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Teaching and Assessing at Scale: The Use of Objective Rubrics and Structured Feedback Teaching and Assessing at Scale: The Use of Objective Rubrics and Structured Feedback (2024)
Journal Article
Grey, S., & Gordon, N. (2024). Teaching and Assessing at Scale: The Use of Objective Rubrics and Structured Feedback Teaching and Assessing at Scale: The Use of Objective Rubrics and Structured Feedback. New Directions in the Teaching of Physical Sciences, 19(1), 1-9. https://doi.org/10.29311/ndtns.vi19.4103

It is widely recognised that feedback is an important part of learning: effective feedback should result in a meaningful change in student behaviour (Morris et al., 2021). However, individual feedback takes time to produce, and for large cohorts-typi... Read More about Teaching and Assessing at Scale: The Use of Objective Rubrics and Structured Feedback Teaching and Assessing at Scale: The Use of Objective Rubrics and Structured Feedback.

Motivating Students to Learn How to Write Code Using a Gamified Programming Tutor (2023)
Journal Article
Gordon, N. A., & Grey, S. (2023). Motivating Students to Learn How to Write Code Using a Gamified Programming Tutor. Education Sciences, 13(3), Article 230. https://doi.org/10.3390/educsci13030230

Engagement and retention are widely acknowledged problems in computer science and more general higher education. The need to develop programming skills is increasingly ubiquitous, but especially so in computer science where it is one of the core comp... Read More about Motivating Students to Learn How to Write Code Using a Gamified Programming Tutor.

Increasing Engagement Through Explicit and Implicit Gamification in Higher Education (2022)
Book Chapter
Gordon, N., & Grey, S. (2022). Increasing Engagement Through Explicit and Implicit Gamification in Higher Education. In O. Bernardes, V. Amorim, & A. Carrizo Moreira (Eds.), Handbook of Research on the Influence and Effectiveness of Gamification in Education (662-681). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6

Engagement is essential in higher education but can be problematic to achieve. Successful games are, at their core, designed to be engaging experiences. In attempts to increase engagement in learning, there has been an increase in playful learning, g... Read More about Increasing Engagement Through Explicit and Implicit Gamification in Higher Education.

Increasing engagement through explicit and implicit gamification in higher education (2022)
Book Chapter
Grey, S., & Gordon, N. A. (2022). Increasing engagement through explicit and implicit gamification in higher education. In O. Bernardes, V. Amorim, & A. Carrizo Moreira (Eds.), Handbook of Research on the Influence and Effectiveness of Gamification in Education (662-681). IGI Global. https://doi.org/10.4018/978-1-6684-4287-6.ch032

Engagement is essential in higher education but can be problematic to achieve. Successful games are, at their core, designed to be engaging experiences. In attempts to increase engagement in learning, there has been an increase in playful learning, g... Read More about Increasing engagement through explicit and implicit gamification in higher education.

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.

Refining the Teaching of Programming (2020)
Presentation / Conference Contribution
Gordon, N., Cargill, M., Grey, S., & Brayshaw, M. (2020, July). Refining the Teaching of Programming. Presented at INSPIRE XXV: e-Learning as a Solution during Unprecedented Times in the 21st Century, Online

This paper considers issues around the teaching of programming, a critical yet challenging part of the computing education at all levels. This paper begins by outlining some of the key concerns around computing education-from secondary school, throug... Read More about Refining the Teaching of Programming.

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.

A flexible approach to introductory programming : engaging and motivating students (2019)
Presentation / Conference Contribution
Gordon, N., Brayshaw, M., & Grey, S. (2019, January). A flexible approach to introductory programming : engaging and motivating students. Presented at Computing Education Practice, Durham

© 2019 Copyright is held by the owner/author(s). In this paper, we consider an approach to supporting students of Computer Science as they embark upon their university studies. The transition to Computer Science can be challenging for students, and e... Read More about A flexible approach to introductory programming : engaging and motivating students.

Approaches to Measuring Attendance and Engagement (2018)
Journal Article
Grey, S., & Gordon, N. A. (2018). Approaches to Measuring Attendance and Engagement. New Directions in the Teaching of Physical Sciences, 13(13), Article 2692. https://doi.org/10.29311/ndtps.v0i13.2767

In this paper, we argue that, where we measure student attendance, this creates an extrinsic motivator in the form of a reward for (apparent) engagement and can thus lead to undesirable behaviour and outcomes. We go on to consider a number of other m... Read More about Approaches to Measuring Attendance and Engagement.

Constraints and autonomy for creativity in extracurricular gamejams and curricular assessment (2018)
Journal Article
Grey, S., Parker, D., & Gordon, N. (2018). Constraints and autonomy for creativity in extracurricular gamejams and curricular assessment. Research in Learning Technology, 26, Article 2023. https://doi.org/10.25304/rlt.v26.2023

The engagement observed by the players of the games that they play is a desirable quality that has not gone unnoticed in the field of education, leading to concepts such as gamification of education, game-based learning and serious games for training... Read More about Constraints and autonomy for creativity in extracurricular gamejams and curricular assessment.

Using formal game design methods to embed learning outcomes into game mechanics and avoid emergent behaviour (2017)
Journal Article
Grey, S., Grey, D., Gordon, N., & Purdy, J. (2017). Using formal game design methods to embed learning outcomes into game mechanics and avoid emergent behaviour. International Journal of Game-Based Learning, 7(3), 63-73. https://doi.org/10.4018/ijgbl.2017070106

This paper offers an approach to designing game based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al, 2004) and the elemental tetrad (Schell, 2008) model for game design. A case for game based learning a... Read More about Using formal game design methods to embed learning outcomes into game mechanics and avoid emergent behaviour.

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.

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.