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All Outputs (12)

Datashare: exploring the potential of reusing data for third sector organisations to support their collaboration (2022)
Conference Proceeding
Saienko, O., De Paoli, S., & Donald, I. (2022). Datashare: exploring the potential of reusing data for third sector organisations to support their collaboration. In I. Avellino (Ed.), ECSCW 2022: Proceedings of the 20th European Conference on Computer Supported Cooperative Work. https://doi.org/10.48340/ecscw2022_p10

This paper describes a Participatory design case study on how the reuse of existing data can support cooperative work of Third Sector Organisations in a local context. While many Third Sector Organisations collect data about their own services and lo... Read More about Datashare: exploring the potential of reusing data for third sector organisations to support their collaboration.

CumbraeCraft: a virtual environment for teaching cultural heritage to primary schoolchildren (2021)
Conference Proceeding
MacLeod, K., Reid, A. J., Donald, I., & Smith, K. (2021). CumbraeCraft: a virtual environment for teaching cultural heritage to primary schoolchildren. In P. Fotaris (Ed.), Proceedings of the 15th European Conference on Games Based Learning, ECGBL 2021 (499--508). https://doi.org/10.34190/GBL.21.075

Game-based learning is a research area that has grown within the past two decades, with evidence of tailoring commercial-off-the-shelf gaming, developing bespoke educational games, and using gamification-based learning tools in a variety of education... Read More about CumbraeCraft: a virtual environment for teaching cultural heritage to primary schoolchildren.

Linking gameplay metrics to computational thinking (2020)
Conference Proceeding
Panayotov, N., Donald, I., Falconer, R., & Kempe, V. (2020). Linking gameplay metrics to computational thinking. In P. Fotaris (Ed.), Proceedings of the 14th International Conference of Game Based Learning, ECGBL 2020 (820--823). https://doi.org/10.34190/GBL.20.036

Computational thinking (CT) is considered to be a fundamental skill underlying not only programming ability, but also an entire array of computational problem-solving competencies in a data-driven world. The need for accessible and engaging education... Read More about Linking gameplay metrics to computational thinking.

Training air traffic controllers through digital mobile applications versus traditional methods (2020)
Conference Proceeding
Smy, P., Donald, I., Falconer, R. E., & Scott-Brown, K. (2020). Training air traffic controllers through digital mobile applications versus traditional methods. In P. Fotaris (Ed.), Proceedings of the 14th International Conference on Game Based Learning, ECGBL 2020 (547--557). https://doi.org/10.34190/GBL.20.097

Safety-critical industries, such as air traffic control, are highly regulated, with rigorous processes and procedures to ensure that safety remains of paramount importance despite the business environment. Training personnel in safety-critical indust... Read More about Training air traffic controllers through digital mobile applications versus traditional methods.

Reality inspired games: expanding the lens of games' claims to authenticity (2020)
Conference Proceeding
McMillan, R., Jayemanne, D., & Donald, I. (2020). Reality inspired games: expanding the lens of games' claims to authenticity. In D. Leorke (Ed.), DiGRA '20

This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We a... Read More about Reality inspired games: expanding the lens of games' claims to authenticity.

A theoretical framework for game jams in applied contexts (2020)
Conference Proceeding
Reid, A. J., Smy, P., & Donald, I. (2020). A theoretical framework for game jams in applied contexts. In D. Leorke (Ed.), DiGRA '20

Game jams encourage participants to define, explore, create, and disseminate games with respect to a pre-defined time-period and under specified constraints. Various methods and approaches have helped with establishing conventions, rules, and process... Read More about A theoretical framework for game jams in applied contexts.

The gamification of cybersecurity training (2017)
Conference Proceeding
Coull, N., Donald, I., Ferguson, I., Keane, E., Mitchell, T., Smith, O. V., …Tomkins, P. (2017). The gamification of cybersecurity training. In F. Tian, C. Gatzidis, A. El Rhalibi, W. Tang, & F. Charles (Eds.), E-learning and games (108--111). https://doi.org/10.1007/978-3-319-65849-0_13

Due to the rapidly and continued evolving nature of technology, there is a constant need to update police officers{\textquoteright} training in cyber security to ensure that the UK continues to be a secure place to live and do business. Rather than d... Read More about The gamification of cybersecurity training.

Glitchspace: teaching programming through puzzles in cyberspace (2017)
Conference Proceeding
Donald, I., & MacLeod, K. (2017). Glitchspace: teaching programming through puzzles in cyberspace. In M. Pivec, & J. Grundler (Eds.), Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017 (148--154)

There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful... Read More about Glitchspace: teaching programming through puzzles in cyberspace.

Project Sanitarium: gaming TB: a serious game for a serious problem (2015)
Conference Proceeding
Donald, I., Meyer, K. A., Brengman, J., Gillespie, S., & Bowness, R. (2015). Project Sanitarium: gaming TB: a serious game for a serious problem. In 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games) (52--59). https://doi.org/10.1109/VS-GAMES.2015.7295782

Collaborative projects between Industry and Academia provide excellent opportunities for learning. Throughout the academic year 2014-2015 undergraduates from the School of Arts, Media and Computer Games at Abertay University worked with academics fro... Read More about Project Sanitarium: gaming TB: a serious game for a serious problem.

A sweetspot for innovation: developing games with purpose through student-staff collaboration (2014)
Conference Proceeding
Sloan, R. J. S., Galloway, D., & Donald, I. (2014). A sweetspot for innovation: developing games with purpose through student-staff collaboration. In V. Camilleri, A. Dingli, & M. Montebello (Eds.), VS-Games 2014. https://doi.org/10.1109/VS-Games.2014.7012027

Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored... Read More about A sweetspot for innovation: developing games with purpose through student-staff collaboration.