Publications

Some of my recent and featured publications - most are peer reviewed!

  https://orcid.org/0000-0002-7584-0245

Conference Article

Origami as a Means to Assess and Understand Learning Styles

Zhang, R., Cheng, Y., Qin, C., Rattadilok, P., Roadknight, C., Hadian, G.S., Thenara, J.M.

This study explores how sensed metrics and VARK learning preferences (Visual, Aural, Read/Write, Kinesthetic) relate to creating aesthetically pleasing origami, finding that Visual learners perform best. Multimodal learners (high in all VARK categories) show greater mental and physical engagement, leading to better short- and long-term performance, with EEG-measured mental activity being the strongest predictor of success.

  June 7, 2025
  2025 International Conference on Frontiers of Intelligent Computing: Theory and Applications (FICTA-2025)
Offline online and blended learning VARK learning preferences/strategies (mis)match of learning strategies
Conference Article

The Impact of Different Teaching Methods, Moodle Access Frequency, and (Mis)matching of Learning Strategies towards Students’ Academic Success in Higher Education

Cheng, Y., Qin, C., Zhang, R., Rattadilok, P., Roadknight, C.M., Hadian, G.S. and Thenara, J.M.

Learning modes, online platform usage, and learning style alignment are examined in this study to understand their impact on Computer Science student performance, analyzing grades and online activity across varied educational settings to identify key factors influencing academic success.

  June 6, 2025
  2025 International Conference on Frontiers of Intelligent Computing: Theory and Applications (FICTA-2025)
offline online blended learning VARK learning preferences/strategies (mis)match of learning strategies
Journal Article

A study of the virtual reality cybersickness impacts and improvement strategy towards the overall undergraduate students' virtual learning experience

Mareta, S., Thenara, J.M., Rivero, R. and Tan-Mullins, M.

This study investigates cybersickness in a VR-based virtual classroom at the University of Nottingham Ningbo China, finding that 47% of participants experienced symptoms, with 64% being female, and identifying virtual movement speed, perspective angle, and visual properties as key contributing factors. The results, analyzed using ANOVA F-tests, highlight the influence of gender and academic background on cybersickness severity, offering insights for VR developers to minimize symptoms and enhance teaching and learning effectiveness in higher education.

  May 4, 2022
  Interactive Technology and Smart Education (ITSE)
Higher education Simulation Experiential learning Blended learning Digital learning Virtual and augment reality V-ROOM Virtual reality Cybersickness Motion sickness Teaching and learning Education technology Pedagogy innovation
Undergraduate Dissertation

Mixed Reality (MR) in Education

Joseph M. THENARA, Supervised by Dr Boon Giin Lee

Mixed Reality (MR) enhances education by aiding visualisation in fields like engineering. This project explored MR in fire safety training via a Microsoft HoloLens2 app. A study with volunteers compared MR-based learning to traditional methods, assessed user experience, and offered recommendations for MR in education.

  Distinguished Final Year Project Award
  April 25, 2022
  University of Nottingham
Mixed Reality Unity
Conference Article

Virtual Reality-Based Immersive Digital Learning Resources: Initial Study of the Design Features Perception from Future Architects

Mareta, S., Hung-Lo-Sang, L.L.K, Tedjosaputro, M.A., Hadian, G.S., Rivero, R. and Thenara, J.M.

Increasing demands and needs of utilizing Virtual Reality (VR) technologies have pushed many commercial and non-commercial industries and institutions to innovate, including in the education sector. This paper presents a preliminary study of understanding the perception of undergraduate Architecture students in the first Sino-Foreign University in China of various design features.

  December 5, 2021
  2021 IEEE International Conference on Engineering, Technology & Education (TALE)
virtual reality design features VR for architecture correlation matrix
Conference Article

Understanding the Cybersickness Effects of Using Virtual Reality-Based Classroom for Undergraduate Students: A Preliminary Study

Mareta, S., Mou, X., Nelson, H., Tan-Mullins, M., Thenara, J.M. and Rivero, R.

Motion sickness, as one of the long-standing key challenges of VR utilization, even in gaming, often becomes a barrier for VR users to fully engage with the content developed in the virtual world. Thus, this work presents a preliminary study on understanding the symptoms of motion sickness — which will be referred to later as ‘cybersickness’ — in the teaching and learning (T&L) context.

  July 5, 2021
  2021 International Conference on Open and Innovative Education (ICOIE)
V-ROOM virtual reality cybersickness motion sickness teaching and learning education technology