Search results
- Contributor(s)
- J. R. Parker; Ryan Heavy Head; Katrin Becker
- Date issued
- 2005
- Description
- Aboriginal languages all over the world are threatened with extinction. Aboriginal youth from Canada to New Zealand are not becoming fluent in their language and culture, and the number of fluent speakers is declining severely. The use of computer games in general, and portable platforms in particular, is proposed here as a partial solution to the problem.
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker; Darlene Gunson; Haboun Blair; Louis Cheng; Michelle Hayden-Isaak; Christine Miller
- Date issued
- 2015
- Description
- This paper is about the collective experiences of a graduate level education course that had been partially gamified. A common model for graduate level Education courses uses a seminar approach where participants complete various readings and then respond to them in short editorials or blogs. This course gamified that component by requiring students to complete numerous small to medium sized activities that included these typical ones in order to accumulate points. These points contributed to their final grade. Students gave feedback on their experience with gamification throughout the course which included increased ownership and control of learning and grades, as well as unwanted...
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2004
- Description
- This paper outlines a new approach that permits the use of an inquiry-based style of learning while still meeting the requirements typical of a more traditional lecture and content-based format. The students are informed of the overall course objectives and given the freedom to choose how they will meet these goals. The goals and outcomes of the course or unit are described in detail using a rubric; a large set of problems to solve is collected or created, and the solutions to the problems are analyzed and mapped onto the course rubric. By providing students with this very large set of pre-analyzed problems from which to choose, it is possible to permit learners a great deal of freedom....
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker; J. R. Parker
- Date issued
- 2003
- Description
- Two approaches to teaching Computer Science are compared, using two sets of assignments given to distinct CS102 lecture sections during the same semester. The complexity and effort represented by the solutions is compared using software engineering metrics, giving a measure of the effectiveness of the two assignment sets.
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker; Melissa Beacham
- Date issued
- 2000
- Description
- In order to design and write effective, robust code using advanced data structures, it is crucial to achieve a thorough understanding of the algorithms used to manipulate these structures. One means of accomplishing the task is to provide students with a graphical, animated system that allows users to observe changes that the structure undergoes while it is being used. One such system has been developed which demonstrates B-Trees. Some preliminary testing is complete and some initial reactions of the students who have tried the system are outlined.
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2003
- Description
- The Theory of Multiple Intelligences has become quite widely accepted and it has been shown that learning can be improved by addressing the various intelligences.
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 1983
- Description
- All introductory programming students must learn the syntax of the language they are to use. The problems that students have learning syntax are described, and a teaching methodology is suggested. Two types of exercises are explained which will help the students learn syntax, and the reactions of the students who have used them are outlined.
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2005
- Description
- Through the combined efforts of many dedicated researchers across the globe, the “message” of the value of games for learning is starting to be heard in formal education, but there remains considerable resistance. One way to help overcome this resistance and influence the acceptance and integration of games as educational technology is through the connection of existing game design with scholarly and widely accepted pedagogy. This paper outlines the theories of Robert Gagné, and Howard Gardner to demonstrate how good games, even purely commercial ones, already embody the fundamental elements of these learning and instructional theories. In this way, it can be shown that good games...
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker; J. R. Parker
- Date issued
- 2005
- Description
- The quest for interesting, engaging, yet doable programming assignments is an ongoing one. Authentic, realistic examples have often been drawn from business, and games have often been overlooked as being too narrow in scope. This paper explains why computer games, especially classic arcade games are ideal vehicles for learning to program.
- Type
- conference publication
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker; D. Michele Jacobsen
- Date issued
- 2005
- Description
- Games Studies is still a relatively new field where much basic research remains to be done. This study asks K-12 teachers about their attitudes towards the use of games for teaching, what factors facilitate their use and what barriers exist? Information about attitudes, and what things assist and prevent the adoption of games in the classroom can help identify areas of need for the development of support. Concerns about the state and accessibility of computers in classrooms are known, and may not be addressable by those interested in providing games for learning, bit other factors may be. This study outlines several target areas suitable for further research as well as a few suggestions...
- Type
- conference publication
- Appears in collection(s)
- Science and Technology