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Faizan Ahmad

Biographic Data

ID5675955
NAMEFaizan Ahmad
GIVEN NAMESFaizan
FAMILY NAMEAhmad
SIGNATUREAHMAD F
AFFILIATIONSCardiff Metropolitan University
ORCID0000-0003-0595-5343
VERIFIEDYes
TOTAL WORKS13
TOTAL CITATIONS1
WORKS AS AUTHOR12
WORKS AS EDITOR1
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Multi-year evaluation of a smart inquiry-based science learning application in middle school education

    Open Access•Sameena Javaid, Sohaib Ahmed et al.•ARTICLE•Frontiers in Education•2026

    With the advancement of technologies, the use of smart learning applications has been prevalent in school education, specifically in science inquiry learning. Many studies have reported the importance, significance, and learning techniques using Inquiry-based learning, but very few studies have evaluated the multi-year analyses of smart learning applications on students' evaluations along with their impact at institutional levels. Inquiry-based l…

  • From Hotspots to Action

    Open Access•Muhammad Rehan, Muhammad Kabir et al.•ARTICLE•American Journal of Primatology•2026

    Anthropogenic pressures and climate change increasingly threaten biodiversity hotspots, especially ecologically fragile and understudied mountainous regions. Understanding the spatial ecology of resident wildlife is essential for addressing the conservation challenges posed in such environments, particularly for lesser‐studied primate species in Pakistan. The study area lies within rugged terrain, which is highly vulnerable to climate change. Her…

  • Cognitive Benefits of Employing Multiple AI Voices as Specialist Virtual Tutors in a Multimedia Learning Environment

    Open Access•Tze Wei Liew, Su-Mae Tan et al.•ARTICLE•Human Behavior and Emerging…•2025

    Limited prior research provides some evidence of the cognitive and learning benefits of employing multiple pedagogical agents, each assigned to distinct knowledge bases, in a multimedia learning environment. However, follow‐up studies and extensions of these findings remain scarce. To address this gap, we draw on multimedia learning and cognitive models to investigate the effects of using multiple AI voices as specialist virtual tutors for distin…

  • A Framework for Designing Courses by Synergizing Project‐Based Learning With Gamification

    Open Access•Muhammad Ishaq, Kamran Abid et al.•EDITOR•ARTICLE•Human Behavior and Emerging…•2025

    The pedagogical methodologies have been influenced and improved with the help of many useful technological and other interventions. In the past, many efforts have been made to blend project‐based learning (PBL) with gamification for a variety of domains. However, it is significant to construct a systematic framework of gamified project–based learning that can be used as a reference for designing and executing different courses in different educat…

  • Can Hypercasual VR Games (HVRGs) Improve Experience and Performance of Adult Learners? Exploring Progressive Versus Dynamic Difficulty

    Open Access•Zeeshan Ahmed, Faizan Ahmad et al.•ARTICLE•Human Behavior and Emerging…•2025

    Game‐based learning (GBL) in a virtual reality (VR) environment provides individuals with access to high‐quality learning resources that may be expensive or unavailable in real‐world scenarios. For example, individuals can easily participate in target shooting through this medium, which was a popular sport during Colonial America. This article explores the potential of using GBL to enhance shooting skills through a hypercasual VR game (HVRG). The…

  • Exploring Game‐Based Inquiry Learning Application in a Maritime Science Museum

    Open Access•Sohaib Ahmed, Muhammad Zeeshan et al.•ARTICLE•Human Behavior and Emerging…•2025

    This article brings together the concepts of emerging technologies, game‐based learning (GBL), and inquiry learning to conduct a research study undertaken in a maritime science museum. Over the last decade, the potential benefits of emerging technologies have enabled game‐based inquiry activities in formal and informal pedagogical contexts. The use of ontologies has also grown significantly in representing learning content. In the science museum …

  • Augmenting Education

    Open Access•Neha Garg, Amanpreet Kaur et al.•ARTICLE•Human Behavior and Emerging…•2025

    Augmented reality (AR) reshapes the educational landscape by seamlessly blending digital content with physical environments to create highly immersive, interactive, and engaging learning experiences. This paper presents a comprehensive systematic literature review (SLR) of 35 peer‐reviewed studies to evaluate the current state of AR integration in education critically. The review analyzes key variables such as skills acquisition, pedagogical fram…

  • Inquiry based learning in software engineering education

    Open Access•Sohaib Ahmed, Syed Bukhari et al.•ARTICLE•Frontiers in Education•2025

    Learning programming is becoming crucial nowadays for producing students with computational thinking and problem-solving skills in software engineering education. In recent years, educators and researchers are keen to use inquiry-based learning (IBL) as a pedagogical instructional approach for developing students’ programming learning skills. IBL instructions can be provided to students through four inquiry levels: confirmation , structured, guid…

  • Learner emotions and performance in hypercasual VR games with adaptive AI difficulty

    Open Access•Zeeshan Ahmed, Faizan Ahmad et al.•ARTICLE•British Educational Research…•2025•Cited by: 1•References: 60

    Hypercasual virtual reality games (HVRGs) are widely regarded as cost‐effective tools for rapid skill acquisition, yet the mechanisms that optimise their effectiveness and user acceptance remain insufficiently explored. This mixed‐methods empirical study investigates how playful emotions, characterised by engagement, enjoyment and anxiety, influence performance, measured through game scores, in HVRGs employing two distinct difficulty strategies: …

  • Comprehending the influence of brain games mode over playfulness and playability metrics

    Open Access•Faizan Ahmad, Momina Shaheen et al.•ARTICLE•Interactive Learning Environments•2024

    Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of BGs was previously fuzzy. The objective of the presented research was to gain more insight into the prece…

  • ViSHWaS

    Open Access•Akshat Banga, Hans Mautong et al.•ARTICLE•BMJ Global Health•2023

    Objective To provide insights into the nature, risk factors, impact and existing measures for reporting and preventing violence in the healthcare system. The under-reporting of violence against healthcare workers (HCWs) globally highlights the need for increased public awareness and education. Methods The Violence Study of Healthcare Workers and Systems study used a survey questionnaire created using Research Electronic Data Capture (REDCap) form…

  • Behavioral profiling

    Faizan Ahmad, Luo Zongwei et al.•ARTICLE•Interactive Learning Environments•2023

    An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the diverse kinds of players’ experiences (i.e. engagement, enjoyment, anxiety, usability, adaptability, a…

  • Coronavirus Disease 2019 Pandemic Effects on Overseas Pakistanis Particularly Residing in China, Saudi Arabia and United Kingdom

    Open Access•Tauseef Ahmad, Bibi Nazia Murtaza et al.•ARTICLE•Frontiers in Public Health•2022

    Aim This study explored the Coronavirus Disease 2019 (COVID-19) pandemic effects on overseas Pakistani's residing in various parts of the world, particularly in China, Saudi Arabia (SA), and the United Kingdom (UK). Methods This cross-sectional study was completed between November 2020 and April 2021. An online questionnaire was designed and circulated via various social media mediums to overseas Pakistani communities. The obtained data were stat…

  • Learner emotions and performance in hypercasual VR games with adaptive AI difficulty

    Open Access•Zeeshan Ahmed, Faizan Ahmad et al.•ARTICLE•British Educational Research…•2025•Cited by: 1•References: 60

    Hypercasual virtual reality games (HVRGs) are widely regarded as cost‐effective tools for rapid skill acquisition, yet the mechanisms that optimise their effectiveness and user acceptance remain insufficiently explored. This mixed‐methods empirical study investigates how playful emotions, characterised by engagement, enjoyment and anxiety, influence performance, measured through game scores, in HVRGs employing two distinct difficulty strategies: …

  • Coronavirus Disease 2019 Pandemic Effects on Overseas Pakistanis Particularly Residing in China, Saudi Arabia and United Kingdom

    Open Access•Tauseef Ahmad, Bibi Nazia Murtaza et al.•ARTICLE•Frontiers in Public Health•2022

    Aim This study explored the Coronavirus Disease 2019 (COVID-19) pandemic effects on overseas Pakistani's residing in various parts of the world, particularly in China, Saudi Arabia (SA), and the United Kingdom (UK). Methods This cross-sectional study was completed between November 2020 and April 2021. An online questionnaire was designed and circulated via various social media mediums to overseas Pakistani communities. The obtained data were stat…

  • ViSHWaS

    Open Access•Akshat Banga, Hans Mautong et al.•ARTICLE•BMJ Global Health•2023

    Objective To provide insights into the nature, risk factors, impact and existing measures for reporting and preventing violence in the healthcare system. The under-reporting of violence against healthcare workers (HCWs) globally highlights the need for increased public awareness and education. Methods The Violence Study of Healthcare Workers and Systems study used a survey questionnaire created using Research Electronic Data Capture (REDCap) form…

  • Behavioral profiling

    Faizan Ahmad, Luo Zongwei et al.•ARTICLE•Interactive Learning Environments•2023

    An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the diverse kinds of players’ experiences (i.e. engagement, enjoyment, anxiety, usability, adaptability, a…

  • Comprehending the influence of brain games mode over playfulness and playability metrics

    Open Access•Faizan Ahmad, Momina Shaheen et al.•ARTICLE•Interactive Learning Environments•2024

    Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of BGs was previously fuzzy. The objective of the presented research was to gain more insight into the prece…

  • Cognitive Benefits of Employing Multiple AI Voices as Specialist Virtual Tutors in a Multimedia Learning Environment

    Open Access•Tze Wei Liew, Su-Mae Tan et al.•ARTICLE•Human Behavior and Emerging…•2025

    Limited prior research provides some evidence of the cognitive and learning benefits of employing multiple pedagogical agents, each assigned to distinct knowledge bases, in a multimedia learning environment. However, follow‐up studies and extensions of these findings remain scarce. To address this gap, we draw on multimedia learning and cognitive models to investigate the effects of using multiple AI voices as specialist virtual tutors for distin…

  • A Framework for Designing Courses by Synergizing Project‐Based Learning With Gamification

    Open Access•Muhammad Ishaq, Kamran Abid et al.•EDITOR•ARTICLE•Human Behavior and Emerging…•2025

    The pedagogical methodologies have been influenced and improved with the help of many useful technological and other interventions. In the past, many efforts have been made to blend project‐based learning (PBL) with gamification for a variety of domains. However, it is significant to construct a systematic framework of gamified project–based learning that can be used as a reference for designing and executing different courses in different educat…

  • Can Hypercasual VR Games (HVRGs) Improve Experience and Performance of Adult Learners? Exploring Progressive Versus Dynamic Difficulty

    Open Access•Zeeshan Ahmed, Faizan Ahmad et al.•ARTICLE•Human Behavior and Emerging…•2025

    Game‐based learning (GBL) in a virtual reality (VR) environment provides individuals with access to high‐quality learning resources that may be expensive or unavailable in real‐world scenarios. For example, individuals can easily participate in target shooting through this medium, which was a popular sport during Colonial America. This article explores the potential of using GBL to enhance shooting skills through a hypercasual VR game (HVRG). The…

  • Exploring Game‐Based Inquiry Learning Application in a Maritime Science Museum

    Open Access•Sohaib Ahmed, Muhammad Zeeshan et al.•ARTICLE•Human Behavior and Emerging…•2025

    This article brings together the concepts of emerging technologies, game‐based learning (GBL), and inquiry learning to conduct a research study undertaken in a maritime science museum. Over the last decade, the potential benefits of emerging technologies have enabled game‐based inquiry activities in formal and informal pedagogical contexts. The use of ontologies has also grown significantly in representing learning content. In the science museum …

  • Augmenting Education

    Open Access•Neha Garg, Amanpreet Kaur et al.•ARTICLE•Human Behavior and Emerging…•2025

    Augmented reality (AR) reshapes the educational landscape by seamlessly blending digital content with physical environments to create highly immersive, interactive, and engaging learning experiences. This paper presents a comprehensive systematic literature review (SLR) of 35 peer‐reviewed studies to evaluate the current state of AR integration in education critically. The review analyzes key variables such as skills acquisition, pedagogical fram…

  • Inquiry based learning in software engineering education

    Open Access•Sohaib Ahmed, Syed Bukhari et al.•ARTICLE•Frontiers in Education•2025

    Learning programming is becoming crucial nowadays for producing students with computational thinking and problem-solving skills in software engineering education. In recent years, educators and researchers are keen to use inquiry-based learning (IBL) as a pedagogical instructional approach for developing students’ programming learning skills. IBL instructions can be provided to students through four inquiry levels: confirmation , structured, guid…

  • Learner emotions and performance in hypercasual VR games with adaptive AI difficulty

    Open Access•Zeeshan Ahmed, Faizan Ahmad et al.•ARTICLE•British Educational Research…•2025•Cited by: 1•References: 60

    Hypercasual virtual reality games (HVRGs) are widely regarded as cost‐effective tools for rapid skill acquisition, yet the mechanisms that optimise their effectiveness and user acceptance remain insufficiently explored. This mixed‐methods empirical study investigates how playful emotions, characterised by engagement, enjoyment and anxiety, influence performance, measured through game scores, in HVRGs employing two distinct difficulty strategies: …

  • Multi-year evaluation of a smart inquiry-based science learning application in middle school education

    Open Access•Sameena Javaid, Sohaib Ahmed et al.•ARTICLE•Frontiers in Education•2026

    With the advancement of technologies, the use of smart learning applications has been prevalent in school education, specifically in science inquiry learning. Many studies have reported the importance, significance, and learning techniques using Inquiry-based learning, but very few studies have evaluated the multi-year analyses of smart learning applications on students' evaluations along with their impact at institutional levels. Inquiry-based l…

  • From Hotspots to Action

    Open Access•Muhammad Rehan, Muhammad Kabir et al.•ARTICLE•American Journal of Primatology•2026

    Anthropogenic pressures and climate change increasingly threaten biodiversity hotspots, especially ecologically fragile and understudied mountainous regions. Understanding the spatial ecology of resident wildlife is essential for addressing the conservation challenges posed in such environments, particularly for lesser‐studied primate species in Pakistan. The study area lies within rugged terrain, which is highly vulnerable to climate change. Her…

Educational Games and Gamification (7 works) · Computer Science (6 works) · Psychology (6 works) · Augmented Reality Applications (3 works) · Mathematics education (3 works) · Sociology (3 works) · Teaching and Learning Programming (3 works) · Usability (3 works) · Adaptability (2 works) · Applied Psychology (2 works)

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