Lobna Hassan
Biographic Data
| ID | 4605838 |
|---|---|
| NAME | Lobna Hassan |
| GIVEN NAMES | Lobna |
| FAMILY NAME | Hassan |
| SIGNATURE | HASSAN L |
| AFFILIATIONS | Lappeenranta-Lahti University of Technology |
| ORCID | 0000-0002-6201-9159 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Can storytelling, interactive apps replace teachers? a field experiment in STEM education
This study investigates whether augmenting Interactive Digital Storytelling (IDS) with Digital Learning Activities (DLA) positively impacts elementary school students’ academic performance and technical skill learning in STEM education (science subject). We also explore if this combined approach could be a suitable self-learning replacement of classroom, didactic learning. We conducted a field study, following a Design Science Approach. We design…
Balancing moral, financial, and legal considerations
As the global game industry expands, accessibility for players with disabilities has become a growing concern. Implementing accessibility is mostly technologically feasible, yet it remains scarce. This study investigates how practitioners justify accessibility spending in an industry marked by rapid growth, weak regulation, and platform pressures. Drawing on a mixed-method survey of 272 professionals, we identify three decision-making strategies:…
Monstrosity in Games and Play
Transforming a school into Hogwarts
Educators are continuously exploring ways to enhance the academic potential of students while fostering a positive social atmosphere within classrooms. To meet these various curricular and interpersonal objectives, teachers are increasingly utilising educational storification in order to engage students and positively support their social relationships. However, research still lacks in terms of how storification impacts students’ social behaviour…
Forced to Choose Silence
Background Socialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others. Aim This study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming? Method We conducted a sur…
Effects of Gamification on Motivations of Elementary School Students
Background Gamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use contexts especially in developing countries. Aim This research aimed to measure the effect of gamifying digital learning environments and compare the effects of badges and leaderboards on the development of cognitive and achievement motivation of elementa…
The multiplex of value creation and capture logics in the video game industry
Role-play experience’s effect on students’ 21st century skills propensity
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students’ (N = 253) self-reported effects of role-play experience on pre-and post-scores of twenty-first century …
Accessibility of games and game-based applications
Digital game technologies, that is, games and emerging game-based applications, are pervasively spread in society as a means of entertainment, education and exercise, amongst other uses. With this popularity, attention has been directed towards the accessibility of these technologies to people with disabilities to ensure equity, equal access to opportunities and realize earnings from a significant customer group. This study investigates: How is t…
Teaching within a Story
Storification is an emerging pedagogical technique, albeit research lacks the understanding of its benefits and detriments. This study examines a school in the US that has storified majority of their learning environment into various fictional and nonfictional worlds for students to learn in and for teachers to incorporate in their pedagogy. 11 educational staff and 79 students were interviewed, and classes were observed for 10 days to ground a t…
Gameful civic engagement
With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a lo…
Fame and fortune, or just fun? A study on why people create content on video platforms
Purpose The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and t…
Fame and fortune, or just fun? A study on why people create content on video platforms
Purpose The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and t…
Fame and fortune, or just fun? A study on why people create content on video platforms
Purpose The purpose of this paper is to examine the motivations behind online video content creation on services such as YouTube and Twitch. These activities, performed by private individuals online, have become increasingly monetized and professionalised through the accessible tools provided by video sharing services, which has presented a noteworthy manifestation of the increasing merger of the work and leisure within digital environments and t…
Gameful civic engagement
With increased digitalization, governments and public institutes became potentially better able to practice fuller and wider ranges of democratic governance through e.g., e-participation. E-participation, as any means of engagement with the common good, is, however, a difficult area of human motivation as it can be seen to exist outside the common hurdles of the everyday life and where the effects of participation are often invisible or take a lo…
Teaching within a Story
Storification is an emerging pedagogical technique, albeit research lacks the understanding of its benefits and detriments. This study examines a school in the US that has storified majority of their learning environment into various fictional and nonfictional worlds for students to learn in and for teachers to incorporate in their pedagogy. 11 educational staff and 79 students were interviewed, and classes were observed for 10 days to ground a t…
The multiplex of value creation and capture logics in the video game industry
Role-play experience’s effect on students’ 21st century skills propensity
This study examines the effects of a role-play-based pedagogical method in Finland on the twenty-first century skills propensity among 6th graders (12-year-olds). The approach entails a simulation of a society in a gamified learning environment as part of their formal education. Structural Equation Modeling was employed to analyze the students’ (N = 253) self-reported effects of role-play experience on pre-and post-scores of twenty-first century …
Accessibility of games and game-based applications
Digital game technologies, that is, games and emerging game-based applications, are pervasively spread in society as a means of entertainment, education and exercise, amongst other uses. With this popularity, attention has been directed towards the accessibility of these technologies to people with disabilities to ensure equity, equal access to opportunities and realize earnings from a significant customer group. This study investigates: How is t…
Forced to Choose Silence
Background Socialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others. Aim This study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming? Method We conducted a sur…
Effects of Gamification on Motivations of Elementary School Students
Background Gamification research and practice have gained popularity, but there is a lack of experimental and field evidence regarding the effectiveness of specific design elements and their use contexts especially in developing countries. Aim This research aimed to measure the effect of gamifying digital learning environments and compare the effects of badges and leaderboards on the development of cognitive and achievement motivation of elementa…
Monstrosity in Games and Play
Transforming a school into Hogwarts
Educators are continuously exploring ways to enhance the academic potential of students while fostering a positive social atmosphere within classrooms. To meet these various curricular and interpersonal objectives, teachers are increasingly utilising educational storification in order to engage students and positively support their social relationships. However, research still lacks in terms of how storification impacts students’ social behaviour…
Can storytelling, interactive apps replace teachers? a field experiment in STEM education
This study investigates whether augmenting Interactive Digital Storytelling (IDS) with Digital Learning Activities (DLA) positively impacts elementary school students’ academic performance and technical skill learning in STEM education (science subject). We also explore if this combined approach could be a suitable self-learning replacement of classroom, didactic learning. We conducted a field study, following a Design Science Approach. We design…
Balancing moral, financial, and legal considerations
As the global game industry expands, accessibility for players with disabilities has become a growing concern. Implementing accessibility is mostly technologically feasible, yet it remains scarce. This study investigates how practitioners justify accessibility spending in an industry marked by rapid growth, weak regulation, and platform pressures. Drawing on a mixed-method survey of 272 professionals, we identify three decision-making strategies:…
Psychology (10 works) · Computer Science (6 works) · Educational Games and Gamification (5 works) · Mathematics education (5 works) · Political science (5 works) · Digital Games and Media (4 works) · Multimedia (4 works) · Pedagogy (4 works) · Social Psychology (4 works) · Sociology (4 works)