Thomas Hainey

Orcid: 0000-0001-7164-3394

According to our database1, Thomas Hainey authored at least 29 papers between 2006 and 2024.

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

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Bibliography

2024
Using immersive technologies to enhance the student learning experience.
Interact. Technol. Smart Educ., 2024

A Serious game for programming in higher education.
Comput. Educ. X Real., 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

Learning style analysis in adaptive GBL application to teach SQL.
Comput. Educ., 2015

2014
A narrative literature review of games, animations and simulations to teach research methods and statistics.
Comput. Educ., 2014

EngAGe: A Link between Educational Games Developers and Educators.
Proceedings of the 6th International Conference on Games and Virtual Worlds for Serious Applications, 2014

How to Teach Entrepreneurship Using Serious Games and Web 2.0.
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

Learning Styles in Adaptive Games-Based Learning.
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

A Survey of Academics' Views of the Use of Web2.0 Technologies in Higher Education.
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

Engagement in digital entertainment games: A systematic review.
Comput. Hum. Behav., 2012

A systematic literature review of empirical evidence on computer games and serious games.
Comput. Educ., 2012

2011
The role of psychology in understanding the impact of computer games.
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
Evaluating Games-Based Learning.
Int. J. Virtual Pers. Learn. Environ., 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

An application of games-based learning within software engineering.
Br. J. Educ. Technol., 2007

Applying Games-based Learning to Teach Software Engineering Concepts.
Proceedings of the WEBIST 2007, 2007

Using Games-Based Learning to Teach Software Engineering.
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


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