Elizabeth Boyle
University of the West of Scotland
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Computers in Education | 2012
Thomas Connolly; Elizabeth Boyle; Ewan MacArthur; Thomas Hainey; James Boyle
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.
Computers in Human Behavior | 2012
Elizabeth Boyle; Thomas Connolly; Thomas Hainey; James Boyle
Since their introduction over 40 years ago, digital entertainment games have become one of the most popular leisure activities globally. While digital games clearly provide highly engaging activities, the nature of this engagement is not well understood. The current study aims to advance our understanding by reporting a systematic review of recent literature addressing engagement in computer games. The papers in the review comprise a sub-sample of papers relating to engagement in digital games that was selected from a broader literature search carried out on the outcomes and impacts of playing computer games. A diverse range of studies was identified that examined varied aspects of engagement in games including subjective experiences while playing games, the physiological concomitants of these experiences, motives for playing games, game usage and time spent playing games and the impact of playing on life satisfaction. A narrative review was carried out to capture these diverse aspects of engagement and to develop a more coherent understanding of engagement in computer games.
Language and Speech | 1994
Elizabeth Boyle; Anne H. Anderson; Alison Newlands
This study compares task outcome and various dialogue parameters between situations in which task participants either could or could not see each other. The results establish that the visibility of ones conversational partner improves information transfer and the management of turn taking in a transactional problem solving task. The greater efficiency of the dialogues between participants who could see each other was attributed to the exchange of visually transmitted, non-verbal signals. attempting to compensate for the lack of this additional channel of communication, pairs of subjects who could not see each other demonstrated flexibility and versatility in communicating. They interrupted their partners more frequently and used more back channel responses to provide their partners with increased verbal feedback. The analysis of one specific non-verbal behaviour, gaze, for a subsample of the dialogues, suggested that gaze plays a role in aiding communication.
Entertainment Computing | 2011
Elizabeth Boyle; Thomas Connolly; Thomas Hainey
Over the last 40 years, computer games have become an extremely popular leisure activity and more recently there has also been interest in the potential of serious games to help in learning, skill acquisition and attitude and behaviour change. Initially public interest in computer games focused on concerns about their violent and gender stereotyped content and their potentially addictive properties, but more recently the benefits of games have also been recognised. Psychology is at the interface between science, cognitive science and social science and in this paper we examine the role that theories and research in psychology have played in understanding the impacts of playing games, the appeal of games and the potential of games in supporting learning and behaviour change.
British Journal of Educational Psychology | 2003
Elizabeth Boyle; Tim Duffy; Karen Dunleavy
BACKGROUND Vermunts (1994) Inventory of Learning Styles (ILS) integrates four components of learning: processing strategies, regulation strategies, mental models of learning and learning orientations. Using explanatory factor analysis, Vermunt (1998) identified four different learning styles, meaning-directed, reproduction-directed, application-directed and undirected, which displayed characteristic patterns of factor loadings across the four components of learning. AIMS The aims of the current study were to test the generalisability of Vermunts integrated model of learning with a sample of students from a British university and to establish whether different learning styles were associated with different academic outcomes. SAMPLE A total of 273 students from a British university took part. METHODS Confirmatory factor analysis was used to test Vermunts four-factor model of learning styles and compare it with alternative models. Interrelationships between components of the ILS were examined in more detail using regression analyses. The relationship between learning style and academic outcome was also examined. RESULTS Fit indices indicated that Vermunts four-factor model of learning styles provided the best fit for the current sample. Path estimates associated with meaning-directed and reproduction-directed learning styles loaded across components as described by Vermunt but application-directed and undirected learning styles loaded mainly on conceptions and orientations components. Undirected learning style had a low negative association with academic performance, while the meaning-directed learning style had a low positive association with academic performance. CONCLUSIONS Although the ILS did identify Vermunts four learning styles, different learning environments influence the precise characteristics of each learning style.
Computers in Education | 2016
Elizabeth Boyle; Thomas Hainey; Thomas Connolly; Grant Gray; Jeffrey Earp; Michela Ott; Theodore Lim; Manuel Ninaus; Claudia Ribeiro; João Madeiras Pereira
Continuing interest in digital games indicated that it would be useful to update Connolly et al.s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher quality evidence about the positive outcomes of games. Connolly et al.s multidimensional analysis of games and their outcomes provided a useful framework for organising the varied research in this area. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning. The current systematic literature review updates Author (date).The review looks at impacts and outcomes of playing digital games from 2009 to 2014.Multi-component coding of papers, games and learning outcomes was used.Many papers were found with 143 papers providing high quality evidence.Games for entertainment and learning addressed different outcomes.
Computers in Education | 2011
Thomas Hainey; Thomas Connolly; Mark Stansfield; Elizabeth Boyle
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation for producing graduates who are inappropriately prepared for applying their skills in real life software engineering scenarios, it suggests that traditional educational techniques such as role-play, live-through case studies and paper-based case studies are insufficient preparation and that other approaches are required. To attempt to combat this problem we have developed a games-based learning application to teach requirements collection and analysis at tertiary education level as games-based learning is seen as a highly motivating, engaging form of media and is a rapidly expanding field. This paper will describe the evaluation of the requirements collection and analysis game particularly from a pedagogical perspective. The game will be compared to traditional methods of software engineering education using a pre-test/post-test, control group/experimental group design to assess if the game can act as a suitable supplement to traditional techniques and assess if it can potentially overcome shortcomings. The game will be evaluated in five separate experiments at tertiary education level.
Computers in Education | 2011
Thomas Hainey; Thomas Connolly; Mark Stansfield; Elizabeth Boyle
Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies have been performed looking at motivations for playing computer games in a general context and in a Higher Education (HE) context. These studies did not focus on the differences in motivations between online and offline game players. Equally the studies did not look at the differences in motivations of people who prefer single player games and people who prefer multiplayer games. If games-based learning is to become a recognised teaching approach then such motivations for playing computer games must be better understood. This paper presents the combined analysis of three studies at HE level, performed over a four year period from 2005 to 2009. The paper focuses on differences of motivations in relation to single player/multiplayer preference and online/offline game participation. The study found that challenge is the top ranking motivation and recognition is the lowest ranking motivation for playing computer games in general. Challenge is also the top ranking motivation for playing games in HE while fantasy and recognition are the lowest ranking motivations for playing games in HE. Multiplayer gamers derive more competition, cooperation, recognition, fantasy and curiosity from playing games and online gamers derive more challenge, cooperation, recognition and control from playing games. Multiplayer gamers and online gamers ranked competition, cooperation and recognition significantly more important for playing games in HE than single players and offline participants.
Adaptive User Interfaces | 1990
Peter Totterdell; Elizabeth Boyle
Publisher Summary Central to progress in the design and validation of computer adaptive systems will be the possession of the means to evaluate the performance of this type of system. Apart from the procedures for measuring the total performance of the system—its ability to adapt and to affect behavioral measures—one also requires evaluation procedures that support the design process. These latter procedures will support the diagnosis of the relationship between the design and its performance to improve subsequent design. It is also expected that some of these evaluation techniques will be embodied within the system to allow it to self regulate its performance. This chapter discusses different types of evaluation for human–computer interaction. It discusses some of the special problems of evaluating adaptive systems. The chapter describes a number of different techniques for evaluation that have been developed and used on the Adaptive Intelligent Dialogs (AID) project. It also discusses the application of these techniques during and after the design and construction of a computer adaptive system.
Computers in Education | 2014
Elizabeth Boyle; Ewan MacArthur; Thomas Connolly; Thomas Hainey; Madalina Manea; Anne Kärki; Peter Van Rosmalen
Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of learning. The CHERMUG project was developed against this background to develop games to support students in learning about research methods and statistics. As a first step in designing the CHERMUG games a narrative literature review was carried out to establish whether similar games, animations and simulations already existed. Search terms used in the literature review included varied terms for digital games, simulations and animations, terms relevant to the twin goals of learning and engagement in games and terms for research methods and statistics. Application of the inclusion criteria led to 26 papers which were considered relevant. Synthesis of the papers suggested that there is reason to be optimistic that a game-based approach might be effective in learning in this area.