Ian Dunwell

Orcid: 0000-0002-7526-3257

According to our database1, Ian Dunwell authored at least 52 papers between 2005 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2023
Efficacy of the 4F Feedback Model: A Game-Based Assessment in University Education.
Inf., February, 2023

2021
Science teachers' experiences of inquiry-based learning through a serious game: a phenomenographic perspective.
Smart Learn. Environ., 2021

2020
Fostering Engagement with Cultural Heritage Through Immersive VR and Gamification.
Proceedings of the Visual Computing for Cultural Heritage, 2020

2019
Implementing Adaptive Game Difficulty Balancing in Serious Games.
IEEE Trans. Games, 2019

Promoting healthy teenage behaviour across three European countries through the use of a novel smartphone technology platform, PEGASO fit for future: study protocol of a quasi-experimental, controlled, multi-Centre trial.
BMC Medical Informatics Decis. Mak., 2019

The Design and Development of a Game-Based Approach to Entrepreneurship Education - Translating Entertainment Game Design Principles to Educational Games.
Proceedings of the Internet of Things, Infrastructures and Mobile Applications - Proceedings of the 13th IMCL Conference, Thessaloniki, Greece, 31 October, 2019

Reinforcing Rational Decision Making in a Risk Elicitation task through Visual Reasoning.
Proceedings of the 41th Annual Meeting of the Cognitive Science Society, 2019

2018
A Game for Entrepreneurship Training Supporting Dual-Career Paths.
Proceedings of the Challenges of the Digital Transformation in Education - Proceedings of the 21st International Conference on Interactive Collaborative Learning (ICL 2018), 2018

2017
Essential features of serious games design in higher education: Linking learning attributes to game mechanics.
Br. J. Educ. Technol., 2017

Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach.
Proceedings of the Serious Games and Edutainment Applications, Volume II, 2017

2016
Translating open data to educational minigames.
Proceedings of the 11th International Workshop on Semantic and Social Media Adaptation and Personalization, 2016

2015
State-of-the-art in Business Games.
Int. J. Serious Games, 2015

Foundations of dynamic learning analytics: Using university student data to increase retention.
Br. J. Educ. Technol., 2015

2014
Creating Coherent Incidental Learning Journeys on Smartphones Using Feedback and Progress Indicators: The SCAMP Framework.
Int. J. Mob. Blended Learn., 2014

Providing Career Guidance to Adolescents through Digital Games: A Case Study.
Int. J. Game Based Learn., 2014

Assessing the Reach and Impact of Game-Based Learning Approaches to Cultural Competency and Behavioural Change.
CoRR, 2014

A Usability Evaluation of Game-Based Approaches Assessing Risk and Delayed Gratification.
Proceedings of the 6th International Conference on Games and Virtual Worlds for Serious Applications, 2014

Fostering Science Teachers' Design for Inquiry-Based Learning by Using a Serious Game.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

THE GROWTH: An Environmental Game Focusing on Overpopulation Issues.
Proceedings of the Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality, 2014

Pegaso: A Serious Game to Prevent Obesity.
Proceedings of the Digital Human Modeling. Applications in Health, Safety, Ergonomics and Risk Management, 2014

Facilitating Intuitive-Guided Learning in a Serious Game through Integration with a Learning Content Management System.
Proceedings of the Eighth International Conference on Complex, 2014

A game-based learning approach to road safety: the code of everand.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Serious Gaming for Behavior Change: The State of Play.
IEEE Pervasive Comput., 2013

The Herbert Virtual Museum.
J. Electr. Comput. Eng., 2013

The development approach of a pedagogically-driven serious game to support Relationship and Sex Education (RSE) within a classroom setting.
Comput. Educ., 2013

Metycoon: A Game-Based Approach to Career Guidance.
Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications, 2013

The Open Innovation Exchange Platform: Experiences of Implementing a Business Community Engagement Platform for Channeling IP Development and Collaboration with Local Businesses.
Proceedings of the IEEE 10th International Conference on e-Business Engineering, 2013

Prototyping a Cognitive Assessment System to Enrich the Virtualization of Collaborative Learning.
Proceedings of the Seventh International Conference on Complex, 2013

Advances in MASELTOV - Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
PR: EPARe: A Game-Based Approach to Relationship Guidance for Adolescents.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

CC-LO: Embedding Interactivity, Challenge and Empowerment into Collaborative Learning Sessions.
J. Univers. Comput. Sci., 2012

E-commerce transactions in a virtual environment: virtual transactions.
Electron. Commer. Res., 2012

Technical Evaluation of The mEducator 3.0 Linked Data-based Environment for Sharing Medical Educational Resources.
Proceedings of the 2nd International Workshop on Learning and Education with the Web of Data, 2012

Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Authoring of Adaptive Serious Games.
Proceedings of the 21st Century Learning for 21st Century Skills, 2012

Guiding Intuitive Learning in Serious Games: An Achievement-Based Approach to Externalized Feedback and Assessment.
Proceedings of the Sixth International Conference on Complex, 2012

2011
Towards Collaborative Complex Learning Objects by the Virtualization of Collaborative Sessions.
Proceedings of the Information Systems, E-learning, and Knowledge Management Research, 2011

Complete Motion Control of a Serious Game against Obesity in Children.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

Building Social Commmunities around Alternate Reality Games.
Proceedings of the Third International Conference on Games and Virtual Worlds for Serious Applications, 2011

Scenario-based serious games repurposing.
Proceedings of the 29th ACM international conference on Design of communication, 2011

Blended Game-Based Learning Environments: Extending a Serious Game into a Learning Content Management System.
Proceedings of the 2011 Third International Conference on Intelligent Networking and Collaborative Systems (INCoS), Fukuoka, Japan, November 30, 2011

CC-LO: A New Type of Learning Object for the Virtualization of Live Collaborative Sessions.
Proceedings of the 2011 Third International Conference on Intelligent Networking and Collaborative Systems (INCoS), Fukuoka, Japan, November 30, 2011

Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction.
Proceedings of the Serious Games and Edutainment Applications., 2011

2010
An Engine Selection Methodology for High Fidelity Serious Games.
Proceedings of the Second International Conference on Games and Virtual Worlds for Serious Applications, 2010

Levels of Interaction: A User-Guided Experience in Large-Scale Virtual Environments.
Proceedings of the Second International Conference on Games and Virtual Worlds for Serious Applications, 2010

Automating Content Generation for Large-scale Virtual Learning Environments using Semantic Web Services.
Proceedings of the 5th Workshop on Semantic Wikis, 2010

Levels of Interaction (LoI): A Model for Scaffolding Learner Engagement in an Immersive Environment.
Proceedings of the Intelligent Tutoring Systems, 10th International Conference, 2010

iSpace- Smart Monitoring of Higher and Further Institutions in UK.
Proceedings of the Sixth International Conference on Intelligent Environments, 2010

2009
Assessing NeuroSky's Usability to Detect Attention Levels in an Assessment Exercise.
Proceedings of the Human-Computer Interaction. New Trends, 13th International Conference, 2009

2008
Spotlight Interest Management for Distributed Virtual Environments.
Proceedings of the 14th Eurographics Symposium on Virtual Environments, 2008

2006
A spotlight based interest management approach for distributed virtual environments.
PhD thesis, 2006

2005
Perceptually-Oriented Interest Management In Large-Scale Networked Virtual Environments.
Proceedings of the EG UK Theory and Practice of Computer Graphics, 2005


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