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Outputs (10)

Three ways to develop students’ AI literacy (2025)
Newspaper / Magazine
Gonsalves, C., & Illingworth, S. (2025). Three ways to develop students’ AI literacy

Is higher education prepared for a future defined by AI, or do we need to do more to align education with technology’s changing landscape? Here are three ways to get your students to engage with it critically.

AI’s Journey In Schools: From Chalkboards To Chatbots (2024)
Digital Artefact
Illingworth, S. (in press). AI’s Journey In Schools: From Chalkboards To Chatbots. [Blog]

Looking back at the explosive growth of generative AI since 2022, Dr Sam Illingworth advises school leaders on what the future might bring.

'ChatGPT & Me' Student Padlet Data With Reactions (2023)
Data
Drumm, L., Illingworth, S., Graham, C., Calabrese, P., Taylor, S., Dencer-Brown, I., & van Knippenberg, I. (2023). 'ChatGPT & Me' Student Padlet Data With Reactions. [Data]. https://doi.org/10.17869/enu.2023.3200728

These data are from a project which aimed to collect and analyse student attitudes to artificial intelligence (AI) and their own learning and assessment while they are studying with Edinburgh Napier University. AI tools such as ChatGPT make it easier... Read More about 'ChatGPT & Me' Student Padlet Data With Reactions.

How AI could undermine diversity in the curriculum (2023)
Newspaper / Magazine
Illingworth, S. (2023). How AI could undermine diversity in the curriculum

The biases inherent in artificial intelligence are well known – and could be coming to a classroom near you. Sam Illingworth tackles the dark side of ChatGPT

Evidence that digital game players neglect age classification systems when deciding which games to play (2022)
Journal Article
Hollett, R., Tomkinson, S., Illingworth, S., Power, B., & Harper, T. (2022). Evidence that digital game players neglect age classification systems when deciding which games to play. PLOS ONE, 17(2), Article e0263560. https://doi.org/10.1371/journal.pone.0263560

This article considers players’ experiences seeking out new games to play, and their use of the Australian National Classification Scheme in doing so. The global video game industry is booming, with hundreds of games being released each month across... Read More about Evidence that digital game players neglect age classification systems when deciding which games to play.