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Serious Games Innovation and Business Engagement

Summary of the impact

The key impacts of the research into the non-entertainment use of computer games technology and virtual worlds at the Serious Games Institute (SGI) have been:

  • Economic and commercial impacts on various stakeholders
  • Impacts on practitioners, professional services, public understanding and public debate

The reach of these impacts extends to partners both within the UK and overseas. Beneficiaries include companies, health professionals, educators, young people and their parents.

Submitting Institution

Coventry University

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Societal

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing
Education: Curriculum and Pedagogy

Game Changing: Games research creates new knowledge of digital games environments, improves industry perception of collaborations with academia and results in commercially successful, award-winning products

Summary of the impact

An innovative approach towards researching story-telling and its relevance in games design has resulted in cultural and economic impact in the creative sector and generated novel approaches that have influenced creative practice in the games industry. As a direct result of the research, an independent games development studio has been established and two commercial game titles have been released, with commercial sales to date of approximately £1.65m. The first release, Dear Esther, has been a major commercial success, has also won several industry recognition awards and is cited as directly responsible for the genesis of a new gaming genre.

Submitting Institution

University of Portsmouth

Unit of Assessment

Communication, Cultural and Media Studies, Library and Information Management 

Summary Impact Type

Cultural

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media

Making Games: empowering pupils to design their own digital games

Summary of the impact

MissionMaker is an innovative tool developed by IOE researchers in partnership with a software publisher which allows children and young people to make sophisticated 3D computer games without having programming knowledge. It has expanded thinking about games as an art form and children's ability to make and understand their structures, and has challenged stereotypes about games as `gendered' toys. It is endorsed by examination boards and used in hundreds of schools and centres throughout the UK and internationally. Designed in consultation with pupils and teachers, it encourages creative and strategic thinking in the English and Media curriculum in respect of games, which have received scant attention in school curricula.

Submitting Institution

University College London

Unit of Assessment

Education

Summary Impact Type

Societal

Research Subject Area(s)

Education: Specialist Studies In Education
Studies In Creative Arts and Writing: Film, Television and Digital Media

Enabling publics to participate in science learning through technology

Summary of the impact

Our research on technologies in science learning has led to increased participation by young people and adults in science, shifting their understanding of the scientific process. Impacts include:

  • 24,000 active participants have used the prize-winning iSpot website and app to develop their understanding of species identification, making 250,000 nature observations and identifying new species
  • support for distributed teams of science learners using new configurations of laboratory-based and mobile technologies which have been adopted by Microsoft to support their community engagement projects
  • over 300 children using the open source nQuire software to undertake personal inquiries in community settings; nQuire underpins the new UK Girl Guides' Association `Neighbourhood Researcher' badge.

Submitting Institution

Open University

Unit of Assessment

Education

Summary Impact Type

Societal

Research Subject Area(s)

Education: Curriculum and Pedagogy, Specialist Studies In Education

Promoting Social Inclusion through literacy and technology

Summary of the impact

The impact of this work is in 2 key areas: using new technologies to raise literacy levels and engage disaffected students and using technology to increase language learning opportunities for primary and secondary students in socially deprived areas. Teachers, trainees, students and teaching assistants report increased confidence in using new technologies; students with low literacy and/or English as a second language report greater engagement, understanding and ability to access the curriculum. As a result of the research, improved literacy levels, greater engagement in lessons and a willingness to use new technologies in the modern foreign languages classroom are evidenced.

Submitting Institution

Nottingham Trent University

Unit of Assessment

Education

Summary Impact Type

Societal

Research Subject Area(s)

Education: Curriculum and Pedagogy, Specialist Studies In Education
Language, Communication and Culture: Linguistics

Implementing User-designed Multimedia Learning Tools in Healthcare Contexts

Summary of the impact

Research by the University of Nottingham's Education and Technology for Health team has benefited healthcare students, professionals, users, carers and institutions both in the UK and internationally by establishing a participatory methodology for high-quality, sustainable multimedia Reusable Learning Objects (RLOs). These learning tools are now used in 50 countries globally to facilitate individual access to knowledge, enhance learning within curriculums and deliver continuing professional development, with feedback showing satisfaction of up to 100% in some nations. They are also being used to train healthcare professionals in resource-poor countries, further strengthening the University of Nottingham's role as a global education provider.

Submitting Institution

University of Nottingham

Unit of Assessment

Allied Health Professions, Dentistry, Nursing and Pharmacy

Summary Impact Type

Societal

Research Subject Area(s)

Medical and Health Sciences: Public Health and Health Services
Education: Curriculum and Pedagogy, Specialist Studies In Education

Using interaction technologies to help people tackle the effects of stroke and other impairments

Summary of the impact

Our research studies demonstrate the efficacy of using Interactive Systems in cognitive and functional rehabilitation, including working memory, functional skills, choice reaction time, decision making and upper limb function. Stroke is the third most common disease in the UK with over 100,000 cases annually costing the UK economy £8.9 billion/year, and around 25/1000 people have mild or moderate Intellectual Disabilities (ID) in the UK. Our research has changed practice in schools, improved the employment skills of people with disabilities, informed standards, helped sustain a social enterprise, and has influenced the way practitioners across the EU conduct their own vocational training.

Submitting Institution

Nottingham Trent University

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Health

Research Subject Area(s)

Medical and Health Sciences: Public Health and Health Services

Transforming Theatre, Games and Television

Summary of the impact

The Mixed Reality Laboratory (MRL) has collaborated with the artists Blast Theory to transform UK theatre and drive innovation in games and television. The underlying research was published as a series of papers in ACM Transactions on CHI and at the ACM's CHI conference between 2003 and 2012, with two CHI papers winning best paper awards. By creating and touring a series of innovative and technically advanced performances, we have enriched cultural life and influenced a rising generation of UK artists. By then jointly collaborating with companies such as Microsoft, Sony, Nokia and the BBC, we have innovated new games and television formats. Evidence of this impact is to be found in: performances touring to 40 venues in 18 countries to be experienced by over 200,000 people; 160 reviews in international press; artistic and industry awards; direct involvement of industry partners in follow-on commercial projects; and consultancy.

Submitting Institution

University of Nottingham

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Cultural

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media

The Use of Semantic Web Technologies developed for Teaching, Learning and Research

Summary of the impact

Our research explored the ways the emerging Semantic Web can support teaching and learning. It identified case based learning as a key area and outputs were used to enhance the unique research council funded Economic and Social Data Service public collections and pioneers pages. Results informed the thinking of accountancy bodies on e-assessment via the Association of Chartered Certified Accountants/International Association for Accounting Education. An exemplary user case study derived from the research was selected by World Wide Web Consortium (W3C). The research supported the aggregation and presentation of Open Educational Resources via JISC. Project software and documentation was released as open source. Outcomes provided the `Liverpool, City of Radicals' Project timeline.

Submitting Institution

Liverpool John Moores University

Unit of Assessment

Education

Summary Impact Type

Societal

Research Subject Area(s)

Information and Computing Sciences: Information Systems
Education: Curriculum and Pedagogy, Specialist Studies In Education

Bringing Computer Science, Programming and Computational Thinking into the Classroom

Summary of the impact

Robertson's research in learning via game-authoring demonstrated sustainable success in bringing programming into schools. This subsequently catalysed (i) creation of a whole new suite of qualifications by the Scottish Qualifications Authority; (ii) inclusion of the requirement for games development experience in the new Scottish Technologies Curriculum; (iii) the development of `Computing at Schools Scotland' in terms of its successful annual conference and provision of specialist CPD for Computing teachers. Having so far influenced the education of over 500,000 Scottish pupils, Robertson's work is also cited in the key document underpinning Obama's programme for STEM training in the US via game-authoring.

Submitting Institution

Heriot-Watt University

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Societal

Research Subject Area(s)

Education: Curriculum and Pedagogy, Specialist Studies In Education

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