Currently browsing: Items authored or edited by Ioanna Iacovides

56 items in this list.
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Adams, Anne; Hart, Jennefer; Iacovides, Ioanna; Beavers, Sian; Olivera, Manuel and Margoudi, Maria (2019). Co-created Evaluation: identifying how games support police learning. International Journal of Human-Computer Studies, 132 pp. 34–44.

Ainsworth, Shaaron and Iacovides, Ioanna (2005). Learning by constructing self-explanation diagrams. In: 11th Biennial Conference of European Association for Research on Learning and Instruction (EARLI 2005), 23-27 Aug 2005, Nicosia, Cyprus.

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Blandford, Ann; Furniss, Dominic; Lyons, Imogen; Chumbley, Gill; Iacovides, Ioanna; Wei, Li; Cox, Anna; Mayer, Astrid; Schnock, Kumiko; Bates, David Westfall; Dykes, Patricia C; Bell, Helen and Dean Franklin, Bryony (2016). Exploring the Current Landscape of Intravenous Infusion Practices and Errors (ECLIPSE): protocol for a mixed-methods observational study. BMJ Open, 6(3), article no. 009777.

Birk, Max V.; Iacovides, Ioanna; Johnson, Daniel and Mandryk, Regan L. (2015). The False Dichotomy between Positive and Negative Affect in Game Play. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15, ACM, ACM, New York, USA, pp. 799–804.

Blandford, Ann; Back, Jonathan; Cox, Anna; Furniss, Dominic; Iacovides, Ioanna and Vincent, Chris (2014). Closing the Virtuous Circle: Making the Nuances of Infusion Pump Use Visible. In: HFES 2014 International Symposium on Human Factors and Ergonomics in Health Care, 16-19 Mar 2014, Chicago, USA.

Back, Jonathan; Iacovides, Ioanna; Furniss, Dominic; Vincent, Chris; Cox, Anna L. and Blandford, Ann (2013). Designing Better Prescription Charts: Why we can’t just ask the nurses. In: MediCHI-2013, the Workshop on Safer Interaction in Medical Devices, 27-2 May 2013, Paris, France.

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Cox, Anna L.; Gould, Sandy J.J.; Cecchinato, Marta E.; Iacovides, Ioanna and Renfree, Ian (2016). Design Frictions for Mindful Interactions: The Case for Microboundaries. In: CHI'16 Extended Abstracts on Human Factors in Computing Systems - CHI EA '16, ACM, pp. 1389–1397.

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Darling, Jos; Drew, Ben; Joiner, Richard; Iacovides, Ioanna and Gavin, Carl (2008). Game-Based Learning in Engineering Education. In: EE2008: International Conference on Innovation, Good Practice and Research in Engineering Education, 14-16 Jul 2008, Loughborough, UK.

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Furniss, Dominic; Iacovides, Ioanna; Lyons, Imogen; Blandford, Ann and Franklin, Bryony Dean (2016). Patient and public involvement in patient safety research: a workshop to review patient information, minimise psychological risk and inform research. Research Involvement and Engagement, 2, article no. 19.

Furniss, Dominic; Iacovides, Ioanna; Jennett, Charlene; Gould, Sandy; Cox, Anna and Blandford, Ann (2014). How to run an Errordiary Workshop: Exploring errors and resilience strategies with patients, professionals and the public. In: 3rd Resilience Health Care Net Meeting, 12-13 Aug 2014, Hindsgavl Castle, Middelfart, Denmark.

Farrow, Robert and Iacovides, Ioanna (2012). ‘In the game’? Embodied subjectivity in gaming environments. In: 6th International Conference on the Philosophy of Computer Games: the Nature of Player Experience, 29-31 Jan 2012, Madrid, Spain.

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Gould, Sandy J. J.; Furniss, Dominic J.; Jennett, Charlene I.; Wiseman, Sarah; Iacovides, Ioanna and Cox, Anna L. (2014). MOODs: Building massive open online diaries for researchers, teachers and contributors. In: CHI EA '14 Extended Abstracts of the 32nd annual ACM conference on Human factors in computing systems, ACM, New York, USA, pp. 2281–2286.

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Hart, Jennefer; Iacovides, Ioanna; Adams, Anne; Oliveira, Manuel and Magroudi, Maria (2017). Understanding Engagement within the Context of a Safety Critical Game. In: The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHIPLAY 2017), 15-18 Oct 2017, Amsterdam, Netherlands.

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Iacovides, Ioanna; Cox, Anna; Furniss, Dominic; Stawarz, Katarzyna; Jennett, Charlene and Adams, Anne (2019). Supporting engagement in research through a game design competition. Research for All, 3(1) pp. 25–41.

Iacovides, Ioanna; Blandford, Ann; Cox, Anna and Back, Jonathan (2016). How external and internal resources influence user action: the case of infusion devices. Cognition, Technology & Work, 18(4) pp. 793–805.

Iacovides, Ioanna and Cox, Anna L. (2015). Moving Beyond Fun: Evaluating Serious Experience in Digital Games. In: CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, ACM, New York, USA, pp. 2245–2254.

Iacovides, Ioanna; Blandford, Ann; Cox, Anna; Franklin, Bryony Dean; Lee, Paul and Vincent, Chris J. (2015). Infusion device standardisation and dose error reduction software. British Journal of Healthcare Management, 21(2) pp. 68–76.

Iacovides, Ioanna; Cox, Anna; Kennedy, Richard; Cairns, Paul and Jennett, Charlene (2015). Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15, ACM, pp. 13–22.

Iacovides, Ioanna and Cox, Anna (2015). Case studies: understanding players and the contexts in which they play. Workshop on Crossing Domains: Diverse Perspectives on Players. In: Workshop on Crossing Domains: Diverse Perspectives on Players, CHI 2015, 18-23 Apr 2015, Seoul, Korea.

Iacovides, Ioanna; Cox, Anna L.; Avakian, Ara and Knoll, Thomas (2014). Player strategies: achieving breakthroughs and progressing in single-player and cooperative games. In: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play - CHI PLAY '14, ACM, New York, USA, pp. 131–140.

Iacovides, Ioanna and Cox, Anna L. (2014). Designing persuasive games through competition. In: Workshop on Participatory Design for Serious Game Design: Truth and Lies, CHI Play 2014, 18-22 Oct 2014, Toronto, Canada.

Iacovides, Ioanna; Blandford, Ann; Cox, Anna; Franklin, Bryony Dean; Lee, Paul and Vincent, Christopher J. (2014). Infusion device standardisation and dose error reduction software: a UK survey. British Journal of Nursing, 23(Sup14) S16-S24.

Iacovides, Ioanna; Cox, Anna L. and Knoll, Thomas (2014). Learning the game: Breakdowns, breakthroughs and player strategies. In: CHI'14 Extended Abstracts of the 32nd annual ACM conference on Human factors in computing systems, ACM, New York, USA, pp. 2215–2220.

Iacovides, Ioanna; Cox, Anna L.; Furniss, Dominic and Myketiak, Chrystie (2014). Exploring empathy through sobering persuasive technologies: “No breaks! Where are you going missy?”. Demo presented at the 29th BCS Conference on Human Computer Interaction.

Iacovides, Ioanna; Cox, Anna L. and Blandford, Ann (2013). Supporting learning within the workplace: Device training in healthcare. In: ECCE '13: Proceedings of the 31st European Conference on Cognitive Ergonomics, ACM, New York, USA.

Iacovides, Ioanna; Jennett, Charlene; Cornish-Trestrail, Cassandra and Cox, Anna L. (2013). Do games attract or sustain engagement in citizen science? A study of volunteer motivations. In: CHI '13 Extended Abstracts on Human Factors in Computing Systems, ACM, New York, USA, pp. 1101–1106.

Iacovides, Ioanna; Aczel, James; Scanlon, Eileen and Woods, Will (2011). What do players have to say about informal learning through games? In: EARLI Conference 2011: Education for a Global Networked Society, 30 Aug - 3 Sep 2011, Exeter, UK.

Iacovides, Ioanna (2009). Exploring the link between player involvement and learning within digital games. In: 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology, 1-5 Sep 2009.

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Jennett, Charlene; Iacovides, Ioanna; Cox, Anna; Vikhanova, Anastasia; Weigold, Emily; Mostaghimi, Layla; Jones, Geraint; Jenkins, James; Gallacher, Sarah and Rogers, Yvonne (2016). Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16, 16-19 Oct 2016, Austin, Texas, USA.

Jennett, Charlene; Kloetzer, Laure; Schneider, Daniel; Iacovides, Ioanna; Cox, Anna; Gold, Margaret; Fuchs, Brian; Eveleigh, Alexandra; Methieu, Kathleen; Ajani, Zoya and Talsi, Yasmin (2016). Motivations, learning and creativity in online citizen science. Journal of Science Communication, 15(3), article no. A05.

Jennett, Charlene; Kloetzer, L.; Himmelstein, J.; Vaugoux, A.; Iacovides, I. and Cox, A. L. (2016). Learning in Game Jams: A Case Study of the GLASS Summer School. In: Playful Learning 2016, 13-15 Jul 2016, Manchester, UK.

Jennett, Charlene; Furniss, Dominic; Iacovides, Ioanna and Cox, Anna L. (2014). In the MOOD for Citizen Psych-Science. In: Citizen Cyberlab Summit, 20-22 Feb 2014, London, UK.

Jennett, Charlene; Furniss, Dominic J.; Iacovides, Ioanna; Wiseman, Sarah; Gould, Sandy J. J. and Cox, Anna L. (2014). Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers. Human Computation, 1(2) pp. 201–220.

Joiner, Richard; Iacovides, Ioanna; Darling, Jos; Diament, Andy; Drew, Ben; Duddley, John; Owen, Martin and Gavin, Carl (2013). Racing Academy: A Case Study of a Digital Game for Supporting Students Learning of Physics and Engineering. In: Youngkyun, Baek and Whitton, Nicola eds. Cases on Digital Game-Based Learning: Methods, Models, and Strategies. IGI Global, pp. 509–523.

Jennett, Charlene; Iacovides, Ioanna; Skands, Peter; Shoma, Helena and Cox, Anna (2013). Gamification in Citizen Cyberscience: Projects in Particle Physics and Synthetic Biology. In: Gamification 2013, 2-4 Oct 2013, Waterloo, Canada.

Joiner, Richard; Iacovides, Ioanna; Darling, Jos; Drew, Benjamin; Owen, Martin; Gavin, Carl and Clibbery, Stephen (2007). Racing Academy: A preliminary evaluation of an online racing car simulation game for supporting students learning of engineering. In: Extended abstract presented at the 12th Biennial Conference of European Association for Research on Learning and Instruction (EARLI 2007), 28 Aug - 01 Sep 2007.

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Kloetzer, Laure; Schneider, Daniel; Jennett, Charlene; Iacovides, Ioanna; Eveleigh, Alexandra; Cox, Anna and Gold, Margaret (2013). Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science? In: Changing Configurations of Adult Education in Transitional Times: Conference Proceedings, ESREA: European Society for Research on the Education of Adults, pp. 73–92.

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Lyons, Imogen; Furniss, Dominic; Blandford, Ann; Chumbley, Gillian; Iacovides, Ioanna; Wei, Li; Cox, Anna; Mayer, Astrid; Vos, Jolien; Galal-Edeen, Galal H.; Schnock, Kumiko O.; Dykes, Patricia C.; Bates, David W. and Franklin, Bryony Dean (2018). Errors and discrepancies in the administration of intravenous infusions: a mixed methods multihospital observational study. BMJ Quality & Safety, 27(11) pp. 892–901.

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Mekler, Elisa; Rank, Stefan; Steinemann, Sharon and Iacovides, Ioanna (2016). Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16, 16-19 Oct 2016, Austin, Texas, USA.

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Oladimeji, Patrick; Thimbleby, Harold; Curzon, Paul; Iacovides, Ioanna and Cox, Anna (2012). Exploring unlikely errors using video games: An example in number entry research. In: Fun and Games 2012, 4-6 Sep 2012, Toulouse, France.

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Richard, Joiner; Iacovides, Ioanna; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos and Drew, Ben (2011). Digital games, gender and learning in engineering: do females benefit as much as males? Journal of Science Education and Technology, 20(2) pp. 178–185.

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Visani Scozzi, Monica; Iacovides, Ioanna and Linehan, Conor (2017). A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games. In: CHI PLAY '17 Proceedings of the Annual Symposium on Computer-Human Interaction in Play, ACM, New York, NY, USA, pp. 217–228.

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