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Location: Room 8.18
Telephone: +44 (0)20 7679 2769 (x32769)
The Persuasive Games Student Design Competition has launched!!! The kick-off was on February 1st and entries are due on April 5th 2014.
My work in the area of technology and learning has explored the use of digital games in formal education; how digital games and tools support informal learning and how people learn to use technology in the workplace.
Researchers and academics have long been interested in how we can “harness the motivational power of games” to make learning more fun (Kirriemuir and McFarlane, 2004; p. 4). Yet reviews suggest mixed results concerning the effectiveness of games used for educational purposes (Randel et al., 1992; Connolly et al., 2012). My work in the area has investigated how Racing Academy, a game designed specifically to support learning of engineering and physics, was evaluated within a variety of educational contexts. This involved a large scale assessment of how the game was used within five different courses in three further and higher educational institutions (Joiner et al., 2007; Joiner et al, 2013); this included an evaluation of how the game was integrated as part of a tutorial activity and competition at undergraduate level (Darling et al., 2008). Gender differences were also examined, suggesting that female students actually found the game more motivating than male students (Joiner et al., 2011). This work adds to the growing evidence of the effectiveness of digital games used for educational purposes in and also provides guidelines based on Racing Academy’s successful implementation.
While there has been much interest in how games can be used within education and discussion of games as rich learning environments, there has been less empirical research investigating games and informal learning. Further, it is not always clear how learning actually relates to motivation and engagement. My MRes and PhD research (Iacovides, 2012) explored these issues in detail in order to consider how and what people learn through games (Iacovides et al., 2011b) and how involvement relates to learning (Iacovides et al., 2011a; Iacovides et al., 2011c; Iacovides et al., 2012). This culminated in the Gaming Involvement and Informal Learning model, which accounts for the relationship between learning, involvement and identity (Iacovides et al., in press). In addition, I won an award for best roundtable discussion on co-located play (Iacovides, 2009a) and an archival highlights award for research about how to investigate learning during game-play (Iacovides, 2009b). I have further contributed to the literature on methods for analysing game play (Iacovides et al., 2013a) in order to establish a theory of how game-play breakdowns (e.g. problems) and breakthroughs (e.g. solutions) occur in relation to player action, understanding and involvement (Iacovides et al., 2011c; Iacovides et al., in preparation). Further, I am interested in understanding how embodiment relates to the experience of game-play involvement (Farrow & Iacovides, 2013).
My current research on the CHI+MED project investigates learning within a healthcare context, focusing on training within the workplace (Iacovides, Cox & Blandford, 2013), as well understanding current nursing practice and conceptual models of infusion devices (Back et al., 2013). I plan to continue this line of research by investigating e-learning tools that help with the development of appropriate conceptual models.
My interests in game research continue within the CHI+MED project, where I have contributed to work on developing a game for crowdsourcing data on number entry (Oladameji et al 2012). Further, my informal learning research also continues; I recently had a proposal for public engagement funding accepted to develop a game for the purposes of encouraging the general public to reflect on how errors occur and how they are interpreted. Further, I am working with Dominic Furniss and Charlene Jennett to build a citizen science community around the Errordiary website and to evaluate it as a portal informing the public about human error. A recent CHI WiP on motivations within citizen science games (Iacovides et al., 2013b) has been downloaded 172 times from the ACM Digital Library since being uploaded in April 2013.
|Jennett, C; Furniss, D; Iacovides, I; Cox, AL; (2014) In the MOOD for Citizen Psych-Science. Presented at: Citizen Cyberscience Summit 2014, London, UK. |
|Back, J; Iacovides, J; Furniss, D; Vincent, C; Cox, A; Blandford, A; (2013) Designing Better Prescription Charts: Why we Can’t Just Ask the Nurses. UNSPECIFIED |
|Farrow, R; Iacovides, I; (2013) Gaming and the limits of digital embodiment. Philosophy & Technology 10.1007/s13347-013-0111-1. |
|Iacovides, I; Aczel, J; Scanlon, E; Woods, W; (2013) Making sense of game-play: How can we examine learning and involvement? Transactions of the Digital Games Research Association , 1 (1) |
|Iacovides, I; Cox, AL; Blandford, A; (2013) Supporting learning within the workplace: Device training in healthcare. In: ACM International Conference Proceeding Series. |
|Iacovides, I; Jennett, C; Cornish-Trestrail, C; Cox, AL; (2013) Do games attract or sustain engagement in citizen science?: a study of volunteer motivations. In: Mackay, WE and Brewster, SA and Bødker, S, (eds.) CHI Extended Abstracts. (pp. 1101 - 1106). ACM |
|Jennett, C; Iacovides,; Skands, P; Shomar, H; Cox, AL; (2013) Gamification in citizen science: Projects in particle physics and synthetic biology. Presented at: Gamification 2013, Stratford, ON, Canada. |
|Joiner, R; Iacovides, I; Darling, J; Diament, A; Drew, B; Dudley, J; ... Gavin, C; + view all Joiner, R; Iacovides, I; Darling, J; Diament, A; Drew, B; Dudley, J; Owen, M; Gavin, C; - view fewer (2013) Racing Academy: A case study of a digital game for supporting students learning of physics and engineering. In: Baek, Y and Whitton, N, (eds.) Cases on Digital Game-Based Learning: Methods, Models, and Strategies. |
|Kloetzer, L; Schneider, D; Jennett, C; Iacovides, I; Eveleigh, A; Cox, AL; Gold, M; (2013) Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science? Presented at: ESREA 2013, Berlin, Germany. |
|Iacovides, I; (2012) Digital Games: Motivation, Engagement and Informal Learning. Doctoral thesis, The Open University. |
|Iacovides, I; Aczel, J; Scanlon, E; Woods, W; (2012) Investigating the relationships between informal learning and player involvement in digital games. Learning, Media and Technology 1 - 7. |
|Iacovides, I; Farrow, R; (2012) ‘In the game’? Embodied subjectivity in gaming environments. In: (Proceedings) 6th International Conference on the Philosophy of Computer Games: the Nature of Player Experience. |
|Oladimeji, P; Thimbleby, H; Curzon, P; Iacovides, I; Cox, A; (2012) Exploring unlikely errors using video games: An example in number entry research. In: (Proceedings) Fun and Games. |
|Iacovides, I; (2011) Digital games: exploring the relationship between motivation, engagement and informal learning. The Psychology of Education Review , 35 (1) 21 - 24. |
|Iacovides, I; Aczel, J; Scanlon, E; Taylor, J; Woods, W; (2011) Motivation, Engagement and Learning through Digital Games. IJVPLE , 2 , Article 2. 10.4018/jvple.2011040101. |
|Iacovides, I; Aczel, J; Scanlon, E; Woods, W; (2011) Making sense of game-play: how can we examine learning and involvement? In: (Proceedings) DiGRA 2011 Conference: Think Design Play. |
|Iacovides, I; Aczel, J; Scanlon, E; Woods, W; (2011) What can breakdowns and breakthroughs tell us about learning and involvement experienced during game-play? In: Proceedings of the 5th European Conference on Games Based Learning. (pp. 275 - 281). |
|Iacovides, I; Aczel, J; Scanlon, E; Woods, W; (2011) What do players have to say about informal learning through games? In: (Proceedings) 14th EARLI Conference: Education for a Global Networked Society. |
|Joiner, R; Iacovides, J; Owen, M; Gavin, C; Clibbery, S; Darling, J; Drew, B; (2010) Digital games, gender and learning in engineering: do females benefit as much as males? Journal of Science Education and Technology , 20 (2) 178 - 185. |
|Iacovides, I; (2009) Exploring the link between player involvement and learning within digital games. In: Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology. (pp. 29 - 34). |
|Iacovides, I; (2009) Player involvement and learning in digital games: the effect of co-located play. Presented at: Roundtable discussion at the 12th Junior Researchers of EARLI conference, Amsterdam, the Netherlands. Best Roundtable Award Winner.. |
|Darling, I; Drew, B; Joiner, R; Iacovides, I; Gavin, C; (2008) Game-Based Learning in Engineering Education. In: (Proceedings) International Conference on Innovation, Good Practice and Research in Engineering Education. |
|Joiner, R; Iacovides, I; Darling, J; Drew, B; Owen, M; Gavin, C; Clibbery, S; (2007) Racing academy: A preliminary evaluation of an online racing car simulation game for supporting students learning of engineering. In: (Proceedings) European Association for Research on Learning and Instruction. |
|Aisworth, SE; Iacovides, I; (2005) Learning by constructing self-explanation diagrams. In: (Proceedings) European Association for Research on Learning and Instruction (EARLI). |
Page last modified on 18 dec 13 15:40 by Ioanna Iacovides