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Author

Ian Dunwell

Other affiliations: Coventry Health Care
Bio: Ian Dunwell is an academic researcher from Coventry University. The author has contributed to research in topics: Experiential learning & Educational technology. The author has an hindex of 21, co-authored 97 publications receiving 1685 citations. Previous affiliations of Ian Dunwell include Coventry Health Care.


Papers
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Journal ArticleDOI
TL;DR: Evaluating the effectiveness of a serious game in the teaching of major incident triage by comparing it with traditional training methods found it to offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods.

222 citations

Book ChapterDOI
14 Jul 2009
TL;DR: An evaluation to assess the usability of the NeuroSky's MindSet by defining a model of attention to fuse attention signals with user-generated data in a Second Life assessment exercise suggests that the MS provides accurate readings regarding attention.
Abstract: This paper presents the results of a usability evaluation of the NeuroSky's MindSet (MS). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumer-oriented BCI has appeared for the video game industry. The MS, a headset with a single electrode, is based on electro-encephalogram readings (EEG) capturing faint electrical signals generated by neural activity. The electrical signal across the electrode is measured to determine levels of attention (based on Alpha waveforms) and then translated into binary data. This paper presents the results of an evaluation to assess the usability of the MS by defining a model of attention to fuse attention signals with user-generated data in a Second Life assessment exercise. The results of this evaluation suggest that the MS provides accurate readings regarding attention, since there is a positive correlation between measured and self-reported attention levels. The results also suggest there are some usability and technical problems with its operation. Future research is presented consisting of the definition a standardized reading methodology and an algorithm to level out the natural fluctuation of users' attention levels if they are to be used as inputs.

182 citations

Journal ArticleDOI
TL;DR: Analysis of observation data suggests that blending this interactive game-based approach with traditional classroom delivery encouraged the teachers and students to engage in communal discussions and debriefing during and after game play.
Abstract: Didactic approaches to Relationships and Sex Education (RSE) have been shown to yield limited outcomes when compared to approaches that stimulate peer discussion and debate. Creating effective interventions, which stimulate peer involvement, remains a demanding task and finding a solution that is not only engaging but also pedagogically sound is vital. A case thus exists for exploring how game technology might facilitate more feasible solutions. This paper presents the development approach of a digital game: PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships), designed by a cross-disciplinary team of UK researchers from Coventry University's Studies in Adolescent Sexual Health (SASH) research group and the Serious Games Institute (SGI). Psychological targets for game content were identified through Intervention Mapping (IM) and the game design process was based on the Four-Dimensional Framework of Learning (4DF) emphasizing the context of deployment, learner profiling and the pedagogical perspective that influence the mode of representation of the learning content. Early efficacy testing of the game solution was validated through a cluster-randomized controlled trial in local schools (n = 505) indicated some positive outcomes in favour of the game-based approach, based on self-reported measures of psycho-social preparedness for avoiding coercion (F [3, 501] = 15.306, p < .001, @h"p^2 = 0.084). Analysis of observation data suggests that blending this interactive game-based approach with traditional classroom delivery encouraged the teachers and students to engage in communal discussions and debriefing during and after game play. Together, the results demonstrated real benefits for pedagogy-driven game-based approaches to support the delivery of RSE within a classroom setting.

146 citations

Journal ArticleDOI
TL;DR: In this article, an evidence-based review and synthesis on the design and use of serious games in higher education is presented. And the authors outline the potential of classifying the links between learning attributes and game mechanics as a means to scaffold teachers' understanding of how to perpetuate learning in optimal ways while enhancing the in-game learning experience.
Abstract: This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned, designed and implemented by university teachers interested in using games, which are integrated into lesson plans and orchestrated as part of a learning sequence at any scale. The findings outline the potential of classifying the links between learning attributes and game mechanics as a means to scaffold teachers’ understanding of how to perpetuate learning in optimal ways while enhancing the in-game learning experience. The findings of this paper provide a foundation for describing methods, frames and discourse around experiences of design and use of serious games, linked to methodological limitations and recommendations for further research in this area.

129 citations

Journal ArticleDOI
TL;DR: A foundational learning analytics model for higher education that focuses on the dynamic interaction of stakeholders with their data supported by visual analytics, such as self-organising maps, to generate conversations, shared inquiry and solution-seeking is proposed.
Abstract: With digitisation and the rise of e-learning have come a range of computational tools and approaches that have allowed educators to better support the learners' experience in schools, colleges and universities. The move away from traditional paper-based course materials, registration, admissions and support services to the mobile, always-on and always accessible data has driven demand for information and generated new forms of data observable through consumption behaviours. These changes have led to a plethora of data sets that store learning content and track user behaviours. Most recently, new data analytics approaches are creating new ways of understanding trends and behaviours in students that can be used to improve learning design, strengthen student retention, provide early warning signals concerning individual students and help to personalise the learner's experience. This paper proposes a foundational learning analytics model (LAM) for higher education that focuses on the dynamic interaction of stakeholders with their data supported by visual analytics, such as self-organising maps, to generate conversations, shared inquiry and solution-seeking. The model can be applied for other educational institutions interested in using learning analytics processes to support personalised learning and support services. Further work is testing its efficacy in increasing student retention rates.

116 citations


Cited by
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[...]

08 Dec 2001-BMJ
TL;DR: There is, I think, something ethereal about i —the square root of minus one, which seems an odd beast at that time—an intruder hovering on the edge of reality.
Abstract: There is, I think, something ethereal about i —the square root of minus one. I remember first hearing about it at school. It seemed an odd beast at that time—an intruder hovering on the edge of reality. Usually familiarity dulls this sense of the bizarre, but in the case of i it was the reverse: over the years the sense of its surreal nature intensified. It seemed that it was impossible to write mathematics that described the real world in …

33,785 citations

Book
01 Jan 2012
Abstract: Experience and Educationis the best concise statement on education ever published by John Dewey, the man acknowledged to be the pre-eminent educational theorist of the twentieth century. Written more than two decades after Democracy and Education(Dewey's most comprehensive statement of his position in educational philosophy), this book demonstrates how Dewey reformulated his ideas as a result of his intervening experience with the progressive schools and in the light of the criticisms his theories had received. Analysing both "traditional" and "progressive" education, Dr. Dewey here insists that neither the old nor the new education is adequate and that each is miseducative because neither of them applies the principles of a carefully developed philosophy of experience. Many pages of this volume illustrate Dr. Dewey's ideas for a philosophy of experience and its relation to education. He particularly urges that all teachers and educators looking for a new movement in education should think in terms of the deeped and larger issues of education rather than in terms of some divisive "ism" about education, even such an "ism" as "progressivism." His philosophy, here expressed in its most essential, most readable form, predicates an American educational system that respects all sources of experience, on that offers a true learning situation that is both historical and social, both orderly and dynamic.

10,294 citations

01 Jan 1990
TL;DR: An overview of the self-organizing map algorithm, on which the papers in this issue are based, is presented in this article, where the authors present an overview of their work.
Abstract: An overview of the self-organizing map algorithm, on which the papers in this issue are based, is presented in this article.

2,933 citations