• Designing mobile applications for Positive Behaviour for Learning (PB4L) pedagogy 

      Reddy, L.; Baghaei, Nilufar; Vermeulen, G.; Hilton, Craig; Steinhorn, Gregor (2017-12)
      Applications and online digital games are currently being used in New Zealand schools for the teaching of reading, writing and maths regularly. However, the teaching of behaviour has been heavily reliant on paper based ...
    • Enhancing Children's Numeracy & Te Reo Skills using Computer Games 

      Nand, Kalpana; Baghaei, Nilufar; Casey, John (International Conference on Computers in Education, 2014)
      The use of computer games as common vehicles for education, as opposed to pure entertainment, has gained immense popularity in recent years. In our earlier work, we investigated the appealing characteristics of engaging ...
    • Game on : a future-proofing approach to programme redevelopment 

      Chand, Prabhat; Clarke, David; Moir, Rob; Panko, Mary (Bay of Plenty Polytechnic (Tauranga, N.Z.), 2015-02)
      Challenges of NCMI programme • Programme has more than 100 unit standards • On / Off job training and assessments • Rolling enrolments throughout the year • Each student has their own study plan • Results can be from ...
    • Improving learning outcomes by designing engaging educational tools 

      Casey, John; Baghaei, Nilufar; Nand, Kalpana (IEEE Frontiers in Education (FIE), 2014)
      The success rate of computer games in engaging children has prompted educational researchers to investigate if similar techniques can be used to engage children with learning. In this paper, we present the results of a ...
    • Improving students’ performance through gamification : a user study 

      Nehring, Natalia; Baghaei, Nilufar; Dacey, Simon (2018-03)
      Lack of motivation is an issue for some learners. If they do not find the course materials engaging, they do not spend enough time to gain a deeper understanding of the subject matter. The term gamification is used to ...