
Claire O'MalleyUniversity of Nottingham | Notts · School of Psychology
Claire O'Malley
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115
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Publications (115)
Smartphone users engage extensively with their devices, on an intermittent basis for short periods of time. These patterns of behaviour have the potential to make mobile gambling especially perseverative. This paper reports the first empirical study of mobile gambling in which a simulated gambling app was used to measure gambling behaviour in phase...
Previous studies have highlighted the difficulty that designers face in creating mobile museum guides to enhance small group experiences. In this paper, we report a study exploring the potential of mobile visual recognition technology (Artcodes) to improve users’ experiences in a visitor centre. A prototype mobile guide in the form of a treasure hu...
Analyses of disordered gambling assessment data have indicated that commonly used screens appear to measure latent categories. This stands in contrast to the oft-held assumption that problem gambling is at the extreme of a continuum. To explore this further, we report a series of latent class analyses of a number of prevalent problem gambling asses...
This manuscript reviews the extant literature on key issues related to mobile gambling and considers whether the potential risks of harm emerging from this platform are driven by pre-existing comorbidities or by psychological processes unique to mobile gambling. We propose an account based on associative learning that suggests this form of gambling...
Mobile gambling is an emerging market in which there is evidence that some gamblers are introduced to gambling through their mobile device, and that mobile gambling does not ‘cannibalise’ participation with other forms of gambling. There is a concern that mobile gamblers face distinct risks from other forms of gambling, particularly for harmful beh...
This paper reports a series of analyses examining the predictors of gambling subtypes identified from a latent class analysis of problem gambling assessment data, pooled from four health and gambling surveys conducted in Britain between 2007 and 2012. Previous analyses have indicated that gambling assessments have a consistent three class structure...
Manipulating different behavioral characteristics of gambling games can potentially affect the extent to which individuals persevere at gambling, and their transition to problematic behaviors. This has potential impact for mobile gambling technologies and responsible gambling interventions. Two laboratory models pertinent to this are the partial re...
Personal service customization, or personalization, is one of the core tools that are being used by on-line providers of information services such as search engines, social media, news sites and product recommender systems to optimize the individual user experience in hopes of attracting and keeping users. In this paper we will examine the user pro...
A quick journey through prevention science (e.g., substance misuse prevention) and a comparison between online and offline risks, harm, and vulnerability in children suggests that new approaches and interventions are needed to promote Internet safety and minimise the new sources of risk associated with accessing the Internet. In this paper we prese...
In this paper, we outline an online survey-based study seeking to understand academic attitudes towards social media research ethics (SMRE). As the exploratory phase of a wider research project, findings are discussed in relation to the responses of 30 participants, spanning multiple faculties and locations at one international university. The pape...
This article focuses on how the representational properties of manipulatives affect the strategies children employ in problem solving. Two studies examined the effect of physical materials on 4–7-year-old children's problem solving strategies in a numerical (i.e., additive composition) task. The first study showed how children not only identified m...
Schools are often encouraged to facilitate extra-curricular learning within their own premises. This study addresses the potential of social networking sites (SNS) for supporting such out-of-class study. Given concerns that learning on these sites may happen at a surface level, we adopted self-determination theory for designing a social networking...
A central challenge for science educators is to enable young people to act as scientists by gathering and assessing evidence, conducting experiments and engaging in informed debate. We report the design of the nQuire toolkit, a system to support scripted personal inquiry learning, and a study of its use with school students aged 11-14. This differs...
Aims:
To test whether problem gambling is a categorical or dimensional disorder on the basis of two problem gambling assessments. This distinction discriminates between two different conceptualizations of problem gambling: one that problem gambling is defined by its addictive properties, the other that it is a continuum of harm.
Method:
Using Th...
This paper submission to DE2013 outlines the development of a scale intended to measure concern for professional reputation through interaction with social media (CPI-SMR). The paper provides a summary of the four factors to emerge from principal components analysis (PCA) conducted upon a dataset provided by full-time, UK-based students.
The increasing ubiquity of social media in contemporary society presents organisational researchers with a novel platform from which to build and adapt theories of identity. In particular, personal and professional self-concepts would seem to have become increasingly interwoven through increasing personal and organisational engagement with such tec...
Recent developments in tangible and mobile technologies, including touch screens, sensors embedded in smartphones or other wearable devices, and so on, create potentially very interesting opportunities for forms of learning that combine sensorimotor representations arising from first person physical activity, with visual and auditory digital repres...
Manipulatives—physical learning materials such as cubes or tiles—are prevalent in educational settings across cultures and
have generated substantial research into how actions with physical objects may support children’s learning. The ability to
integrate digital technology into physical objects—so-called ‘digital manipulatives’—has generated excit...
In this paper, a novel approach to engaging students in personal inquiry learning is described, whereby they carry out scientific investigations that are personally meaningful and relevant to their everyday lives. The learners are supported by software that guides the inquiry process, extending from the classroom into the school grounds, home, or o...
Developing shared understanding is essential to productive collaboration where a product is jointly constructed. This is especially true when the different collaborators’ contributions need to build coherently on one another, as, for example, when making a story together. This study investigated whether encouraging children to engage in discussion...
The advent of networked environments into the classroom is changing classroom debates in many ways. This article addresses one key attribute of these environments, namely anonymity, to explore its consequences for co-present adolescents anonymous, by virtue of the computer system, to peers not to teachers. Three studies with 16–17 year-olds used a...
An inquiry-led investigation with technology was designed and implemented, aiming to enhance our understanding of how inquiry
learning takes place within a personal, socio-cultural and institutional context. Children used personal technologies across
contexts, to plan and collect evidence, analyse and share their work. These technologies are bounda...
This study examined the extent to which multimedia features of typical literacy learning software provide added benefits for
developing literacy skills compared with typical whole-class teaching methods. The effectiveness of the multimedia software
Oxford Reading Tree (ORT) for Clicker in supporting early literacy acquisition was investigated throu...
This research aims to explore the role of physical representations in young children’s numerical learning then identify the benefits of using a graphical interface in order to understand the potential for developing interactive technologies in this domain. Three studies are reported that examined the effect of using physical representations (blocks...
The effectiveness of a reading intervention using the whole-word multimedia software ‘Oxford Reading Tree (ORT) for Clicker’ was compared to a reading intervention using traditional ORT Big Books. Developing literacy skills and attitudes towards learning to read were assessed in a group of 17 struggling beginner readers aged 5–6 years. Each child w...
Inquiry learning is an educational approach that involves a process of exploration, asking questions and making discoveries in the search for new understandings. Researchers however are divided about the value of the approach. In the symposium, it is argued that one of the reasons for this controversy is the way that inquiry learning is assessed. C...
In order to design tangible technologies that are effective in supporting children's learning, it is important to understand what advantages or limitations are afforded by physical manipulation. This paper highlights some of the perceptual and manipulative properties of physical representations with respect to their effect on the problem space and...
The aim of this symposium is to explore a number of different approaches to providing scaffolding of collaborative activities in inquiry learning in science that are adaptive to context, that support coordination of activities across contexts and that take account of individual variation in learners' and teachers' preferences and motivations.
The paper describes a school trial in secondary to school to explore how version 1 of the PI Toolkit helped students to perform a personally relevant scientific inquiry in a science classroom and at home. Over a three-week period (nine lessons), twenty one 13-14 year old students in an inner city school participated in an inquiry to answer the ques...
The overall aim of this symposium is to focus on the relationship between research and design of technologies for early years learning. Presentations will centre around two studies, one concerned with understanding the role that digital technologies play in shaping interactions between parents and young children in the home and the other with under...
3 Abstract: We explored children's spontaneous use of the Onion Street Maths and English message boards out-of-school. These are open-access, study support forums that are widely accessed and well-regarded by teachers and students in the UK. 416 messages were collected on the Maths board and 893 messages were collected on the English board. Sustain...
Abstract This paper outlines the work of the Conceptual Change in Science project, funded as part of the ESRC InTER programme. The aims of this research project are to clarify and describe the process of change in learners' conceptual understandings of natural phenomena. The domain of reasoning selected for study is that of mechanics. Computer soft...
Study of PeerTutoringTheory of Mind and PeerTutoringMethod
Results and DiscussionReferences
The current study aimed to examine the effect of anonymity and privacy on students' voting behaviour before and after classroom debate. A positioning system with three different settings was prototyped (Private, Anonymous or Public). It was predicted that students voting publicly would be less inclined to express changes in their views, and that th...
Learners nowadays have access to individual, networked computers for collaboration in the classroom merging features of face-to-face and distant collaboration and bringing new opportunities and problems to overcome. This paper describes a study exploring how chat and threaded discussion tools were used to debate. Preliminary analysis suggests that...
The paper describes a project to support personal inquiry learning with handheld and desktop technology between formal and informal settings. It presents a trial of the technology and learning across a school classroom, sports hall, and library. The main aim of the study was to incorporate inquiry learning activities within an extended school scien...
Digital Replay System (DRS) is a software tool being developed by the DReSS node of the UK ESRC-funded National Centre for e-Social Science. It is publically available under an open source license and is designed to support the organisation, synchronised replay, and analysis of complex multimodal corpora including audio, video, dialogue transcripts...
In the UK, literacy instruction is widely supported by computer software programs aimed to improve
literacy skills. However relatively few systematic studies have been conducted to date to investigate whether
these programs are effective in supporting literacy acquisition. Programs range in nature from those supporting
the acquisition of phonic rea...
Extensive educational research discusses the potential for information and communication technologies in supporting homework, but most has focused on providing content. The research in this paper focuses instead on the issues around managing homework and balancing home and school through the capabilities of ubiquitous technologies. As part of our r...
This is the author’s final draft of the paper published as International Journal of Learning Technology, 2006, 2 (2/3), pp. 138-158. The final published version is available at http://www.inderscience.com, Doi: 10.1504/IJLT.2006.010616. Our approach to understanding mobile learning begins by describing a dialectical approach to the development and...
By considering the spatial character of sensor-based interactive systems, this paper investigates how discussions of seams and seamlessness in ubiquitous computing neglect the complex spatial character that is constructed as a side-effect of deploying sensor technology within a space. Through a study of a torch (`flashlight') based interface, we de...
Research has focused on building technologies to support children in their transitions between home and school [9] without a developed sense of how individual families react to such technologies. We interviewed three different families about their reactions to ubiquitous computing technologies designed to support home-school transitions. We found t...
Social scientists face an overload of digitized information. In particular, they must often spend inordinate amounts of time coding and analyzing transcribed speech. This paper describes a study, in the field of learning science, of the feasibility of semi-automatically coding and scoring verbal data. Transcripts from 48 individual learners compris...
In this paper we attempt to formalise some of the basic at- tributes of performative interaction against a background of sociological analysis in order to better understand how computer interfaces may sup- port performance. We show how this generic formalisation can be used in the deconstruction, analysis and understanding of performative ac- tion...
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI, questioning how a performer s interaction with a computer experienced is by spectators. We examine examples from art, performance and exhibition design, comparing them accord...
Public deliverable from the MOBILearn project (D.4.1)
Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI -how should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) acc...
This study investigates the effects of performance and communication within audio-visual (shared representations) and audio-only conditions. Two three-dimensional (3D) representations were presented in each communication condition. The goal of the study was to examine both explicit and implicit references made during verbal interactions, and to gat...
Interactive exhibits are now commonplace in museum settings, providing 'edutainment' for visitors. However, many technologies co-exist uneasily with more traditional methods of display. In this paper we describe a design strategy for mixing realities in museum spaces. An approach is adopted for designing interactives which complement rather than re...
2004 ACM. Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design...
Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery...
Two theories that attempt to explain the relationship between false belief understanding and inhibition skills were investigated: (1) theory of mind development improves self-control, and (2) executive control is necessary for developing a theory of mind. A microgenetic approach was adopted, with a group of 21 children completing a battery of inhib...
How does designing for novel experiences with largely untried technologies get its inspiration? Here we report on a project whose goal was to promote learning through novel, playful visions of technologies. To this end, we experimented with a diversity of ambient and pervasive technologies to inspire and drive our design. Working as a large multi-d...
We review the research on mobile learning and theories of learning in order to produce a pedagogically sound set of guidelines for learners, teachers, and policy makers who are considering adopting m-learning technology. The guidelines are not primarily intended as requirements for systems design, but they will be of use to systems designers, in al...
Mobile learning as a concept has come about through the availability of mobile technologies. A number of questions about the phenomenon of mobile learning are raised: how does mobile learning integrate with other learning activities? When in the day does it happen and where? What does it relate to? What portion of everyday learning does it constitu...
Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery...
When we think of digital technologies in schools, we tend to think of computers, keyboards, sometimes laptops, and more recently whiteboards and data projectors. These tools are becoming part of the familiar educational landscape. Outside the walls of the classroom, however, there are significant changes in how we think about digital technologies -...
This paper describes an empirical evaluation of one two-dimensional (2D), and two three-dimensional (3D) representations. These representations were developed to present customer behaviour information on telecommunications usage. The goal of the study was to investigate how the properties of these different but informationally equivalent representa...
This paper describes an activity designed for a site of special interest in which clues to its history are gathered as visitors explore the site before interacting with two displays which reveal details of key past events. We investigate a design approach in which electronically tagged paper is used both to weave the visit together and configure th...
This paper examines the role of adults’ participation in a mixed reality experience in aiding children to discover, reason and reflect about historical places and events. An experience was developed which involved a paper-based ‘history hunt’ around a castle searching for clues about historical events that happened at the site. The clues involved p...
This paper describes an activity designed for a site of special interest in which clues to its history are gathered as visitors explore the site before interacting with two displays which reveal details of key past events. We investigate a design approach in which electronically tagged paper is used both to weave the visit together and configure th...
How does designing for novel experiences with largely untried technologies get its inspiration? Here we report on a project whose goal was to promote learning through novel, playful visions of technologies. To this end, we experimented with a diversity of ambient and pervasive technologies to inspire and drive our design. Working as a large multi-d...
The physical nature of the classroom means that children are continually divided into small groups. The present study examined collaboration on a story creation task using technologies believed to encourage and support collaborative behaviour. Four children used tangible technologies over three sessions. The technology consisted of a large visual d...
HCI is faced with a new challenge: how to assemble coherent experiences across increasingly diverse interfaces. We explore an approach in which electronically tagged paper provides the glue between displays in a museum setting. Visitors follow and annotate paper clues as they explore a historical site. These clues are then tagged and used to intera...
We describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the re-enactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pres...
Technology is changing the way children play. But should we be excited or worried about the introduction of technology into children's toys? This panel of smart toy experts will examine the advantages and disadvantages of technologically-enhanced play and will discuss potential psychological and developmental consequences of electronic playthings....
Technology is changing the way children play. But should we be excited or worried about the introduction of technology into children's toys? This panel of smart toy experts will examine the advantages and disadvantages of technologically-enhanced play and will discuss potential psychological and developmental consequences of electronic playthings....
Most studies of video-mediated, computer-supported cooperative work have investigated the impact of video conference communication links between users. Fewer studies have explored the use of multimedia systems which provide video data. In our study, the perceived benefits of these two sorts of video provision have been directly compared. We explore...
The five ways of using computer simulations for students learning physics are for `hypothetical' experiments, for `breaking' the laws of nature, for `tidy' experiments, for `instrumental' data capture and display and for direct mathematical `modelling'. This article describes a distributed computer simulation running on linked workstations and repo...
Interpretation of the nature of mathematical understanding has changed recently. These changes have prompted calls for different instructional methods in the primary classroom. COPPERS is a mathematical learning environment which explores how such goals should be implemented computationally. Two experiments have examined how system components have...
This study incorporated two cross‐cultural dimensions using both Singaporean and UK subjects as well as expert raters from both cultures to investigate links between children's “theories of minds” (ToM) and their social interactive behaviour. This trian‐gulation procedure examined 12 dyads paired on equal and unequal ToM status and were videotaped...
This article examined communication and task performance in face-to-face, copresent, and video-mediated communication (VMC). Study 1 showed that when participants in a collaborative problem-solving task could see and hear each other, the structure of their dialogues differed compared with dialogues obtained when they only heard each other. The audi...
This chapter reports the results of 4 studies of collaborative problem solving supported by various forms of video-mediated communication (VMC). The authors analyze task outcome, the process of communication, and the user's reactions to the technologies with similar data obtained from face-to-face interactions. VMC was not found to deliver all the...