Patrick Felicia's research while affiliated with Waterford Institute of Technology and other places

Publications (32)

Chapter
This chapter discusses the results of a systematic literature review, a needs analysis through a pupil survey, and a case study of classroom observations in the context of primary education. The results of the overall findings, limitations, underlying issues, and emerging concepts are associated to how game-based learning (GBL) works and what it me...
Chapter
This chapter discusses the results of a systematic literature review, a needs analysis through a pupil survey, and a case study of classroom observations in the context of primary education. The results of the overall findings, limitations, underlying issues, and emerging concepts are associated to how game-based learning (GBL) works and what it me...
Chapter
This paper presents findings from a study carried out between May and October 2013. Based on a survey, which was developed by the MoGaBa VET project partners, the study aimed at understanding the factors that influence the way vocational instructors perceive and use game-based learning. A total of 267 trainers from eight European countries took par...
Article
This paper aims to show best practices of GBL design for engagement. It intends to show how teachers can implement GBL in a collaborative, comprehensive and systematic way, in the classrooms, and probably outside the classrooms, based on empirical evidence and theoretical framework designed accordingly. This paper presents the components needed to...
Article
Full-text available
This paper presents findings from a study carried out between May and October 2013. Based on a survey, which was developed by the MoGaBa VET project partners, the study aimed at understanding the factors that influence the way vocational instructors perceive and use game-based learning. A total of 267 trainers from eight European countries took par...
Article
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general re...
Chapter
The Mobile Learning Network currently in its third year, is a unique collaborative initiative encouraging and enabling the introduction of mobile learning in English post-14 education. The programme, funded jointly by the Learning and Skills Council and participating colleges and schools and supported by LSN has involved nearly 40,000 learners and...
Chapter
This paper expands on Gee’s (2004) notion of “affinity spaces” by placing them in the context of games, media stars, and their fans and combining cultural studies and new literacies approaches. The Guild, a web series about the misadventures of MMO-players, written by and starring actor, writer, producer, and gamer Felicia Day, is examined. On Watc...
Chapter
Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and e...
Chapter
Interactive technologies provide today’s youth a low stakes sandbox to collect experiences (Gee, 2004) and try tasks and identities (Gee, 1991) that push the boundaries of “known” and open up the world of possibility. Pairing affordances of video games with the possible selves framework (Markus & Nurius, 1986), research involved using The Sims 2 li...
Chapter
The focus of the present paper is the design of multi-player role-playing game instances as crucible experiences for the exploration of one’s emotional intelligence. Subsequent sections describe the design of game-based, intercultural crucible experiences and how this design was employed for training with members of the United States Marine Corps (...
Chapter
This paper reviews three classic theorists’ writing on games, learning, and development. Piaget, Vygotsky, and Bruner all wrote about games and play as important to thinking and learning. This review attempts to synthesize their perspectives as a means to revisit underused theoretical perspectives on the role of games in education. The views of Pia...
Chapter
Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing Wii...
Chapter
To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules. Documente...
Chapter
Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of players. However, from a pure cognitive perspective on instructional design, background music could a...
Chapter
It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging–either in terms of an initi...
Chapter
Digital games and their power as a tool for acquiring knowledge, training skills and changing behavior are – for some laymen – associated with rather negative concepts, and are thought to pose a general health risk. This paper shortly reviews and evaluates the scientific evidence for both positive and negative outcomes. It describes how particularl...
Chapter
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in...
Chapter
This paper documents an investigation evaluating if adult offenders can benefit from a facilitated serious-games design project as part of their probation program. Research has observed a participatory design group of adult offenders working with their probation managers and a PhD researcher to create a new serious-game for use by the probation ser...
Chapter
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on...
Chapter
This paper outlines a simple and effective model that can be used to evaluate and design educational digital games. It also facilitates the formulation of strategies for using existing games in learning contexts. The model categorizes game goals and learning objectives into one or more of four possible categories. An overview of the model is provid...
Chapter
In this work, the authors analyze the video game genres’ features and investigate potential mappings to specific didactic approaches in the context of Physics education. To guide the analysis, the authors briefly review the main didactic approaches for Physics and identify qualities that can be projected into game features. Based on the characteris...
Chapter
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal -- the computational thinking is easily observed as distributed across seve...
Chapter
DataPlay is a research project inspired by the concept of a “ludic age” (Chaplin & Zimmerman, 2008), where the challenges of extracting knowledge from the “data deluge” of the information age (Economist, 2010) are met with game-based approaches to information design. This paper examines Mannahatta: The Game in order to illustrate the issues involve...
Chapter
One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and weakne...
Chapter
Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-up-and-play games f...
Chapter
This study was conducted to investigate the relationship of students’ attitude toward mathematics, attitude toward a game, gaming performance, gender, and ethnicity as they relate to learning in an educational gaming environment. During the four-month instructional period, fifty 2nd grade students from three classes used a mobile game. This study u...
Chapter
This chapter explains the importance of acknowledging users’ personalities, learning styles, and emotions in the design of educational games. It argues that the application of educational theories combined with knowledge of subjects’ personality traits and an increased emotional depth offer a substantive approach to understand and improve the natur...
Chapter
This chapter describes how to design a motivating educational game for middle school students using digital-game based learning techniques in a problem-based learning environment. Specifically, The Alien Rescue Game (TARG), a problem-based digital-game based learning program, is compared to commercial digital games to determine how to design a moti...
Article
For a long time, users' emotions and behaviours have been considered to obstruct rather than to help the cognitive process. Educational systems have based their learning strategies almost solely at a cognitive level and the internal state of the learner has often been ignored. Even if it is now recognized that learners' personalities and learning s...
Chapter
This chapter explains the importance of acknowledging users’ personalities, learning styles, and emotions in the design of educational games. It argues that the application of educational theories combined with knowledge of subjects’ personality traits and an increased emotional depth offer a substantive approach to understand and improve the natur...
Article
Video games represent ideal learning environments in which users can improve their skills and learn in a safe and controlled manner. They often implement well-known instructional strategies such as social learning, discovery learning or zone of proximal development. However, despite evidence of the impact of personalities on learning (e.g. Multiple...

Citations

... Arising due to their current use; It is seen that digital games that cause negative effects such as addiction, aggressive behaviors and health problems are not educational-purposed (Anderson et al., 2010;Gentile, 2011;Kuss, 2013). The studies state that the negative effects of digital games such as addiction and aggressive behaviors are exaggerated in educational-oriented use, and the positive effects they will provide in their use as educational tools are ignored (Bösche & Kattner, 2013). Therefore, teachers' awareness of non-educational digital game addiction may cause them to ignore or not distinguish the positive effects that may occur against educational digital games, have prejudices and negative thoughts, reduce their use in educational environments, and even not to use them. ...
... Digital games predominate serious games in the GBL literature and have been instrumental in the creation of new social and cultural worlds (Prensky 2003;Williamson et al. 2005). The use of non-digital games, such as board games, offer many of the same community interactions as digital games without requiring the use of computers, making them accessible to a wide variety of classrooms (Berland and Lee 2012). ...
... An A TC that implernents an adaptive learner model can be multimodal. Not only can it contain domain-specific knowledge and processes of numeracy, as in our examples, but it can also include embedded assessment of motivational states (Kickmeier-Rust et al., 2011) and even biofeedback or online measures of brain activity (Galan and Beal, 2012;Mostow et al., 2011). The increasing processing power of computers allows for an increasing number of variables or dimensions to be handled by the adaptive models. ...
... Furthermore, individuals with a disability and those with long-term physical, mental or intellectual impairments find it challenging to learn and this stops them from contributing to and participating in society (Leonardi et al., 2006(Leonardi et al., , p. 1220). The present review of studies on gamification's application in special needs education highlighted the technique's benefits for students, including support for their motivation, social interaction and achievement (e.g., Saridaki & Mourlas, 2013;Smith & Abrams, 2019;Tsai et al., 2020). ...
... However, on the one hand, realtime feedback from digital games can facilitate teaching by creating occasions for the teachers to provide explanations (Plump and LaRosa, 2017). On the other hand, it can also lead to minor conversations compared to traditional PBL, possibly affecting students' motivation (Toprac, 2011). The case of analog games could be different, also depending on the game category and specific design: some SGs are specifically proposed to foster conversations (Scurati et al., 2020). ...
... Atsevišķos terminos, piemēram, Individualized Learning 'individualizēta mācīšanās' (Shin, Norris & Soloway, 2011), Personalized Learning 'personalizēta mācīšanās', 'personalizētā mācīšanās' (Nair & Thian, 2020; AIDJ, 2020), Differentiated Learning 'diferencēta mācīšanās' (Tenon & Epler, 2020), Flipped Learning 'apvērstā mācīšanās' (Jansone- Ratinika et al., 2020) latviešu valodā būtu jālieto lietvārds mācības vai mācīšana, jo individualizēšanu, personalizēšanu vai diferencēšanu veic pedagogs. ...
... It can help motivate students and encourage students' participation (Visch, Vegt, Anderiesen, & Van der Kooij, 2013). Researchers have proved that this encourages critical and strategic thinking (Che Pee, 2011), engages students (Che Pee, 2011;Figueroa-Flores, 2016), and enhance learning retention (Jabbar & Felicia, 2016). One of the game-based applications that have been doing round proving its effectiveness is an online gamification tool called Kahoot!. ...
... In experimental settings, the same authors determined that an experimental group with game playing experience experienced improvement in cognitive ability and short-term memory. Felicia and Pitt (2009) reported that digital games have implicit educational benefits. They allow players to develop cognitive and motor skills, which in turn assist in the improvement of students' mathematics skills. ...
... On the other hand, it is extremely difficult to develop such well-designed game environments where players can fully immerse and utilize their knowledge in problem-solving (Fu et al. 2009). When educational media and digital learning environments put too much emphasis on content delivery, it is difficult to motivate learners to enjoy learning (Felicia and Pitt 2007). Thus, more and more educators and researchers are taking constructionist approach as an alternative to develop educational media and learning environments (e.g., Felicia and Pitt 2007;Wijers et al. 2008;Richard and Kafai 2015;Tan and Kim 2015). ...
... The Stress Lessons seem to be most effective for girls and for adolescents who follow academic education. To improve the effectiveness for boys and vocational education students, the effect of the Stress Lessons might be improved by spreading the content over 4 or 5 sessions and/or include more game-based learning (de Witte & Haan, 2013;Driessen & van Langen, 2013;Schmitz et al., 2015). Schools should be aware that the goal of the Stress Lessons is for adolescents to gain more knowledge about stress and to become more aware of different ways in which stress can be experienced and not necessarily to reduce stress levels. ...