Currently browsing: Items authored or edited by Ioanna Iacovides

58 items in this list.
Generated on Tue Oct 8 23:01:02 2024 BST.

2022To Top

Hall, Johanna; Herodotou, Christothea and Iacovides, Ioanna (2022). Measuring player creativity in digital entertainment games using the Creativity in Gaming Scale. In: Rienties, Bart; Hampel, Regine; Scanlon, Eileen and Whitelock, Denise eds. Open World Learning: Research, Innovation and the Challenges of High-Quality Education. London: Rutledge, pp. 158–170.

2021To Top

2020To Top

Hall, Johanna; Stickler, Ursula; Herodotou, Christothea and Iacovides, Ioanna (2020). Player conceptualizations of creativity in digital entertainment games. Convergence: The International Journal of Research into New Media Technologies, 26(5-6) pp. 1226–1247.

2019To Top

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.

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.

2018To Top

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.

2017To Top

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.

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, pp. 253–264.

2016To Top

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.

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.

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.

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.

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.

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.

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.

2015To Top

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.

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.

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.

2014To Top

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.

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.

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.

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.

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.

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.

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.

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.

2013To Top

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.

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.

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.

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.

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.

2012To Top

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.

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.

2011To Top

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.

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.

2009To Top

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.

2008To Top

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.

2007To Top

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.

2005To Top

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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