Sara de Freitas

Sara de Freitas
Coventry University | CU · Serious Games Institute

About

100
Publications
59,994
Reads
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3,978
Citations
Citations since 2016
12 Research Items
2172 Citations
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2016201720182019202020212022050100150200250300
2016201720182019202020212022050100150200250300

Publications

Publications (100)
Article
Full-text available
This study employed a phenomenographic approach to investigate science teachers’ conceptions of inquiry-based learning through a serious game. Simaula is a prototype game designed and used as a virtual practicum for eliciting understandings on how in-game inquiry was appeared to, or experienced by, the participating teachers. Group interviews with...
Conference Paper
Leaderboards are a popular way to implement competition, trigger social comparison, increase participation, and provide goals and performance-based feedback to the players. Even though game-based learning has become more common in education, relatively little is known about the motivational power of leaderboards in team-based educational settings....
Article
Full-text available
This article theorises the functional relationship between the human components (i.e., scholars) and non-human components (i.e., structural configurations) of academic domains. It is organised around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses...
Chapter
Full-text available
This chapter describes how multimodal serious games can create an immersive experience to enhance the visitor’s experience. The creation of more engaging digital heritage exhibitions by seamlessly integrating technologies to provide a multimodal virtual and augmented reality experience is presented. In engaging exhibitions, participants can switch...
Conference Paper
Full-text available
With the wide use of the Internet and digital data sources, there has been a recent emergence of easy access to student data within learning management systems (LMS), grade data through student information systems (SIS) and broader sector data through benchmarking metrics and standards. Learning analytics on top of this data has introduced greater...
Conference Paper
Full-text available
Ariane is an authoring tool that guides the design of augmented reality (AR) learning activities. Developed to support instructional designers and practitioners in the design of AR learning experiences with a strong focus on learning design and student learning. In Ariane, users are encouraged to consider and specify factors including the use of co...
Conference Paper
Full-text available
Innovation and increased access to wearable technologies are poised to inspire a new generation of technology-enhanced learning environments. Wearables provide students and teachers with hands-free access to contextually-relevant knowledge, which can be displayed as a 3D virtual world or overlaid on smart glasses, accessed via a smart watch or wris...
Conference Paper
Full-text available
Conserv-AR is a mobile game application that employs virtual and augmented reality concepts alongside games design in order to increase awareness and knowledge surrounding environmental conservation in Western Australia. This paper discusses the rationale behind our use of virtual and augmented reality, game design elements, mobile technology and w...
Presentation
Full-text available
Panel held at the 15th World Conference on Mobile and Contextual Learning, mLearn 2016, on 24th October 2016 in Sydney, Australia This panel discussed how mobile wearable computing can support learning. The presentation focused on the various aspects of design, development and delivery of state-of-the-art WT applications in education, and encourage...
Article
Full-text available
This article theorizes the functional relationship between the human components (i.e., scholars) and non- human components (i.e., structural configurations) of academic domains. It is organized around the following question: in what ways have scholars formed and been formed by the structural configurations of their academic domain? The article uses...
Chapter
Educational games and simulations are increasingly becoming a feature of business and management training. These are often team-based, conducted in a seminar room and simulate a business project or operation. However a number of questions need to be answered. Are these games effective in achieving the goals for which they are intended, that is to e...
Conference Paper
The challenge of delivering personalized learning experiences is amplified by the size of classrooms and of online learning communities. In turn, serious games are increasingly recognized for their potential to improve education, but a typical requirement from instructors is to gain insight into how the students are playing. When we bring games int...
Article
Full-text available
This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from product desig...
Article
Full-text available
The casual game sector represents one of the fastest growing segments of the video game industry with successful business models. The Serious Games (SG) sector on the other hand is far behind with lower business benefits. This study explores how the casual game business models can be transposed into the SG sector, focusing on the freemium business...
Article
Full-text available
The challenge of delivering personalized learning experiences is often increased by the size of classrooms and online learning communities. Serious Games (SGs) are increasingly recognized for their potential to improve education. However, the issues related to their development and their level of effectiveness can be seriously affected when brought...
Chapter
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than...
Article
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than...
Article
The challenge of educational game design is to develop solutions that appeal to as many players as possible, but are still educationally effective. One foundation for analyzing and designing educational engagement is the flow theory. This article presents a flow framework that describes the dimensions of flow experience that can be used to analyze...
Conference Paper
Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might brin...
Article
Game and gamification elements are increasingly seeing use as part of interface designs for applications seeking to engage and retain users whilst transferring information. This paper presents an evaluation of a game-based approach seeking to improve the road safety behaviour amongst children aged 9-15 within the UK, made available outside of a cla...
Article
Full-text available
The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game-play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns...
Conference Paper
The Open Innovation Exchange Program (OpEx) is an online market place for Business Community Engagement, which encourages collaboration on innovative products and services. Individual participants are able to set their dissemination level keeping their Intellectual Property safe, while still enabling collaborations between Coventry University acade...
Article
Full-text available
Since the emergence of e-Learning-Learning systems, researchers have explored methods to increase their efficacy, and support a wider range of pedagogical approaches. Similarly, the concept of using Game Based Learning, taken commonly to refer to the use of digital games for education, has also been the subject of a substantial volume of research i...
Chapter
Full-text available
Immigration imposes a range of challenges with the risk of social exclusion. As part of a comprehensive suite of services for immigrants, the MASELTOV game seeks to provide both practical tools and innovative learning services via mobile devices, providing a readily usable resource for recent immigrants. We introduce advanced results, such as the g...
Chapter
Managers tend to recruit individuals of highest educational standards who deserve quality jobs and attractive remuneration. Equally, disabled persons should enjoy the same benefits. In our era of unprecedented technological development, education should be flexible in order to meet the contemporary demands and the needs of all persons. This chapter...
Article
Full-text available
A brief presentation is given of the objectives and activities pursed in GEL (Game Enhanced Learning), a Theme Team initiative financed by the STELLAR Network of Excellence in Technology Enhanced Learning (TEL) during year 2011 - 2012. Some of GEL's main outputs relevant to the Serious Games research field are also outlined.
Article
Full-text available
Educational games have to be well designed to incorporate learner engagement, an integral component of educational effectiveness. One foundation of designing educational engagement is flow theory. This article presents a flow framework that describes the building blocks of flow experience that can be used to design appealing and effective education...
Article
Modern interactive digital mediums enable educational content to be represented in increasingly varied and sophisticated ways. An increasingly popular way of conveying this content is through =serious games' - games created through a careful balance of modern entertainment game technology with instructional design concepts and pedagogies. The rapid...
Article
Full-text available
The FuturICT project seeks to use the power of big data, analytic models grounded in complexity science, and the collective intelligence they yield for societal benefit. Accordingly, this paper argues that these new tools should not remain the preserve of restricted government, scientific or corporate élites, but be opened up for societal engagemen...
Conference Paper
Full-text available
The territory of Game Based Learning has been widely explored, yet much has still to be done in the field. Both the methodological and the empirical aspects of adopting games for educational purposes require further in-depth investigation. What are, then, the current hot issues in the field? What relevant research questions are still to be answered...
Article
Full-text available
E-commerce is a fundamental method of doing business, such that for a firm to say it is trading at all in the modern market-place it must have some element of on-line presence. Coupled with this is the explosion of the “population” of Massively Multiplayer On-line Role Playing Games and other shared virtual environments. Many suggest this will lead...
Conference Paper
Full-text available
mEducator 3.0 is a content sharing approach for medical education, based on Linked Data principles. Through standardization, it enables sharing and discovery of medical information. Overall the mEducator project seeks to address the following two different approaches, mEducator 2.0, based on web 2.0 and ad-hoc Application Programmers Interfaces (AP...
Article
Full-text available
Complete involvement of learners in their learning environment has the potential to promote better absorption of knowledge, through pedagogic mechanisms such as experiential learning. To support such approaches within the domain of cultural heritage, this article discusses the deployment of tactile perception as a part of an ongoing development of...
Conference Paper
Serious games have recognized potential as a means to tackle many challenges in education, ranging from stimulating increased learner motivation, to transferring challenging concepts in a novel and engaging form. They are commonly shown to work most effectively in blended approaches to learning, whereby the game plays a core role in a wider pedagog...
Conference Paper
Full-text available
The study of cognitive states has attracted the attention of artificial intelligence researchers searching for mechanisms to enable brain-computer communication. With the advent of portable brain-computer interfaces, it is now possible to study human behaviors towards using cognitive states in gaming environments. NeuroSky's Mindset is a device wit...
Article
Full-text available
As holidays beckon, Nature's reviewers and editors offer a selection of reading for researchers away from the bench and lecture hall.
Conference Paper
Full-text available
In recent years, alternate reality games have entered the mainstream as a new form of entertainment. The Living Stories project is the first alternate reality game in the UK, which addresses environmental issues. Living Stories combines social networking sites such as Face book and Twitter with Second Life, to create a platform, which allows social...
Chapter
The increasing pervasiveness of digital technology is having a profound effect on how younger generations interact, play, and learn. The use of electronic games for education (game-based learning) promotes an agile, immersive, and stimulating form of learning that fosters learner engagement and motivation. This chapter focuses on GBL for knowledge...
Article
Sara de Freitas applauds a bold argument that online gaming can save the planet.
Article
As virtual worlds come of age, their potential for applications supporting teaching and learning is becoming increasingly recognised. This chapter outlines a transition of learning, centring on the uptake of new tools for supporting Technology Enhanced Learning (TEL) in universities and colleges. In particular, the use of technologies such as virtu...
Chapter
This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be used effectively to support learning and training communities. The chapter aims to propose that cross-disciplinary approaches to the study of game-based learning are needed to support better synthesis of our current understanding of the effectiveness of lear...
Article
Full-text available
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertai...
Article
Full-text available
This paper, summarises the Creative Learning with Serious Games workshop that took place in the Fun and Games 2010 conference. The workshop discussed innovative methodological approaches to Serious Games for creative learning. A special emphasis was given to state-ofthe-art research work and cross-discipline approaches (e.g. the mix of Storytelling...
Chapter
Full-text available
This paper investigates a range of challenges faced in the design of a serious game aimed at teaching history in situ, through the use of an immersive, open virtual environment. In the context of this paper, such an environment is describedas an exploratory, expansive virtual world within which a user may interact in a non-linear and situated fashi...
Article
By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with...
Conference Paper
In the last decade, Further and Higher education institutes in the UK are face with demands to reduce the energy and carbon emissions as a result of the climate changes and rising energy prices. iSpace proposes an innovative approach to closing the feedback loop between users and their carbon footprint. This approach is realised through greater use...
Conference Paper
Full-text available
In this paper we present a theoretical framework describing an original method for the design of intelligent tutoring environments, building upon the notion of shared attention. This framework is defined as the Levels of Interaction (LoI) approach. It is applicable to applications where the learner/player is immersed in a 3D virtual environment, in...
Article
Full-text available
Traditionally, producing intelligent behaviours for artificial creatures involves modelling their cognitive abilities. This approach raises two problems. On the one hand, defining manually the agent’s knowledge is a heavy and error-prone task that implies the intervention of the animator. On the other hand, the relationship between cognition and in...
Conference Paper
This paper investigates a range of challenges faced in the design of a serious game, teaching history to a player immersed in an `open' virtual environment. In the context of this paper, such an environment is described as an exploratory, expansive virtual world within which a user may interact in a non-linear, situated fashion with both the enviro...
Conference Paper
Serious games represent the state-of-the-art in the convergence of electronic gaming technologies with instructional design principles and pedagogies. Whilst the selection criteria for entertainment game engines are often transparent, due to the range of available platforms and engines an emerging challenge is the choice of platform for serious gam...
Chapter
Serious games are one of the most content-rich forms of educational media, often combining high fidelity visual and audio content, novel interaction paradigms, and diverse pedagogic approaches. This article describes exploratory work towards identifying the key issues faced when repurposing serious games in order to enable their use and reuse in th...
Article
Innovations in teaching and learning process are influenced by the rapid emergence of a knowledge society and tremendous growth in demands for highly informed and educated individuals. Various kinds of computer-based learning systems have already been integrated into conventional teaching methods. However, there is a pressing need to provide a more...
Chapter
Full-text available
The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface an...
Conference Paper
Full-text available
The integration of semantic web services with three-dimensional virtual worlds offers many potential avenues for the creation of dynamic, content-rich environments which can be used to entertain, educate, and inform. One such avenue is the fusion of the large volumes of data from Wiki-based sources with virtual representations of historic locations...
Article
Introduction: the future for learners’ experiences The opening paragraphs of any recent policy documents are a testimony to the recognised importance of e-learning in education. As the case studies in this book also attest, e-learning models and theories, simulations, computer modelling and social software are now an integral part of most learners’...
Article
Full-text available
This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality...
Article
To compare the effectiveness of serious games technology and standard small group techniques in the teaching of major incident triage. Pragmatic controlled trial. Learners on a standard short major incident (MIMMS) course were allocated to receiving triage training by playing a serious game or by attending a standard small group practical worksho...