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All Outputs (25)

Why the Educational Metaverse Is Not All About Virtual Reality Apps (2023)
Journal Article
Gordon, N., Brayshaw, M., Kambili-Mzembe, F., & Al Jaber, T. (2023). Why the Educational Metaverse Is Not All About Virtual Reality Apps. Lecture notes in computer science, 14041 LNCS, 22-32. https://doi.org/10.1007/978-3-031-34550-0_2

This paper explores how the Metaverse can be used in the context of learning and collaboration. In it we seek to dispel the story that the Metaverse is just another synonym for Virtual Reality and future technology. Instead we will argue that the Met... Read More about Why the Educational Metaverse Is Not All About Virtual Reality Apps.

Flexible Ontology-Driven Educational Apps and Social Media for Learners with a Disability (2022)
Conference Proceeding
Nganji, J. T., Brayshaw, M., & Gordon, N. (2022). Flexible Ontology-Driven Educational Apps and Social Media for Learners with a Disability. In P. Zaphiris, & A. Ioannou (Eds.), Learning and Collaboration Technologies. Designing the Learner and Teacher Experience. HCII 2022 (361-375). https://doi.org/10.1007/978-3-031-05657-4_26

This paper explores how to build ontology-driven learning systems from a flexible disability-aware mentality and augment them into a learning blend that embraces social media. The approach emphasizes the use of user centered flexible software in a bl... Read More about Flexible Ontology-Driven Educational Apps and Social Media for Learners with a Disability.

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)
Conference Proceeding
Gordon, N., Brayshaw, M., Dixon, J., Grey, S., & Parker, D. (2021). The Role of Gamification in a Software Development Lifecycle. In INSPIRE XXVI . Delivering Global Education and Impact in Emergencies Using E-Learning (81-94)

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)
Conference Proceeding
Gordon, N., Cargill, M., Grey, S., & Brayshaw, M. (2020). Refining the Teaching of Programming. In INSPIRE XXV : e-Learning as a solution during unprecedented times in the 21st Century (97-107)

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.

Identifying Gaps in Cybersecurity Teaching and Learning (2020)
Conference Proceeding
Brayshaw, M., Gordon, N., & Karatazgianni, A. (2020). Identifying Gaps in Cybersecurity Teaching and Learning. In INSPIRE XXV : e-Learning as a solution during unprecedented times in the 21st Century (165-178)

This paper explores perceptions and expectations of privacy when using computer-mediated communication and social media. In this paper we present the results of an empirical survey into this topic and explore the pedagogic implications for the teachi... Read More about Identifying Gaps in Cybersecurity Teaching and Learning.

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)
Journal Article
Brayshaw, M., Gordon, N. A., & Grey, S. (2019). Smart, social, flexible and fun: Escaping the flatlands of virtual learning environments. Advances in Intelligent Systems and Computing, 998, 1047-1060. https://doi.org/10.1007/978-3-030-22868-2_70

© 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)
Conference Proceeding
Gordon, N., Brayshaw, M., & Grey, S. (2019). A flexible approach to introductory programming : engaging and motivating students. In CEP '19 Proceedings of the 3rd Conference on Computing Education Practice. https://doi.org/10.1145/3294016.3294025

© 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.

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.

Using motivation derived from computer gaming in the context of computer based instruction (2016)
Conference Proceeding
Brayshaw, M., & Gordon, N. (2016). Using motivation derived from computer gaming in the context of computer based instruction. . https://doi.org/10.1109/sai.2016.7556074

This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruct... Read More about Using motivation derived from computer gaming in the context of computer based instruction.

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.

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.

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.