Elizabeth Boyle

Elizabeth Boyle is a reader in psychology at the University of the West of Scotland. Her research interests are in thinking, learning, language, communication and motivation. More recently she has followed up these interests in the area of e-learning and digital games with publications in the area of engagement and learning in digital games. Elizabeth has been involved in research on games, including the GALA project, a European network of academics and businesses interested in serious games, and the CHERMUG project which aims to design and develop a game to teach research methods and statistics to nurses and social scientists.

Publications

Executive Functions in Digital Games
Elizabeth Boyle, Melody M. Terras, Judith Ramsay, James M. E. Boyle. © 2016. 28 pages.
Despite enhanced appreciation of the nature and scope of the cognitive advantages of playing games, our understanding of the actual mechanisms responsible for...
Study Design and Data Gathering Guide for Serious Games' Evaluation
Jannicke Baalsrud Hauge, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, James Ritchie. © 2015. 27 pages.
The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include...
Assessment Integration in Serious Games
Thomas Hainey, Thomas M. Connolly, Yaëlle Chaudy, Elizabeth Boyle, Richard Beeby, Mario Soflano. © 2015. 26 pages.
Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG...
Psychological Aspects of Serious Games
Elizabeth Boyle. © 2015. 18 pages.
Over the past fifteen years there has been increasing interest in serious games as a new medium for learning, skill acquisition, and training. Developing and...
Psychology, Pedagogy, and Assessment in Serious Games
Thomas M. Connolly, Thomas Hainey, Elizabeth Boyle, Gavin Baxter, Pablo Moreno-Ger. © 2014. 522 pages.
As the widespread use of digital entertainment has changed not only the ways in which we spend our leisure time but also how we learn and communicate, Serious...
Psychological Aspects of Serious Games
Elizabeth Boyle. © 2014. 18 pages.
Over the past fifteen years there has been increasing interest in serious games as a new medium for learning, skill acquisition, and training. Developing and...
Executive Functions in Digital Games
Elizabeth Boyle, Melody M. Terras, Judith Ramsay, James M. E. Boyle. © 2014. 28 pages.
Despite enhanced appreciation of the nature and scope of the cognitive advantages of playing games, our understanding of the actual mechanisms responsible for...
Assessment Integration in Serious Games
Thomas Hainey, Thomas M. Connolly, Yaëlle Chaudy, Elizabeth Boyle, Richard Beeby, Mario Soflano. © 2014. 25 pages.
Serious Games (SG) are developing a reputation with some educationalists as a useful supplementary approach for teaching and learning. Two important issues for SG...
Study Design and Data Gathering Guide for Serious Games’ Evaluation
Jannicke Baalsrud Hauge, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, James Ritchie. © 2014. 26 pages.
The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include...
The Use of Computer Games in Education: A Review of the Literature
Thomas Hainey, Thomas Connolly, Mark Stansfield, Liz Boyle. © 2011. 22 pages.
Games-based learning has captured the interest of educationalists as it is perceived as a potentially highly motivating approach for learning in a diverse number...
ARGuing for Multilingual Motivation in Web 2.0: An Evaluation of a Large-Scale European Pilot
Thomas Hainey, Thomas Connolly, Mark Stansfield, Liz Boyle. © 2011. 21 pages.
While there are some teachers who are dubious about the benefits of gaming in education, language teachers make great use of simulation/gaming methodologies, and...
Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces: Techniques and Effective Practices
Thomas Connolly, Mark Stansfield, Liz Boyle. © 2009. 394 pages.
Games-based learning focuses on the exploration of high-quality computer games and associated software tools for education and training. Games-Based Learning...
Games for Learning: Does Gender Make a Difference?
Elizabeth A. Boyle, Thomas Connolly. © 2009. 16 pages.
Developing educational computer games that will appeal to both males and females adds an additional level of complexity to an already complicated process. Schools...