Matthew Barr

According to our database1, Matthew Barr authored at least 22 papers between 1999 and 2022.

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



In proceedings 
PhD thesis 




Playing Video Games During the COVID-19 Pandemic and Effects on Players' Well-Being.
Games Cult., 2022

Participant-centred planning Framework for effective gender balance activities in tech.
Proceedings of the UKICER 2022: The United Kingdom and Ireland Computing Education Research Conference, Dublin, Ireland, September 1, 2022

Making Visible and Modeling the Underrepresented: Teachers' Reflections on Their Role Modeling in Higher Education.
Proceedings of the ITiCSE 2022: Innovation and Technology in Computer Science Education, Dublin, Ireland, July 8, 2022

Breakout Group Allocation Schedules and the Social Golfer Problem with Adjacent Group Sizes.
Symmetry, 2021

Learning in Context: A First Look at a Graduate Apprenticeship.
Proceedings of the Koli Calling '21: 21st Koli Calling International Conference on Computing Education Research, Joensuu, Finland, November 18, 2021

The Gilmorehill Mystery: A Location-Based Game for Campus Exploration.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

Introduction: A Literary Studies/Games Studies Conversation.
Games Cult., 2020

Preparing Software Engineering Apprentices for Industry.
Proceedings of the ICER 2020: International Computing Education Research Conference, 2020

Computing degree apprenticeships: An opportunity to address gender imbalance in the IT sector?
Proceedings of the IEEE Frontiers in Education Conference, 2020

Online Delivery of Intensive Software Engineering Education during the COVID-19 Pandemic.
Proceedings of the 32nd IEEE Conference on Software Engineering Education and Training, 2020

Addressing mixed levels of prior knowledge by individualising learning pathways in a Degree Apprenticeship Summer School.
Proceedings of the CEP 2020: Computing Education Practice 2020, 2020

Experience report: thinkathon - countering an 'i got it working' mentality with pencil-and-paper exercises.
Inroads, 2019

Developing a Work-based Software Engineering Degree in Collaboration with Industry.
Proceedings of the 1st UK & Ireland Computing Education Research Conference, 2019

Devising Work-based Learning Curricula with Apprentice Research Software Engineers.
Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education, 2019

Student attitudes to games-based skills development: Learning from video games in higher education.
Comput. Hum. Behav., 2018

Video games can develop graduate skills in higher education students: A randomised trial.
Comput. Educ., 2017

Increasing Engagement with the Library via Gamification.
Proceedings of the Third International Workshop on Gamification for Information Retrieval co-located with 39th International ACM SIGIR Conference on Research and Development in Information Retrieval (SIGIR 2016), 2016

Learning through collaboration: video game wikis.
Int. J. Soc. Media Interact. Learn. Environ., 2014

Video Game Preservation in the UK: A Survey of Records Management Practices.
Int. J. Digit. Curation, 2014

Developing Infrastructural Software For Preservation: Reflections Of Lessons Learned Developing The Planets Testbed.
Proceedings of the 7th International Conference on Digital Preservation, 2010

An exploration of novice programming errors in an object-oriented environment.
Proceedings of the Working Group Reports from ITiCSE on Innovation and Technology in Computer Science Education, 1999