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Thomas Hainey
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2020 – today
- 2024
- [j21]Thomas Hainey
, Gavin J. Baxter:
A Serious game for programming in higher education. Comput. Educ. X Real. 4: 100061 (2024) - [j20]Gavin J. Baxter, Thomas Hainey:
Using immersive technologies to enhance the student learning experience. Interact. Technol. Smart Educ. 21(3): 403-425 (2024)
2010 – 2019
- 2016
- [j19]Elizabeth A. Boyle
, Thomas Hainey, Thomas M. Connolly, Grant Gray, Jeffrey Earp, Michela Ott, Theodore Lim
, Manuel Ninaus
, Cláudia Sofia Ribeiro
, João Madeiras Pereira
:
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Comput. Educ. 94: 178-192 (2016) - [j18]Thomas Hainey, Thomas M. Connolly, Elizabeth A. Boyle
, Amanda Wilson, Aisya Razak
:
A systematic literature review of games-based learning empirical evidence in primary education. Comput. Educ. 102: 202-223 (2016) - 2015
- [j17]Mario Soflano
, Thomas M. Connolly, Thomas Hainey:
Learning style analysis in adaptive GBL application to teach SQL. Comput. Educ. 86: 105-119 (2015) - [j16]Mario Soflano
, Thomas M. Connolly, Thomas Hainey:
An application of adaptive games-based learning based on learning style to teach SQL. Comput. Educ. 86: 192-211 (2015) - 2014
- [j15]Elizabeth A. Boyle
, Ewan MacArthur, Thomas M. Connolly
, Thomas Hainey, Madalina Manea, Anne Kärki, Peter van Rosmalen:
A narrative literature review of games, animations and simulations to teach research methods and statistics. Comput. Educ. 74: 1-14 (2014) - [c8]Aristidis Protopsaltis
, Sónia Hetzner, Spiros A. Borotis, Thomas M. Connolly, Thomas Hainey:
How to Teach Entrepreneurship Using Serious Games and Web 2.0. ICALT 2014: 227-229 - [c7]Yaelle Chaudy, Thomas M. Connolly, Thomas Hainey:
EngAGe: A Link between Educational Games Developers and Educators. VS-GAMES 2014: 1-7 - 2013
- [j14]Thomas Hainey, Wim Westera, Thomas M. Connolly, Liz Boyle, Gavin J. Baxter
, Richard B. Beeby, Mario Soflano
:
Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands. Comput. Educ. 69: 474-484 (2013) - [j13]Amanda Wilson, Thomas Hainey, Thomas M. Connolly
:
Using Scratch with Primary School Children: An Evaluation of Games Constructed to Gauge Understanding of Programming Concepts. Int. J. Game Based Learn. 3(1): 93-109 (2013) - [c6]Thomas Hainey, Thomas M. Connolly, Gavin J. Baxter
, Carole Gould:
A Survey of Academics' Views of the Use of Web2.0 Technologies in Higher Education. SOCO-CISIS-ICEUTE 2013: 689-698 - [c5]Ashley Healy, Thomas Hainey, Thomas M. Connolly, Gavin J. Baxter
:
Are Web2.0 Tools Used to Support Learning in Communities of Practice - A Survey of Three Online Communities of Practice. SOCO-CISIS-ICEUTE 2013: 699-708 - [c4]Mario Soflano
, Thomas M. Connolly, Thomas Hainey:
Learning Styles in Adaptive Games-Based Learning. SOCO-CISIS-ICEUTE 2013: 709-717 - [c3]Thomas Hainey, Thomas M. Connolly:
The Use of Games as an Educational Web2.0 Technology - A Survey of Motivations for Playing Computer Games at HE Level. SOCO-CISIS-ICEUTE 2013: 719-728 - 2012
- [j12]Thomas M. Connolly, Elizabeth A. Boyle
, Ewan MacArthur, Thomas Hainey, James M. Boyle:
A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2): 661-686 (2012) - [j11]Elizabeth A. Boyle
, Thomas M. Connolly, Thomas Hainey, James M. Boyle
:
Engagement in digital entertainment games: A systematic review. Comput. Hum. Behav. 28(3): 771-780 (2012) - [j10]Aishah Abdul Razak
, Thomas M. Connolly
, Thomas Hainey:
Teachers' Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence. Int. J. Game Based Learn. 2(1): 33-51 (2012) - 2011
- [j9]Thomas Hainey, Thomas M. Connolly, Mark Stansfield, Elizabeth A. Boyle
:
Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level. Comput. Educ. 56(1): 21-35 (2011) - [j8]Thomas M. Connolly, Mark Stansfield, Thomas Hainey:
An alternate reality game for language learning: ARGuing for multilingual motivation. Comput. Educ. 57(1): 1389-1415 (2011) - [j7]Thomas Hainey, Thomas M. Connolly, Mark Stansfield, Elizabeth A. Boyle
:
The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level. Comput. Educ. 57(4): 2197-2211 (2011) - [j6]Elizabeth A. Boyle
, Thomas M. Connolly, Thomas Hainey:
The role of psychology in understanding the impact of computer games. Entertain. Comput. 2(2): 69-74 (2011) - 2010
- [j5]Thomas Hainey, Thomas M. Connolly
:
Evaluating Games-Based Learning. Int. J. Virtual Pers. Learn. Environ. 1(1): 57-71 (2010)
2000 – 2009
- 2007
- [j4]Thomas M. Connolly, Mark Stansfield, Thomas Hainey:
An application of games-based learning within software engineering. Br. J. Educ. Technol. 38(3): 416-428 (2007) - [j3]Thomas Hainey:
Information Systems Development Methodologies, Techniques & Tools, fourth edition, David Avison, Guy Fitzgerald, McGraw-Hill Education, Maidenhead, 2006 (656pp., ISBN 10 0-07-7114175, £41.99). Int. J. Inf. Manag. 27(1): 58-59 (2007) - [j2]Thomas Hainey:
Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, M. Prensky (Eds.). Information Science Publishing (2007), ISBN: 1-59904304-1. Int. J. Inf. Manag. 27(6): 438 (2007) - [c2]Thomas M. Connolly, Mark Stansfield, Thomas Hainey:
Applying Games-based Learning to Teach Software Engineering Concepts. WEBIST (3) 2007: 289-295 - [c1]Thomas M. Connolly, Mark Stansfield, Thomas Hainey:
Using Games-Based Learning to Teach Software Engineering. WEBIST (Selected Papers) 2007: 304-313 - 2006
- [j1]Thomas Hainey:
Don't Bother Me, Mom - I'm Learning: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help! Marc Prensky. Paragon House (2006) (254pp., $19.95, ISBN: 1-55778-858-8). Int. J. Inf. Manag. 26(6): 494-495 (2006)
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last updated on 2024-08-13 21:49 CEST by the dblp team
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