Souad Dr SlymanUniversity of Roehampton | RU · Roehampton Business School
Souad Dr Slyman
Doctor of Computing MA BSc Hons
About
10
Publications
483
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Introduction
Souad's research focuses on evaluating the impact of games that is purposefully designed to improve learning, attitudes and skills, in a range of academic areas (Serious Games, Human Computer Interaction, 3D Modelling, Software Engineering, Information System, Games for education, Leadership, Management and Social Change), and she is keen to explore potential research partnerships in this area/ interesting projects.
Education
September 2015 - December 2021
Publications
Publications (10)
Quizzes have been used for educational purposes for many years. Mainly it has been digital quizzes like Kahoot or ZippyGo. However, there is an ongoing debate on the security of students’ data. As the university cannot be responsible for what is stored in computers outside of Norway and at the same time paying attention to the General Data Protecti...
Utilizing the potential in game mechanisms for learning purposes is not new. This version of gaming for learning is about developing a Digital Escape Room (DER) revolving around a specific subject: qualitative research methods. Qualitative research methods have proved to be a difficult topic for many UG and PG students. It is thus important to deve...
Outdoor play is a natural way for children of all ages to do physical activity. The advantages of being outdoor in an educational setting have been elaborated. For instance, the social constellations may change when outdoors as the social structures defined in the classroom setting no longer apply as the pupils may display different skillsets outdo...
Making clothes and developing your own brand of clothes may not be innovative although it is a sign of entrepreneurial behaviour. However, the entrepreneurship does not stop there. For some years now, a young man has been selling a clothing range, as well as collaborating with other brands, in order to help kids and youths coming from the same back...
At the Inland Norway University of Applied Sciences, Norway, we have a study programme called Knowledge Management. Here we have tested out video-feedback on mandatory assignments. In order to assess how students perceive this type of feedback. Previous studies show that students value feedback and supervision almost higher than lectures and other...
Despite the emergence of new methodologies for analysing and evaluating games using usability testing and heuristics evaluation frameworks, there is still lack of inclusive game heuristics for analysing educational simulation games. To address this, we conduct two case studies: professional critic game reviews and focus group interviews. We have lo...
Why Change attitudes towards mathematics? Why it matters.
This article focuses on managing change in the context of professional experience of a colleague, a former mathematics teacher working with adult learners at a South London School, who I will call Mrs. “‘D’”, a pseudonym. It caused me great concern to experience a challenging change, which was faced with resistance from the manager, known as Mrs. “...