Thomas Hainey
Orcid: 0000-0001-7164-3394
According to our database1,
Thomas Hainey
authored at least 29 papers
between 2006 and 2024.
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Bibliography
2024
Interact. Technol. Smart Educ., 2024
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
2015
An application of adaptive games-based learning based on learning style to teach SQL.
Comput. Educ., 2015
Comput. Educ., 2015
2014
A narrative literature review of games, animations and simulations to teach research methods and statistics.
Comput. Educ., 2014
Proceedings of the 6th International Conference on Games and Virtual Worlds for Serious Applications, 2014
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014
2013
Using Scratch with Primary School Children: An Evaluation of Games Constructed to Gauge Understanding of Programming Concepts.
Int. J. Game Based Learn., 2013
Students' attitudes toward playing games and using games in education: Comparing Scotland and the Netherlands.
Comput. Educ., 2013
Proceedings of the International Joint Conference SOCO'13-CISIS'13-ICEUTE'13, 2013
Are Web2.0 Tools Used to Support Learning in Communities of Practice - A Survey of Three Online Communities of Practice.
Proceedings of the International Joint Conference SOCO'13-CISIS'13-ICEUTE'13, 2013
Proceedings of the International Joint Conference SOCO'13-CISIS'13-ICEUTE'13, 2013
The Use of Games as an Educational Web2.0 Technology - A Survey of Motivations for Playing Computer Games at HE Level.
Proceedings of the International Joint Conference SOCO'13-CISIS'13-ICEUTE'13, 2013
2012
Teachers' Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence.
Int. J. Game Based Learn., 2012
Comput. Hum. Behav., 2012
A systematic literature review of empirical evidence on computer games and serious games.
Comput. Educ., 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
An alternate reality game for language learning: ARGuing for multilingual motivation.
Comput. Educ., 2011
2010
2007
Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, M. Prensky (Eds.). Information Science Publishing (2007), ISBN: 1-59904304-1.
Int. J. Inf. Manag., 2007
Information Systems Development Methodologies, Techniques & Tools, fourth edition, David Avison, Guy Fitzgerald, McGraw-Hill Education, Maidenhead, 2006 (656pp., ISBN 10 0-07-7114175, £41.99).
Int. J. Inf. Manag., 2007
Br. J. Educ. Technol., 2007
Applying Games-based Learning to Teach Software Engineering Concepts.
Proceedings of the WEBIST 2007, 2007
Proceedings of the Web Information Systems and Technologies, 2007
2006
Don't Bother Me, Mom - I'm Learning: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help! Marc Prensky. Paragon House (2006) (254pp., $19.95, ISBN: 1-55778-858-8).
Int. J. Inf. Manag., 2006