11. https://doi.org/10.11120/ital.2011.10010001

The number of students with disabilities in UK higher education institutions increases every year. Delivering education online is becoming increasingly challenging as institutions encounter some disabilities requiring adjustments of learning environm... Read More about Ontology-based e-learning personalisation for disabled students in higher education.

Is green IT an antidote to e-waste problems? (2010)
Journal Article
Nganji, J., & Brayshaw, M. (2010). Is green IT an antidote to e-waste problems?. Innovation in teaching and learning in information and computer sciences, 9(2), 1-9. https://doi.org/10.11120/ital.2010.09020006

Man’s negative impact on the environment due to various activities has raised serious concerns with numerous campaigns rising to protect the environment. Computer waste also contributes to damaging not only the environment, but has serious consequenc... Read More about Is green IT an antidote to e-waste problems?.