my research stands at the confluence of technology and education. I have particular interests in digital literacy, widening participation, STEM outreach and public engagement. Working mostly with young people and teachers, I develop interventions and evaluate their effectiveness.
If we can present generally complex scientific content through tangible and non-textual media like serious games, we may be able to engage reluctant learners in STEM subjects. This research explores the various aspects of game-based learning, from design, to development and its use in the classroom.
Technology adoption and integration
Pupils and teachers are regarded as the main users of digital technologies in formal settings, and while pupils are usually keen to embrace technology, it is often the teachers that are the main barrier to its use. This research explores the barriers to the adoption and integration of technology in the classroom.
This project is exploring the process of constructing and building tangible objects to support learning in primary education. It is part of the drive towards encouraging the creation of content to improve engagement with digital technologies in the classroom.