Samantha Clarke

Samantha Clarke
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Samantha verified their affiliation via an institutional email.
Verified
Samantha verified their affiliation via an institutional email.
  • PhD, MScR, BA
  • Professor (Assistant) of Design Futures at Coventry University

About

29
Publications
27,113
Reads
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1,002
Citations
Introduction
Samantha is Assistant Professor of Design Futures, based in the Arts and Well-being theme within the Centre for Arts, Memory and Communities at Coventry University. Samantha’s expertise is in the design, development and evaluation of person-centred practice, neurodiversity, behavioural psychology, user engagement/ experience, health and wellbeing intervention design and health tech. 
Current institution
Coventry University
Current position
  • Professor (Assistant) of Design Futures
Additional affiliations
March 2016 - March 2016
Coventry University
Position
  • Research Assistant
September 2014 - February 2016
Coventry University
Position
  • Research Assistant

Publications

Publications (29)
Preprint
BACKGROUND Newborn screening (NBS) aims to identify babies affected by rare but serious genetic conditions. As technology advances, there is the potential to expand the NBS programme following evaluation of the likely benefits and disbenefits. It is important to consider the family experience of screening, and the views of the public. To engage in...
Article
Background Newborn screening aims to identify babies affected by rare but serious genetic conditions. As technology advances, there is the potential to expand the newborn screening program following evaluation of the likely benefits and drawbacks. To inform these decisions, it is important to consider the family experience of screening and the view...
Article
Full-text available
The need for self-directed learning for professional development drives an increase in the delivery of easy to use 'just-in-time' resources that respond to the often-dynamic workplace and work culture. This is especially important in the era of globalisation, when the number of employees, who are culturally diverse, increases each year. Most medium...
Conference Paper
Full-text available
The exploration of digital game-based learning (DGBL) as an educational practice has been received relatively well amongst learning practitioners, particularly from a theoretical standpoint. However, when it comes to original content creation, there are multiple barriers to entry from a digital games design and development perspective. Digital game...
Conference Paper
Full-text available
The need for self-directed learning for professional development drives an increase in the delivery of easy to use ‘just-in-time’ resources that respond to the often-dynamic workplace and work culture. Micro-learning has gained traction in online training, which focuses on delivering brevity through bite-sized learning units or short-term learning...
Conference Paper
Full-text available
This paper discusses the potential for player-data interaction enabled through the medium of gameplay that is procedurally generated using crowd-sourced data. A mobile game, which is called 'Balance Trucks' procedurally generates levels containing terrains derived from data collected through the SmartRoadSense (SRS) application. SRS allows data on...
Conference Paper
Full-text available
As British/UK Universities move towards more business oriented models of education, largely driven by financial goals, league tables and achievement metrics, students are increasingly relying on educators to hand-lead them through their assessments in Higher Education settings. This has been seen to be a particular issue since tuition fee increases...
Article
Full-text available
This article discusses the application of game design thinking as a learning process for scaffolding co‑creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part‑funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game desig...
Article
Full-text available
This paper presents the formulated ‘play-to-engage’ model for indigenous community engagement that incorporates factors in cultural protocols and game design thinking. The hybrid model of the participatory co-creation model was formulated in the study that had been rolled out in two rural primary schools in West Borneo. These schools are located in...
Chapter
The practice of self-reflection for some students is often thought of as tedious and more often than not, even though the benefits of self-reflection have long been documented, little time is given (to the fault of both students and educators) to building upon the necessary skills required for aiding this process. Dungeons and Dragons (D&D), a tabl...
Preprint
Full-text available
Development process of an RPG Maker MV game to support Library Induction and Basics skills and knowledge development.
Chapter
The Compendium of Bothersome Beasties (and how to deal with them): A SPLOT tool for helping to build student self-reflection skills. The tool is a free, open source website that students can use anonymously (no log-in required) to reflect and document issues and problems. Redefining the task of self-reflection and helping students to quickly iden...
Conference Paper
Full-text available
Within the field of procedural content generation (PCG) research, the use of crowd-sensing data has, until now, primarily been used as a means of collecting information and generating feedback relating to player experience within games, and game aesthetics. However, crowd-sensing data can offer much more, supplying a seemingly untapped font of info...
Article
Full-text available
This study examined students’ experience of a gamified, mystery-driven problem based learning (PBL) approach in a postgraduate strength and conditioning module. Few studies have documented how hybrid teaching and learning methods employing aspects of mystery and gamification within PBL are experience by postgraduate students. This paper documents t...
Conference Paper
Full-text available
Collective awareness is a means by which communities can engage in collective action and crowdsourcing through citizen participation, leading to the accumulation of big data essential for informing decision making and for solving difficult problems. However, engaging a huge number of the general public in a crowdsourcing initiative is a mammoth tas...
Article
Full-text available
Game-based learning (GBL) is often found to be technologically driven and more often than not, serious games for instance, are conceptualised and designed solely for digital platforms and state of the art technologies. To encourage a greater discussion on the potential benefits and challenges of a more holistic approach to developing GBL that promo...
Conference Paper
Full-text available
Game-based learning (GBL) is often found to be technically driven and more often than not, serious games for instance, are conceptualised and designed solely for digital platforms and state of the art technologies. To encourage a greater discussion on the potential benefits and challenges of a more holistic approach to developing GBL, that promote...
Conference Paper
There is a rapid growing interest and demand globally, for developing and participating in live, interactive gaming experiences otherwise known as Escape Rooms. Traditionally designed to provide entertainment, Escape Rooms require its players to solve puzzles, complete tasks and work together efficiently to complete an overall goal such as solving...
Article
Full-text available
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, de...
Conference Paper
Full-text available
In order to support the development and implementation of higher-level gamification in e-learning towards encouraging and sustaining player motivation and engagement, the authors present an analysis of the design and development approach to creating SimAULA; a gamified simulation for training teachers in using Inquiry-based learning (IBL) theory an...
Article
Full-text available
The application of game-based learning adds play into educational and instructional contexts. Even though there is a lack of standard methodologies or formulaic frameworks to better inform game-based intervention development, there exist scientific and empirical studies that can serve as benchmarks for establishing scientific validity in terms of t...
Conference Paper
Full-text available
The European project MAGELLAN designs and develops, among other systems and services, the Magellan Authoring Tool (MAT), which is a games authoring platform that has been specifically created to enable non-programmers to rapidly create and publish multiple forms of location-based experiences, involving several participants who compete or collaborat...
Conference Paper
Full-text available
To support the development and implementation of location-based experience (LBE) as a future educational practice, we evaluate a practical approach to training and guidance, which seeks to transfer an understanding of the design and creation methods for LBEs to practitioners from multi-disciplinary backgrounds. A preliminary version of the "LBE Tra...
Conference Paper
With lifestyle-related conditions such as obesity amongst adolescents on the rise across the developed world, a pressing need exists for interventions which tackle the many factors underlying early-stage lifestyle formation. As a medium, digital games have the potential to integrate well with existing lifestyle patterns in adolescents, whilst engag...
Article
Full-text available
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 vi...
Article
Full-text available
Ensuring adolescents are equipped with the necessary skills to handle coercion and pressure from peers is a central component of effective relationship education. However, for teachers attempting to convey these principles, didactic methods have been shown to meet with limited success, as the highest-risk students may fail to engage with the subjec...
Article
Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminatingsuch experiences is important for enhancingadolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subjectmatters in RSE can...

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