• A Collaborative Constraint-based Intelligent System for Learning Object-Oriented Analysis and Design using UML 

      Baghaei, Nilufar (2006)
      Automatic analysis of interaction and support for group learning through a distance collaborative learning system is at the forefront of educational technology. Research shows that collaborative leaming provides an environment ...
    • Collaborative learning skills in multi-touch tables for UML software design 

      Basheri, Mohammed; Munro, Malcolm; Burd, Liz; Baghaei, Nilufar (International Journal of Advanced Computer Science and Applications, 2013)
      The use of multi-touch interfaces for collaborative learning has received significant attention. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper ...
    • COMAC: Educational Games for Children with ADD/ADHD 

      Baghaei, Nilufar; Casey, John; Romo de Vivar, David; Harris, Grace (2012)
      Previous research has shown that children with Attention Deficit Disorder (ADD) and Attention Deficit Hyperactivity Disorder (ADHD) have unique difficulties that can make more traditional methods of teaching less effective. ...
    • Designing a novel educational game for teaching C# programming 

      Hinds, M.; Baghaei, Nilufar; Ragon, P.; Lambert, J.; Dajakaruna, T.; Houghton, T.; Dacey, Simon; Casey, John (Computer Supported Education (CSEDU Secretariat), 2017-04)
      Learning to code can be a daunting experience for a lot of students. RunJumpCode is a novel 2D platformer video game, designed and developed in Unity, to teach players the fundamental concepts of C# programming. The game ...
    • Designing a socially assistive companion robotic wheel chair: RoboChair 

      Jayawardena, Chandimal; Baghaei, Nilufar; Ganeshan, Kathiravelu; Sarrafzadeh, Hossein (IEEE Computer Society, 2013)
      Developing socially assistive robots is an emerging interdisciplinary research area, which requires collaboration between a wide range of disciplines. Among recent research projects, there have been attempts to develop ...
    • Designing a virtual reality flight simulator 

      Halim, I.; Casey, John; Baghaei, Nilufar (Asia-Pacific Society for Computers in Education (APSCE), 2018-11)
      Virtual Reality has been gaining popularity in recent years and has been applied in various fields. One of its uses is for Virtual Reality games and simulators, which targets a wider range of consumers. Flight simulator ...
    • Designing mobile applications for Positive Behaviour for Learning (PB4L) pedagogy 

      Reddy, L.; Baghaei, Nilufar; Vermeulen, G.; Hilton, C.; 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 ...
    • Designing mobile applications for smoking cessation in New Zealand 

      Baghaei, Nilufar; Wu, Lian; Casey, John; Biddle, TeUrikore (International Conference on Medical Information Processing and Analysis, 2016-06)
      Tobacco is a leading cause of preventable death in New Zealand. The smoking rate for New Zealand Māori was 44 percent in 2009, still significantly higher than for non-Māori (18 percent) for both males and females. In this ...
    • Designing mobile games for improving self-esteem in children with ADHD 

      Baghaei, Nilufar; Casey, John; Ahmad, Yvette; Liang, Haining; Yu, Zhen (ICSLE 2015, 2015-09)
      There is a growing number of children with Attention Deficit Hyperactivity Disorder (ADHD). Research has shown that these children process information quite differently from others. A lot of ADHD diagnosed children (especially ...
    • Diabetic Mario : designing and evaluating mobile games for diabetes education 

      Baghaei, Nilufar; Nandigam, D.; Casey, John; Direito, A.; Maddison, R. (2016-06)
      Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In ...
    • Engaging children in diabetes education through mobile games 

      Baghaei, Nilufar; Casey, John; Nandigam, D.; Sarrafzadeh, Hossein; Maddison, R. (International Association for the Development of the Information Society (IADIS), 2017-04)
      Traditional methods for diabetic education rely heavily on written materials and there is only a limited amount of resources targeted at educating diabetic children. Mobile games can be effective, evidence-based, and ...
    • Engaging children with educational content via gamification 

      Nand, Kalpana; Baghaei, Nilufar; Casey, John; Barmada, Bashar; Mehdipour, F.; Liang, H-N. (Springer Open, 2019-07-18)
      Gamification is the application of game mechanisms in non-gaming environments with the objective of enhancing user experience. In this paper, we investigate the effectiveness of gamification in an educational context, i.e. ...
    • Engaging families in lifestyle changes through social networking 

      Baghaei, Nilufar; Kimani, Stephen; Freyne, Jill; Brindal, Emily; Berkovsky, Shlomo; Smith, Greg (2011)
      Previous research has shown that providing family engagement and social support play important roles in weight management success, helping to achieve long-term lifestyle changes. Traditionally, the support provided by ...
    • 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 ...
    • Enhancing engagement and collaborative learning skills in multi-touch software for UML diagramming 

      Basheri, Mohammed; Burd, Liz; Munro, Malcolm; Baghaei, Nilufar (The International Society of the Learning Sciences, 2013)
      The use of Multi-touch interfaces for collaborative learning has received significant attention. Their ability to synchronously accommodate multiple users is an advantage in co-located collaborative design tasks. This paper ...
    • Evaluating a Collaborative Constraint-based Tutor for UML Class Diagrams 

      Baghaei, Nilufar; Mitrovic, Branko (2007)
      COLLECT-UML is a collaborative constraint-based tutor for teaching object-oriented analysis and design using . It is the first system in the family of constraint-based tutors to represent a higher-level skill such as ...
    • Evaluating mobile games for diabetes education 

      Baghaei, Nilufar; Nandigam, David; Casey, John; Direito, Artur; Maddison, Ralph (Asia-Pacific Society for Computers in Education, 2015-12)
      Mobile games can be effective, evidence-based, and motivating tools for the promotion of children's health. Traditional method for diabetic education relies heavily on written materials and there is only a limited amount ...
    • From Modelling Domain Knowledge to Metacognitive Skills: Extending a Constraint-based Tutoring System to Support Collaboration 

      Baghaei, Nilufar; Mitrovic, Branko (2007)
      Constraint-based tutors have been shown to increase individual learning in real classroom studies, but would become even more effective if they provided support for collaboration. COLLECT-UML is a constraint-based ...
    • 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 ...