Elizabeth A. Boyle
Orcid: 0000-0003-3900-6111
According to our database1,
Elizabeth A. Boyle
authored at least 17 papers
between 2011 and 2019.
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Bibliography
2019
Integrating games as a means to develop e-learning: Insights from a psychological perspective.
Br. J. Educ. Technol., 2019
2018
Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability.
Interact. Learn. Environ., 2018
The opportunities and challenges of serious games for people with an intellectual disability.
Br. J. Educ. Technol., 2018
The Design of the RU EU? Game: A Game-Based Approach to Help Students' Exploring of European Identity and Values.
Proceedings of the Technology and Innovation in Learning, Teaching and Education, 2018
Linking Learning Outcomes and Game Mechanics in the Early Stages of the RU EU? Project.
Proceedings of the Games and Learning Alliance - 7th International Conference, 2018
2016
A systematic literature review of games-based learning empirical evidence in primary education.
Comput. Educ., 2016
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games.
Comput. Educ., 2016
2014
A case study on the design and development of minigames for research methods and statistics.
EAI Endorsed Trans. Serious Games, 2014
A narrative literature review of games, animations and simulations to teach research methods and statistics.
Comput. Educ., 2014
2013
Acquiring 21st Century Skills: Gaining Insight into the Design and Applicability of a Serious Game with 4C-ID.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013
Towards an Understanding of the Relationship Between Executive Functions and Learning Outcomes from Serious Computer Games.
Proceedings of the Games and Learning Alliance - Second International Conference, 2013
2012
Comput. Hum. Behav., 2012
A systematic literature review of empirical evidence on computer games and serious games.
Comput. Educ., 2012
Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games.
Proceedings of the Serious Games Development and Applications, 2012
2011
Entertain. Comput., 2011
The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level.
Comput. Educ., 2011
Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level.
Comput. Educ., 2011