Robert Costello

Robert Costello has worked as a researcher within the field of online learning, and in particular (personalized, gamification, and adaptive learning) while incorporating learning theories and Adaptive Information Retrieval (AIR) since 2005. His research trends do vary to incorporate postgraduates. It has mostly involved tailoring system designs for community collaboration, mLearning, and gamification within higher education. Over the last 13 years, he has taught a variety of computing modules in further education to higher education. Currently, he is a HE programme leader for the BSc Hons top-up degree.

Publications

COVID-19 Innovation Approach to Support Wellbeing, Anxiety, and Depression Through Gaming Technologies
Robert Costello. © 2022. 18 pages.
With this current Covid-19 pandemic, colleges and Higher Education Institutes (HEIs) must focus on applying educational experiences that are enriching, joyful, rewarding, and...
How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences
Robert Costello, Jodie Donovan. © 2022. 23 pages.
Autism Spectrum Disorder (ASD) is a prevalent neurodevelopmental disability among gamers where individuals belonging to this group of conditions have difficulty understanding...
Future Directions of Gamification in Education
Robert Costello. © 2022. 10 pages.
The use of technology within the 21st century to assist with Millennials provides the opportunity to explore unique opportunities for designing new approaches not just for...
Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning
Robert Costello, Murray Lambert. © 2022. 26 pages.
The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to...
Socialisation of Gamification
Robert Costello. © 2022. 23 pages.
This chapter offers an introduction to using gaming technology as a learning tool to improve retention, engagement, and motivation for the learner. We will be exploring how...
Gamification Design Principles and Mechanics to Improve Retention
Robert Costello. © 2022. 22 pages.
The design and guidelines for gamification offer designers a range of solutions to provide empowerment and engagement to assist with retention within education. This chapter...
Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning
Robert Costello, Murray Lambert. © 2022. 27 pages.
The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to...
An Innovative Approach of Using Mobile Gaming to Bridge Well-Being, Anxiety, Depression, and Isolation
Robert Costello, Lucy Smith. © 2022. 18 pages.
Games technologies have been used within education and industry for many years to improve retention, engagement, and motivation. The present research explores the use of Mobile...
Quality Assurance Within HEIs in South-East Asia
Robert Costello. © 2021. 20 pages.
With the adaption of The Association of Southeast Asian Nations (ASEAN) and The Southeast Asian Ministers of Education Organization (SEAMEO) since the early 1960s, the quality...
Gamification Strategies for Retention, Motivation, and Engagement in Higher Education: Emerging Research and Opportunities
Robert Costello. © 2020. 205 pages.
A key challenge facing higher education institutions is that of retaining students. Though gaming technologies are increasingly being used in support of learning initiatives...
Strategic Collaborative Innovations in Organizational Systems
Mambo Mupepi, Robert Costello. © 2019. 272 pages.
Organizations today need to continually implement new strategies that increase the sustainability and competitiveness of a business. By sharing experiences in a collaborative...
Supporting the Needs of the Independent Learner Within Higher Education
Robert Costello. © 2019. 20 pages.
This chapter offers a case study in adaptive personalized learning for higher education learners. The chapter presents a postgraduate recommender system for educational pathway...
Pokémon GO as a Cognitive and Societal Development Tool for Personalised Learning
Robert Costello, Murray Lambert. © 2019. 30 pages.
The present research develops and tests a theoretical gamification model (GM) that explores the use of mobile learning (ML) and massively multiplayer online (MMO) games to...
How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences
Robert Costello, Jodie Donovan. © 2019. 27 pages.
Autism Spectrum Disorder (ASD) is a prevalent neurodevelopmental disability among gamers where individuals belonging to this group of conditions have difficulty understanding...
Gaming Innovations in Higher Education: Emerging Research and Opportunities
Robert Costello. © 2018. 178 pages.
Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities...
Next Step for Prosumerism Within the Rapidly Changing Agile IT Market
Robert Costello. © 2018. 27 pages.
With the rapidly changing global competition, organisations are adapting a more agile way of improving their ability to innovate, engage, and maintain a competitive edge over...
Future Direction of Gamification Within Higher Education
Robert Costello. © 2018. 21 pages.
This chapter provides a critical pathway for the uses of Augmented Reality (AR) and Virtual Reality (VR) within Gamification. The chapter starts with an introduction to...
End User Perspective of E-Learning Using LMS-Like Systems
Robert Costello. © 2018. 35 pages.
In literature, e-learning plays an important part in improving the needs of learners and educators, as well as other stakeholders and institutions. However, this research...
Improving IT Market Development through IT Solutions for Prosumers
Robert Costello. © 2014. 15 pages.
With the IT markets rapidly changing, organisations are looking at alternative ways of improving their economic status through using the prosumer to improve IT solutions. This...