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All Outputs (95)

Public involvement and public engagement: An example of convergent evolution? Findings from a conceptual qualitative review of patient and public involvement, and public engagement, in health and scientific research (2024)
Journal Article
Wilkinson, C., Gibson, A., Biddle, M., & Hobbs, L. (2024). Public involvement and public engagement: An example of convergent evolution? Findings from a conceptual qualitative review of patient and public involvement, and public engagement, in health and scientific research. PEC Innovation, 4, Article 100281. https://doi.org/10.1016/j.pecinn.2024.100281

Objective Patient and public involvement (PPI) in health research is now well-established, whilst science, technology, engineering and mathematics (STEM) research has shifted from a focus on science communication alone to public engagement (PE) with... Read More about Public involvement and public engagement: An example of convergent evolution? Findings from a conceptual qualitative review of patient and public involvement, and public engagement, in health and scientific research.

Engaging children with engineering through the use of Minecraft (2024)
Presentation / Conference
Hobbs, L., & Behenna, S. (2024, February). Engaging children with engineering through the use of Minecraft. Presented at IMechE Regional Education Officers Meeting, Manchester, UK

An invited presentation and demonstration at the IMechE Regional Education Officers Meeting, on Science Hunters projects using Minecraft to engage children with engineering.

Voices in a Pandemic: Using deep mapping to explore children’s changing sense of place during the COVID-19 pandemic in UK (2024)
Journal Article
Webber, A., Jones, V., McEwen, L., Deave, T., Gorell Barnes, L., Williams, S., …Gopinath, D. (in press). Voices in a Pandemic: Using deep mapping to explore children’s changing sense of place during the COVID-19 pandemic in UK. Children's Geographies, https://doi.org/10.1080/14733285.2024.2315153

Children’s sense of place is important for wellbeing, development and belonging in a community or place. The VIP-CLEAR (Voices in a Pandemic – Children’s Lockdown Experiences Applied to Recovery) project used creative methods and repeat engagement t... Read More about Voices in a Pandemic: Using deep mapping to explore children’s changing sense of place during the COVID-19 pandemic in UK.

Understanding the impact of children's and young people's self-harm on parental well-being: a systematic literature review of qualitative and quantitative findings (2024)
Journal Article
Martin, F., Ferrey, A., Hobbs, L., Lascelles, K., van Even, S., & Oliver, T. (in press). Understanding the impact of children's and young people's self-harm on parental well-being: a systematic literature review of qualitative and quantitative findings. Child and Adolescent Mental Health, https://doi.org/10.1111/camh.12692

Background: Self-harm in children and young people is increasing. Parents are vital in supporting young people; however, parents may experience distress linked to the self-harm. Previous reviews have highlighted the emotional impact and need for info... Read More about Understanding the impact of children's and young people's self-harm on parental well-being: a systematic literature review of qualitative and quantitative findings.

Near and far: Engaging children with place through Minecraft (2023)
Journal Article
Hobbs, L., Behenna, S., Bentley, S., & Stevens, C. (2023). Near and far: Engaging children with place through Minecraft. Geography, 108(3), 134-140. https://doi.org/10.1080/00167487.2023.2260221

Minecraft is an extremely popular computer game and educational tool. It provides various place-based facilities, with schools, towns and islands recreated, and geology and archaeology made available to explore in-game. In this ‘Spotlight On … ’ arti... Read More about Near and far: Engaging children with place through Minecraft.

Near and far: Engaging students with place through Minecraft (2023)
Journal Article
Hobbs, L., Behenna, S., Bentley, S., & Stevens, C. (2023). Near and far: Engaging students with place through Minecraft. Geography, 108(3), 134-140. https://doi.org/10.1080/00167487.2023.2260221

Minecraft is an extremely popular computer game and educational tool. It provides various place-based facilities, with schools, towns and islands recreated, and geology and archaeology made available to explore in-game. In this ‘Spotlight On … ’ arti... Read More about Near and far: Engaging students with place through Minecraft.

The tree(s) of hope and ambition: An arts-based social science informed, participatory research method to explore children's future hopes, ambitions and support in relation to COVID-19 (2023)
Journal Article
Williams, S., McEwen, L. J., Gorell Barnes, L., Deave, T., Webber, A., Jones, V., …Hobbs, L. (2023). The tree(s) of hope and ambition: An arts-based social science informed, participatory research method to explore children's future hopes, ambitions and support in relation to COVID-19. Children & Society, 37(5), 1356-1375. https://doi.org/10.1111/chso.12767

This paper offers a new child-centred methodology that explores children's visions of their futures, encourages self-reflection and depth and shares children's voices with peers and researchers, as unbrokered as possible. This final stage of a longit... Read More about The tree(s) of hope and ambition: An arts-based social science informed, participatory research method to explore children's future hopes, ambitions and support in relation to COVID-19.

Amplifying the voices of neurodivergent students in relation to higher education assessment at UWE Bristol (2023)
Report
Chicken, S., Fogg Rogers, L., Hobbs, L., Hunt-Fraisse, T., & Lewis, D. (2023). Amplifying the voices of neurodivergent students in relation to higher education assessment at UWE Bristol. UWE Bristol

This paper reports on a study funded by the UWE Pedagogical Project fund in 2021-2022, which aimed to amplify the voices of neurodivergent (referred to as ‘ND’) students in relation to lived experiences of Higher Education (HE) assessment practices w... Read More about Amplifying the voices of neurodivergent students in relation to higher education assessment at UWE Bristol.

Seeing through the fog – stories of social shocks to empower youth voice and leadership (2023)
Presentation / Conference
Webber, A., Jones, V., Gorell Barnes, L., Fogg Rogers, L., McEwen, L., Williams, S., …Gopinath, D. (2023, April). Seeing through the fog – stories of social shocks to empower youth voice and leadership. Paper presented at Public Communication of Science & Technology, Rotterdam, The Netherlands

The UN Convention of the Rights of the Child (Article 12) clearly states that children have the right to be to be heard and to have their views taken seriously. However, their voices are seldom listened to or considered in policy making and policy de... Read More about Seeing through the fog – stories of social shocks to empower youth voice and leadership.

‘Make sure to stay safe’: Using art and trust to navigate research collaborations through an evolving social crisis (2023)
Presentation / Conference
Webber, A., Jones, V., Gorell Barnes, L., Fogg Rogers, L., Williams, S., McEwen, L., …Gopinath, D. (2023, April). ‘Make sure to stay safe’: Using art and trust to navigate research collaborations through an evolving social crisis. Paper presented at Public Communication of Science & Technology, Rotterdam, The Netherlands

Effective communication and engagement around a global pandemic require a thorough understanding of perceptions and experiences of affected groups. Children were significantly impacted by mitigation measures during COVID-19, yet their voices were sel... Read More about ‘Make sure to stay safe’: Using art and trust to navigate research collaborations through an evolving social crisis.

Adapting for remote delivery during COVID-19: Insights from a science engagement project (2023)
Journal Article
Hartley, J., Hobbs, L., & Stevens, C. (2023). Adapting for remote delivery during COVID-19: Insights from a science engagement project. Natural Sciences Education, 52(1), Article e20108. https://doi.org/10.1002/nse2.20108

Science Hunters is an established outreach program using the computer game Minecraft to engage children in science. Before the pandemic, Science Hunters regularly delivered sessions schools but ceased delivering face-to-face sessions during the COV... Read More about Adapting for remote delivery during COVID-19: Insights from a science engagement project.

Learning from children’s experiences of lockdown: Talking about invisible threats (2023)
Journal Article
Jones, V., McEwen, L., Webber, A., Williams, S., Deave, T., Hobbs, L., …Gorell Barnes, L. (2023). Learning from children’s experiences of lockdown: Talking about invisible threats. Primary Science, 7-9

In this article, the Voices in a Pandemic: Children’s Lockdown Experiences Applied to Recovery (VIP- CLEAR) team talk about the research they have undertaken in schools during the COVID-19 pandemic and how the voices of children need to be listened t... Read More about Learning from children’s experiences of lockdown: Talking about invisible threats.

Voices in a Pandemic (VIP-CLEAR): Using deep mapping to explore children’s changing perceptions and experiences during COVID-19 ‘recovery’ (2022)
Presentation / Conference
McEwen, L., Webber, A., Gorell Barnes, L., Gopinath, D., Hobbs, L., Deave, T., …Fogg Rogers, L. (2022, December). Voices in a Pandemic (VIP-CLEAR): Using deep mapping to explore children’s changing perceptions and experiences during COVID-19 ‘recovery’. Presented at UK Alliance for Disaster Research Annual Conference 2022, Edinburgh Climate Change Institute (ECCI)

Children are unheard voices within the COVID-19 pandemic. We are unaware how intersections of complex factors in specific social settings have impacted their perceptions and are determining what ‘recovery’ means. ‘Voices in a Pandemic: Children’s Loc... Read More about Voices in a Pandemic (VIP-CLEAR): Using deep mapping to explore children’s changing perceptions and experiences during COVID-19 ‘recovery’.

Inclusive exploration of sustainable goals and solutions through Minecraft (2022)
Presentation / Conference
Hobbs, L., Bentley, S., Behenna, S., & Stevens, C. (2022, August). Inclusive exploration of sustainable goals and solutions through Minecraft. Presented at SEEDS 2022. International Conference for Sustainable Ecological Engineering Design for Society, University of the West of England

Science Hunters has successfully used the computer game Minecraft to engage children with science since 2014, using a specific approach that promotes learning within the framework of defined topics, whilst encouraging exploration of the elements that... Read More about Inclusive exploration of sustainable goals and solutions through Minecraft.

The power of picture books: A pandemic tool to recovery (2022)
Presentation / Conference
Jones, V., McEwen, L., Gorell Barnes, L., Webber, A., William, S., Hobbs, L., …Deave, T. (2022, July). The power of picture books: A pandemic tool to recovery. Presented at UK Literary Association International Conference 2022, Birmingham

This paper draws on 18 months of interdisciplinary research in partnership with Schools and Early Years settings across some of the most socially disadvantaged areas of Bristol, funded by the AHRC. The interdisciplinary team undertook an art based re... Read More about The power of picture books: A pandemic tool to recovery.

Leaving no one behind: Interventions and outcomes of the COVID-19 vaccine maximising uptake programme (2022)
Journal Article
Berrou, I., Hamilton, K., Cook, C., Armour, C., Hughes, S., Hancock, J., …Walsh, N. (2022). Leaving no one behind: Interventions and outcomes of the COVID-19 vaccine maximising uptake programme. Vaccines, 10(6), 840. https://doi.org/10.3390/vaccines10060840

The devastating impact of COVID-19 on individuals and communities has accelerated the development of vaccines and the deployment of ambitious vaccination programmes to reduce the risks of infection, infection transmission and symptom severity. Howeve... Read More about Leaving no one behind: Interventions and outcomes of the COVID-19 vaccine maximising uptake programme.

Exploring engineering solutions to environmental hazards through Minecraft (2022)
Presentation / Conference
Hobbs, L., Bentley, S., Behenna, S., & Stevens, C. (2022, May). Exploring engineering solutions to environmental hazards through Minecraft. Paper presented at EGU General Assembly 2022

Since 2014, Science Hunters (1,2) has successfully used the computer game Minecraft to engage children with Science, Technology, Engineering and Maths, and particularly geoscience (3), through a defined approach which allows exploration in line with... Read More about Exploring engineering solutions to environmental hazards through Minecraft.

Voices in a pandemic: Listening to the voices of children in a pandemic through arts-based, deep mapping methods adapted for online delivery (2022)
Journal Article
Williams, S., Webber, A. D., McEwen, L. J., Gorell Barnes, L., Deave, T., Gopinath, D., …Fogg-Rogers, L. (2022). Voices in a pandemic: Listening to the voices of children in a pandemic through arts-based, deep mapping methods adapted for online delivery. SAGE Research Methods: Doing Research Online, https://doi.org/10.4135/9781529601602

The VIP-CLEAR (Voices in a Pandemic—Children’s Lockdown Experience Applied to Recovery) project aims to explore younger children’s experiences of lockdown in response to the COVID-19 pandemic to inform their recovery and resilience to future social s... Read More about Voices in a pandemic: Listening to the voices of children in a pandemic through arts-based, deep mapping methods adapted for online delivery.