James Aczel
Open University
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Featured researches published by James Aczel.
Human-Computer Interaction | 2015
Ioanna Iacovides; Anna L. Cox; Patrick McAndrew; James Aczel; Eileen Scanlon
Game developers have to ensure their games are appealing to, and playable by, a range of people. However, although there has been interest in the game-play experience, we know little about how learning relates to player involvement. This is despite challenge being an integral part of game-play, providing players with potential opportunities to learn. This article reports on a multiple case-study approach that explored how learning and involvement come together in practice. Participants consisted of a mix of gamers and casual players. Data included interviews, multiple observations of game-play, postplay cued interviews, and diary entries. A set of theoretical claims representing suggested relationships between involvement and learning were developed on the basis of previous literature; these were then assessed through a critical examination of the data set. The resulting theory is presented as 14 refined claims that relate to micro and macro involvement; breakdowns and breakthroughs in action, understanding, and involvement; progress; and agency, meaning and compelling game-play. The claims emphasize how players experience learning via breakthroughs in understanding, where involvement is increased when the player feels responsible for progress. Supporting the relationship between learning and involvement is important for ensuring the success of commercial and educational games.
British Journal of Educational Technology | 2004
Patrick McAndrew; Doug Clow; Josie Taylor; James Aczel
Knowledge Management (KM) and knowledge sharing are important factors that support lifelong learning, and enable people to continue developing throughout their careers. The concept of a Community of Practice (Wenger, 2000) is attractive in drawing together people whose work shares similar aspects, and consideration is given here to how technology can be used to develop and support such a community. In this paper, concepts from the Community of Practice literature are used to consider the development of a software environment for people working as a community in the area of lifelong learning. The intention was to design the system in an evolutionary way, using a minimal set of essential elements which would be elaborated according to user feedback. Three key design questions are considered: Who can contribute resources to such a system? What happens to existing practices? How is the community engaged? We conclude that, in lifelong learning, knowledge management supported by a software environment offers a good way to bring together communities, resources and experience, but to achieve these benefits, great care needs to be exerted in introducing the system and maintaining existing work practices.
Simulation & Gaming | 2014
Ioanna Iacovides; Patrick McAndrew; Eileen Scanlon; James Aczel
Aim. This article presents a model of how gaming involvement and informal learning come together in practice. Method. Based on a series of interviews, case studies, and a wider survey, the Gaming Involvement and Informal Learning (GIIL) framework indicates how involvement with a variety of gaming practices can lead to a range of different learning experiences. Results. The framework is able to account for both how and what people learn from gaming while also highlighting the influence of player identity. Further, the iterative relationship between identity, involvement, and learning is emphasized: The more strongly someone identifies themselves as a gamer, the greater their micro- and macro-level involvement and the more likely they are to learn from their gaming experiences. Conclusion. The implications of the findings are discussed with regard to informal and formal learning.
Learning, Media and Technology | 2012
Ioanna Iacovides; James Aczel; Eileen Scanlon; Will Woods
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casual’ audiences. At the same time, it has been argued that games can be powerful learning environments, since they are seen to encourage active and critical learning through participation in affinity groups and semiotic domains but there is a need for further empirical evidence to explore how this participation occurs and how prevalent it actually is. In addition the effectiveness of games within education indicates mixed results, though it has been suggested that this may indicate that learning through immersive worlds involves a more complex understanding of learning, one that is not so easy to tie to specified learning outcomes. It would seem the area would benefit from research that seeks to develop our understanding of how player involvement and learning come together in this context. This paper presents the preliminary results of a survey carried out in order to explore these issues. The initial findings suggest that how a player identifies as a gamer relates to what they think they gain from their gaming experiences with respect to learning.
British Journal of Educational Technology | 2003
James Aczel; Pat Fung; Richard Bornat; Martin Oliver; Tim O'Shea; Bernard Sufrin
This paper describes a research project into undergraduates’ use of a software tool to learn symbolic logic—a complex abstract domain that has been shown to be intimidating for students. The software allows the students to manipulate proofs in certain ways and then calculates the consequences of their actions. A research method has been developed that allowed students’ use of this tool to be modelled, and this model was then used to identify, refine and create visual cues that provide support for students’ reasoning. The focus of this paper is the role of the software as an artefact to aid students’ visualisation of reasoning processes rather than the logic itself. The main mechanisms by which this visualisation is supported are the imposition of constraints on the actions available and the demonstration to students of the consequences of their actions. The study shows that the software encouraged experimentation with different routes to a proof, and constituted a challenge to fixated reasoning.
Journal of interactive media in education | 2002
Martin Oliver; James Aczel
Abstract: Although there is empirical evidence that visualisation tools can help students to learn formal subjects such as logic, and although particular strategies and conceptual difficulties have been identified, it has so far proved difficult to provide a general model of learning in this context that accounts for these findings in a systematic way. In this paper, four attempts at explaining the relative difficulty of formal concepts and the role of visualisation in this learning process are presented. These explanations draw on several existing theories, including Vygotskys Zone of Proximal Development, Greens Cognitive Dimensions, the Popper-Campbell model of conjectural learning, and cognitive complexity. The paper concludes with a comparison of the utility and applicability of the different models. It is also accompanied by a reflexive commentary[ 0 ] (linked to this paper as a hypertext) that examines the ways in which theory has been used within these arguments, and which attempts to relate these uses to the wider context of learning technology research. Editors: Simon Buckingham Shum (Open U.) Reviewers: Simon Buckingham Shum (Open U.)
E-learning | 2007
James Aczel; Pascale Hardy
This article aims to explore the potential of certain future studies techniques to provide insight into the question of the impact of higher education information and communication technology (ICT) strategies on student learning. The approach is to consider three case studies of new universities in different countries, and to identify the main features of their ICT strategies, related variables, key change drivers and trends. Models representing ICT strategy and dimensions of student learning are then drawn together to produce a number of possible scenarios and testable hypotheses. Recommendations for refining the analysis are highlighted.
Research in Science & Technological Education | 1999
James Aczel; Joan Solomon
Abstract The two authors of this paper were engaged in research in different disciplines and were carrying it out by apparently quite different methods. This combined paper is a reaction to their discovery that the theories being used to examine the data in both cases were based on Donald Campbells evolutionary model of learning, often known as blind variation and selective retention. The two projects, using a computer program for teaching simple linear equations in secondary school mathematics, and making railway signals in design and technology in primary schools, both encouraged creative strategies and evaluative reflection, in their different activities to good effect.
Computers in Education | 2008
James Aczel; Stephen Peake; Pascale Hardy
International Journal of Virtual and Personal Learning Environments | 2011
Eileen Scanlon; Ioanna Iacovides; James Aczel; Josie Taylor; Will Woods