Patrick Buckley

Orcid: 0000-0001-7840-197X

According to our database1, Patrick Buckley authored at least 13 papers between 2009 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2022
The impact of co-creation: an analysis of the effectiveness of student authored multiple choice questions on achievement of learning outcomes.
Interact. Learn. Environ., 2022

2019
An Empirical Study of Gamification Frameworks.
J. Organ. End User Comput., 2019

2017
The effect of malicious manipulations on prediction market accuracy.
Inf. Syst. Frontiers, 2017

Game On! Students' Perceptions of Gamified Learning.
J. Educ. Technol. Soc., 2017

Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market.
Comput. Educ., 2017

2016
Using web-based collaborative forecasting to enhance information literacy and disciplinary knowledge.
Interact. Learn. Environ., 2016

Gamification and student motivation.
Interact. Learn. Environ., 2016

A Comparison of the Forecasting accuracy of Prediction Markets and Expert Practitioners.
Proceedings of the UKAIS 2016, 2016

2015
An Empirical Inventory of Gamification Components.
Proceedings of the UKAIS 2015, 2015

2013
An Investigation of the Effect of Malicious Manipulations on Prediction Market Performance.
Proceedings of the UKAIS 2013, 2013

Modelling Care Pathways in a Connected Health Setting.
Proceedings of the Foundations of Health Information Engineering and Systems, 2013

2011
A case study on using prediction markets as a rich environment for active learning.
Comput. Educ., 2011

2009
Managing prediction markets.
Proceedings of the 2009 ACM SIGMIS CPR Conference on Computer Personnel Research 2009, 2009


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