
PhD (University of Queensland)
Professor Peta Wyeth is a computer science researcher with expertise Human Computer Interaction (HCI). She is at the forefront of research into emerging tangible, mobile and embedded technology for education and entertainment. Her research career is typified by interdisciplinary collaborations addressing real world problems. Research teams include educators, psychologists, therapists, roboticists, marketing academics, software engineers, and data scientists. Peta has expertise in technology innovation, with research project outputs commercialised with support from QUT, CRC partnerships, and Commercialisation Australia. Professor Wyeth has a strong record of academic administration and leadership. She currently has the position of Deputy Dean within the Faculty of Science and was Head of School for the School of Computer Science from January 2020 and June 2021. Prior to these leadership roles, she was the Academic Program Director, Information Technology (IT). Peta is passionate about creating educational environments that inspire the next generation of thinkers and leaders who are ready to address critical challenges through information technology, mathematics, and science. QUT Leadership
- Deputy Dean, Faculty of Science (June 2021 – present)
- Program Leader and Chief Investigator, ARC Centre of Excellence for the Digital Child (2019 – present)
- Indigenous Australian Advisory Committee (August 2021 – present)
- Head of School, School of Computer Science (January 2020 – June 2021)
- Academic Program Director (Information Technology), Science and Engineering Faculty (2015 – 2019)
External Leadership Roles
- Expert Review, OECD Early Childhood Education and Care in a Digital World Policy Review (September 2021 – present)
- Program Advisory Board, Digital Queensland: Digital Professional Workforce Action Plan (August 2021 – present)
- Executive Committee, Australian Council of ICT Deans (2019 – 2020)
- Department of Education and Training Early Learning STEM Australia (ELSA) Reference Group (2016 – 2017)
- Expert Writing Team, Digital Technologies Syllabus, Queensland Curriculum and Assessment Authority (2016)
Research Themes:
Research discipline:
Projects
Additional information
- Ozdowska A, Wyeth P, Carrington S, Ashburner J, (2021) Using assistive technology with SRSD to support students on the autism spectrum with persuasive writing, British Journal of Educational Technology, 52 (2), pp. 934-959.
- Ekberg S, Danby S, Theobald M, Fisher B, Wyeth P, (2019) Using physical objects with young children in 'face-to-face' and telehealth speech and language therapy, Disability and Rehabilitation, 41 (14), pp. 1664-1675.
- Fitz-Walter Z, Johnson D, Wyeth P, Tjondronegoro D, Scott-Parker B, (2017) Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience, Computers in Human Behavior, 71, pp. 586-595.
- Ozdowska A, Sweetser P, Johnson D, Wyeth P, Anwar A, Meng Y, (2017) GameFlow in different game genres and platforms, Computers in Entertainment, 15 (3), pp. 1-24.
- Wyeth P, Summerville J, Adkins B, (2014) Playful interactions for people with intellectual disabilities, Computers in Entertainment, 11 (3), pp. 1-18.
- Mcewan M, Blackler A, Johnson D, Wyeth P, (2014) Natural mapping and intuitive interaction in videogames, Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play 2014), pp. 191-200.
- Wyeth P, Sweetser P, Johnson D, Ozdowska A, (2012) Active versus passive screen time for young children, Australasian Journal of Early Childhood, 37 (4), pp. 94-98.
- Brown R, Rasmussen R, Baldwin I, Wyeth P, (2012) Design and implementation of a virtual world training simulation of ICU first hour handover processes, Australian Critical Care, 25 (3), pp. 178-187.
- Wyeth P, (2008) How young children learn to program with sensor, action, and logic blocks, Journal of the Learning Sciences, 17 (4), pp. 517-550.
- Sweetser P, Wyeth P, (2005) GameFlow : a model for evaluating player enjoyment in games, Computers in Entertainment, 3 (3), pp. 1-24.
- Title
- ARC Centre of Excellence for the Digital Child (ACDC)
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- CE200100022
- Start year
- 2021
- Keywords
- early childhhood; longitudinal study; digital engagement; professional development; digital practice
- Title
- Framing and Enabling Children's Active Play using Novel Technology
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- DP200100723
- Start year
- 2021
- Keywords
- Title
- New Information Access Technologies for People with Intellectual Disability
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- LP160100800
- Start year
- 2016
- Keywords
- Title
- Make and Connect: Enabling People to Connect through their Things
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- DP150104001
- Start year
- 2015
- Keywords
- Human-Computer Interaction; Participatory Design; User-centred Design
- Title
- Framing authentic assessment of service learning within an information technology curriculum
- Primary fund type
- CAT 1 - Australian Competitive Grant
- Project ID
- SD15-5151
- Start year
- 2015
- Keywords
- Assessment And Feedback Practices; Information Technology; Personal Development; Service Learning
- Engaging in Activities: The Flow Experience of Gameplay (2019)
- Need Frustration and Short-Term Wellbeing: Restorative Experiences in Videogame Play (2019)
- Balancing Act: The Effect of Dynamic Difficulty Adjustment in Competitive Multiplayer Video Games (2017)
- The Influence of Naturally Mapped Control Interfaces for Video Games on the Player Experience and Intuitive Interaction (2017)
- The Psychophysiological Evaluation of the Player Experience (2017)
- A Framework for Analysing Creative Activity within Puzzle-Game Play Experiences (2015)
- Achievement Unlocked: Investigating the Design of Effective Gamification Experiences for Mobile Applications and Devices (2015)
- Designing Serious Gameplay from the Ground Up (2015)
- ThreatBot: A New Model for Improving FPS Experiences with Bots (2015)