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All Outputs (81)

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.

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.

Genetic Algorithms as a Feature Selection Tool in Heart Failure Disease (2020)
Journal Article
Alabed, A., Kambhampati, C., & Gordon, N. (in press). Genetic Algorithms as a Feature Selection Tool in Heart Failure Disease. Advances in Intelligent Systems and Computing, 1229 AISC, 531-543. https://doi.org/10.1007/978-3-030-52246-9_38

A great wealth of information is hidden in clinical datasets, which could be analyzed to support decision-making processes or to better diagnose patients. Feature selection is one of the data pre-processing that selects a set of input features by rem... Read More about Genetic Algorithms as a Feature Selection Tool in Heart Failure Disease.

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.

Learning technologies for learning in health and well-being (2019)
Book Chapter
Gordon, N. (in press). Learning technologies for learning in health and well-being. In P. Gökcin Özuyar, W. Leal Filho, T. Wall, A. Marisa Azul, & L. Brandli (Eds.), Good Health and Well-Being

The United Nations (U.N.) Sustainable Goal 3, for healthy lives and promoting well-being, notes that 45% of all countries have less than one physician per 1000 people, that figure rising to 90% for less developed countries (United Nations, 2018). Giv... Read More about Learning technologies for learning in health and well-being.

Technologies for analysing and improving healthcare processes (2019)
Book Chapter
Gordon, N. (in press). Technologies for analysing and improving healthcare processes. In W. Leal Filho, T. Wall, A. Azul, L. Brandli, & P. Özuyar (Eds.), Good Health and Well-Being

The right to a healthy life is a natural expectation and recognised as a human right (WHO, 2017) – and is further recognised as such in the United Nations Sustainable Development Goals, where Goal 3 focusses on “good health and well-being” (United Na... Read More about Technologies for analysing and improving healthcare processes.

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.

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.

A hybrid evaluation approach and guidance for mHealth education applications (2017)
Book Chapter
Aljaber, T., & Gordon, N. (2018). A hybrid evaluation approach and guidance for mHealth education applications. In Advances in Intelligent Systems and Computing; Advances in Usability and User Experience (282-290). Springer Verlag. https://doi.org/10.1007/978-3-319-60492-3_27

© Springer International Publishing AG 2018. Mobile health education applications (MHEAs) are used to support different users. However, although these applications are increasing in number, there is no effective evaluation framework to measure their... Read More about A hybrid evaluation approach and guidance for mHealth education applications.

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.

A guidance and evaluation approach for mHealth education applications (2017)
Book Chapter
Gordon, N., & Aljaber, T. (2017). A guidance and evaluation approach for mHealth education applications. In Learning and Collaboration Technologies. Technology in Education; Lecture Notes in Computer Science (330-340). Springer Verlag. https://doi.org/10.1007/978-3-319-58515-4_26

© Springer International Publishing AG 2017. A growing number of mobile applications for health education are being utilized to support different stakeholders, from health professionals to software developers to patients and more general users. There... Read More about A guidance and evaluation approach for mHealth education applications.

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.

Computational methods for finding long simple cycles in complex networks (2017)
Journal Article
Chalupa, D., Balaghan, P., Hawick, K. A., & Gordon, N. A. (2017). Computational methods for finding long simple cycles in complex networks. Knowledge-Based Systems, 125, 96-107. https://doi.org/10.1016/j.knosys.2017.03.022

© 2017 Elsevier B.V. Detection of long simple cycles in real-world complex networks finds many applications in layout algorithms, information flow modelling, as well as in bioinformatics. In this paper, we propose two computational methods for findin... Read More about Computational methods for finding long simple cycles in complex networks.

Flexible learning in computer science (2016)
Journal Article
Gordon, N. A. (2016). Flexible learning in computer science. New Directions in the Teaching of Physical Sciences, 11(1), https://doi.org/10.29311/ndtps.v0i11.575

This paper outlines the concept of Flexible Pedagogy and how it can assist in addressing some of the issues facing STEM disciplines in general, and Computer Science in particular. The paper considers what flexible pedagogy is and how technologies dev... Read More about Flexible learning in computer science.

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.