Economic, Societal and Policy Impact of ICTE Research Centre
Submitting Institution
University of the West of ScotlandUnit of Assessment
Computer Science and InformaticsSummary Impact Type
SocietalResearch Subject Area(s)
Education: Curriculum and Pedagogy, Specialist Studies In Education
Summary of the impact
The ICTE Research Centre at UWS has transformed the way advanced
technologies are used as
tools within education and training, covering a range of sectors across
Europe, and has contributed
to policy formation, economic impact and benefits to society.
Focussing on Web 2.0 technologies and specifically serious games,
underpinning technologies
have been applied to a range of educational disciplines at all levels of
education and within
organisations. External engagement has ranged from the level of individual
teachers to the level of
regional and national policy, and individual partner organisations have
benefited economically from
adopting and adapting these underpinning technologies.
Underpinning research
The group's 2007 paper (PAPER1) established that online students
performed consistently better
than students taught face-to-face. The paper highlighted that some
learners preferred using certain
media, particularly the younger generation, who had grown up in a
technologically sophisticated
environment. The research demonstrated that learning needed to be engaging
to compete with
other media-rich pastimes and that aspects of such activities could be
used in teaching.
This research led to the award of a Wellcome Trust grant to recommend
changes to its public
engagement policy through the use of modern technologies, principally
games. Connolly's work
(PAPER 2) included a first meta-analysis study for this grant that
highlighted that out of 18,000
published papers, some 7,392 papers identified positive impacts of games
on users aged over 14.
However, only 129 papers reported empirical evidence about the impact of
games on learning and
engagement, with 70 providing methodologically stronger evidence of this
impact. This was the
largest study of its type and provided a strong basis for further work. A
second study, for under
14s, produced similar findings: out of 20,000 published papers, only 112
reported empirical
evidence of the impact of games in education, with 55 providing
methodologically stronger
evidence.
Developing this broad theme of enquiry, the research group has received a
number of European
Grants and company specific grants/contracts (see Section 3) to further
explore how serious
games, Web 2.0 and advanced technologies can enhance learners'
experiences, and what effects
they have on engagement and achievement.
One European project explored the use Alternate Reality Games (ARGs), a
genre of games that
use a variety of media to develop a story which is then dynamically
adapted by participants'
actions. In the past, ARGs have been used to market and promote products
such as films, games
and music, however, the ICTE group were one of the first research groups
to explore their use
within education. An additional paper, (PAPER 3), discusses the design,
development and
evaluation of an ARG aimed at encouraging secondary school pupils across
Europe to learn
modern foreign languages. The ARG was developed and implemented as part of
an EC Comenius
project involving 6 project partners, 328 secondary school students and 95
language teachers from
17 European countries. The collaborative nature of ARGs proved useful in
getting students to work
collaboratively to solve problems while learning. An evaluation of the ARG
was conducted using an
experimental design of pre- and post-ARG intervention. The majority of
students who completed
the test after playing the ARG either agreed or strongly agreed that they
would be willing to play
the game over a prolonged period as part of a foreign language course and
also that playing the
ARG enhanced their skills relating to cooperation, collaboration and
teamwork.
Key Researchers
Professor Thomas M Connolly (Chair of ICTE Research Centre; Director of
Institute of Creative
Technologies and Applied Computing)
Dr Liz Boyle
Dr Ewan MacArthur
Dr Thomas Hainey
Dr Gavin Baxter
Dr Mark Stansfield
Dr Daniel Livingstone
Dr Richard Beeby
References to the research
PAPER 1: Connolly, T.M., MacArthur, E., Stansfield, M.H. and McLellan, E.
(2007). A quasi-experimental
study of three online learning courses in computing. Computers &
Education 2007
Volume 49 Issue 2 Pages 345-359
PAPER 2: Connolly, T.M. Boyle, E.A., MacArthur, E., Hainey, T. and Boyle,
J.M. (2012). A
systematic literature review of empirical evidence on computer games and
serious games.
Computers & Education, Volume 59 Issue 2 Pages 661-686
PAPER 3: Connolly, T.M., Stansfield, M.H. and Hainey, T. (2011). An
alternate reality game for
language learning: ARGuing for multilingual motivation. Computers &
Education, Volume 57 Issue
1 Pages 1389-1415
PAPER 4: Stansfield, M.H. and Connolly, T.M. (2009). An Exploration into
Key Issues Relating to
the Adoption of Good Practices in E-Learning and Virtual Campuses, in
Transforming Higher
Education through Technology Enhanced Learning (Eds: Terry Mayes, Derek
Morrison, Harvey
Mellar, Peter Bullen, Martin Oliver). Higher Education Academy. ISBN:
978-1-907207-11-2.
PAPER5: Connolly, T.M., Stansfield, M.H. and Hainey, T. (2007). An
Application of Games-based
Learning within Software Engineering, British Journal of Educational
Technology (BJET), Vol. 38,
No. 3, pp. 416-428
PAPER 6: Connolly, T.M. and Stansfield, M.H. (2007). From eLearning to
Games-based
eLearning, International Journal of Information Technology and Management,
Vol. 26, Nos. 2/3/4,
pp. 188-208
Grant Information
Gala (FP7 Network of Excellence)
• Gala — FP7 Network of Excellence in Serious Games (started 1 October
2010), €5,650,000
EU Projects
• Learners, Teachers and Employers (LeTeEm) (supported through Lifelong
Learning
Programme; 2013-2015), €298,795
• Developing Entrepreneurial Spirit through Experience and Reflection in
Vocational
Education (supported through Lifelong Learning Programme; 2013-2016),
€20,000
• Research_Game (supported through Lifelong Learning Programme;
2012-2014), €398,400
• Chermug (Continuing/Higher Education in Research Methods Using Games)
(supported
through Lifelong Learning Programme KA3 Transversal Action; 2011-2013),
€531,354
• Ed2.0Work — European network for the integration of Web2.0 in education
and work
(supported through Lifelong Learning Programme Transversal Action;
2012-2015),
€599,847
• StartUp_EU — Be a High Tech Entrepreneur) (supported through Lifelong
Learning
Programme Transversal Action; 2011-2013), €397,521
• aPLaNet (Autonomous `Personal Learning Networks' for Language Teachers)
(supported
through Lifelong Learning Programme Transversal Action; 2010-2012),
€431,850
• Web2.0ERC (European Resource Centre for Web2.0 Education) (supported
through
Lifelong Learning Programme Transversal Action; 2010-2012), €559,686
• e-CLIL (European Content and Language Integrated Learning) (supported
through Lifelong
Learning Programme Comenius Action; 2009-2012), €355,660
• ARGuing for multilingual motivation in Web 2.0 (supported through
Lifelong Learning
Programme Comenius Action; 2007-2009), €307,828
KTP Projects
• Web Delivery Platform for Incident Investigation (for Kelvin
Consultants, 2008-2010),
£118,709
• eLearning in vocational engineering training (for EKGTA Ltd,
2008-2010), £107,536
• eLearning in analytical chemistry (for Crawford Scientific, 2005-2007),
£81,100
Collaborative Research Projects
• Supporting Education in Virtual Worlds with VLE (Eduserve Foundation,
2008-2010), £71,716
• Sloodle Phase 2 (Eduserve Foundation, 2010-2013), £66,685
• Developing Virtual Environments for Skills Rehearsal (for Scottish
Social Services Council,
2009-2010), £25,000
• Games-based Learning (GBL) for Software Project Lifecycles (for TPLD
2007-2008), £34,997
• Managed Learning Environment (for Healthcare Skills Ltd started
2007-2008), £34,415
• LMS Lite Technology Platform (for Crawford Scientific started
2006-2007), £34,933
• Games-based Learning (GBL) Technology Platform (for TPLD started
2006-2007), £34,967
• Wellcome Trust Project, Landscape Study of Computer Games & Serious
Games (2008),
£20,000
Schools Project
ThinknDrinkn (Renfrewshire Council-funded schools project on games-based
learning), £2,000
Details of the impact
The ICTE Research Centre has created a range of impacts through its
underpinning research in
the field of serious games and advanced educational technologies, mainly
stemming from clarifying
and harmonising the contribution to learning of games and Web2.0. These
impacts can be broadly
categorised into headings of Policy, Economy and Societal Benefit.
Within Education Policy, our work on Web 2.0 provided a
foundation for many partners to
evaluate their educational policies. For example, in Estonia over 8,000
teachers are being trained
in Web 2.0 using the framework that we have developed. This framework
identifies Web 2.0 as
being of key benefit in education and provides educationists with examples
of best practice and
practical advice on how to adopt and implement these technologies. The
School Inspectorate of
Education in Romania (ISJP) is applying our Web 2.0 framework to develop
an educational support
policy in their schools. According to the Inspectorate, these frameworks
"... have led to a change in
policy for how the Inspectorate views the use of Web2.0 in schools".
Further, as noted by the
Director of Kindersite, an educational policy organisation, the ICTE group
have contributed through
its research to policy at a national and international level, including
the "...Departamento de
Educación del Gobierno de Navarra, Spain; Ministry of Education, Turkey;
Autonoom
Gemeentebedrijf Stedelijk Onderwijs Antwerpen, Belgium and outside of
Europe, Senior advisor to
the Minister of Education, Israel" and we have trained thousands of
teachers across Europe in the
use of Web2.0/games using our frameworks.
Public policy has been supported through the FP7 Gala Network of
Excellence, which exploits
games for education and training, providing practice and advice to
policymakers and to the games
industry. Charged with harmonising research across Europe we have carried
out systematic meta-analysis
studies to identify the educational benefits of games, performed
experiments to extend the
knowledge of these benefits, and advised a wide range of stakeholders,
including
teachers/lecturers/trainers, school management, and decision and
policymakers across Europe.
In terms of the benefit to society, at an international level the
ICTE group has supported the
introduction of high technology entrepreneurship education through the
innovative use of serious
games as an educational tool. More generally, the group has been involved
in developing
approaches to promote creativity, competitiveness, employability and the
growth of an
entrepreneurial spirit within young people, and helping them acquire the
basic life-skills and
competences necessary for their personal development, for future
employment and for active
European citizenship. Within the UK, the group is developing a next
generation learning
environment based on gaming technology and emotional artificial
intelligence that the Scottish
Social Services Council will use to train over 190,000 social services
workers with professional
practice skills, simulating a range of scenarios that might arise in their
work. As noted by the Chief
Executive of SSSC, "... we are working with UWS, one of the leaders in
the serious games field,
and I am excited about this partnership and the potential our joint
working has to shape learning
now and for the future."
A number of companies have also benefitted commercially from links with
the research group,
which sprang directly from its expertise and reputation within games
research in Scotland. In the
UK, the group has supported a range of commercial training companies,
increasing their turnover
by over £2million and creating over 50 jobs. UWS competitively secured
projects with EKGTA (the
employer-led training provider for the engineering industry), business and
management
consultancy Kelvin Consulting, online communications leader TPLD, and
Crawford Scientific, a
commercial training provider in analytical chemistry, as a result of its
research. EKGTA benefited
from the UWS framework in implementing its eLearning system and stated
that its turnover
increased by 26.2% following the project.
Similarly, Crawford Scientific benefited through the introduction of an
eLearning business activity to
an analytical chemistry equipment supplier, creating virtual labs and
advanced interactivity to
support their product sales and operation. This project led to a 20%
increase in sales and an 80%
increase into new markets within 2 years. It transformed the company from
a reseller of equipment,
providing a small amount of online learning, to a leading provider of high
quality online learning in
the chromatography field. The company believes that "the work of
Professor Connolly and his team
has had a strategic impact on Crawford Scientific policies,
significantly changing the way the
company handles its corporate training operations transforming the
training from traditional face-to-face
provision into a worldwide training organisations high-quality,
interactive online learning
products with key global industry clients including Astra Zeneca,
Pfizer, Reckitt and Benckiser and
Glaxo SmithKline."
Sources to corroborate the impact
Final evaluation from European Commission for ARGuing EU project
Final evaluation from European Commission for Web2.0ERC EU project
Corroborating statement from Kindersite Ltd, UK
Corroborating statement form Crawford Scientific, UK
Corroborating statement from Romanian School Inspectorate (ISJP)
Corroborating statement from University of Sofia, Bulgaria
Corroborating statement from Poznan University of Economics, Poland
Press release from Partnership with SSSC