Search results
Pages
- Contributor(s)
- J. R. Parker; Katrin Becker
- Date issued
- 1983
- Description
- The teaching of computer architecture at a low level is made difficult by the complexity of the real systems which are used as examples and tools. This paper describes a processor simulation system which is intended for use at the second and third year undergraduate level for teaching techniques and concepts in the implementation of instruction sets and microprogramming. The important features of this system are in the user interface, and not necessarily in the actual processor which is simulated.
- Type
- technical report
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Israel S. Dunmade; Ester Akinlabi; Michael Daramola
- Date issued
- 2020; 2020
- Description
- West African region has abundant second generation biomass resources consisting of agricultural residues, forest resources; municipal solid wastes; and animal wastes that could be harnessed to produce liquid biofuels. A number of countries in the region have developed energy policies to foster bioenergy production. Despite the national intent expressed in various countries’ bioenergy policies, development of bioenergy facilities and liquid biofuels production from cellulosic sources in the region are essentially at the research and development stage. This study, through comprehensive reviews of various bioenergy policies, news reports, related journal articles and development reports,...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2001
- Description
- The value of games as a vehicle for teaching concepts while inspiring students is now well accepted at almost all levels of education. Video games, arcade and computer games are rarely given the same kind of attention. This paper will describe the value of computer games as a motivator and some of the benefits that can be realized by using known computer games as programming applications, even in the first year of a CS program. The use of two such games as assignments in CS1 and CS2 is outlined and some feedback on the experience is offered.
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Nicholas Strzalkowski; Ryan M. Peters; J. Timothy Inglis; Leah R. Bent
- Date issued
- 2018
- Description
- Cutaneous afferents convey exteroceptive information about the interaction of the body with the environment and proprioceptive information about body position and orientation. Four classes of low-threshold mechanoreceptor afferents innervate the foot sole and transmit feedback that facilitates the conscious and reflexive control of standing balance. Experimental manipulation of cutaneous feedback has been shown to alter the control of gait and standing balance. This has led to a growing interest in the design of intervention strategies that enhance cutaneous feedback and improve postural control. The advent of single-unit microneurography has allowed the firing and receptive field...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2007
- Description
- One way to understand how a particular medium can be used effectively in education is to study its outstanding examples, regardless of their original purpose. The argument can be made that many of the most successful commercial games already embody sound pedagogy in their designs even if that incorporation was not deliberate. The following paper will examine two games: one a commercial and critical success and the other designed deliberately as an educational game. The analysis seeks to answer the two questions: What do players need to learn in order to win the game?, and How does the game support that learning? A comparative analysis of both games reveals that although they are very...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2006
- Description
- Jerome Bruner has helped to shape the notion of constructivism, which is of prime significance when looking at pedagogy in games and much of the learning that occurs in games is constructive. In one of his more recent works, “The Culture of Education” (1996), he discusses the importance of nine tenets to the development and maintenance of culture. Many of these touch on recurring themes in many discussions of games (Beavis, 1999; Kafai, 2001; Wolf & Perron, 2003). Bruner believes that “education is not an island, but part of the continent of culture.” (1996, p11) The same can be said of games. Bruner’s tenets guide such a ‘psycho-cultural’ approach to education and this paper will examine...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2005
- Description
- Have you ever watched a child or teenager playing a videogame they really liked? Do you wonder what it is about this game that has them so completely engrossed? Part of the answer is that games are motivating, rewarding, engaging, and challenging, all at the same time. The kids will probably just tell you they’re fun. But when you think about it, fun and engagement are synonymous, and engagement is something we all want for our learners. Games also show us that challenge sells – when was the last time you heard that a game was popular because it was easy? Does a game loose its appeal once it has been won? Rarely. The game looses its appeal when players have learned all they can from it....
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2008
- Description
- We have always appropriated whatever technologies are available to us for use as technologies for instruction. This practice may well date back as far as human communication itself. The practice of “studying the masters” is also an old and respected one, and using this perspective we can take advantage of the opportunities afforded us in studying outstanding examples of commercial digital games as “educational” objects, even if they weren’t produced by professional educators. By examining successful games through this lens we can progress towards an understanding of the essential elements of ‘good’ games and begin to discuss the implications this holds for the deliberate design of...
- Type
- book chapter
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Joseph Triglav; Erika Howe; Jaskirat Cheema; Blaire Dube; Mark J. Fenske; Nicholas Strzalkowski; Leah R. Bent
- Date issued
- 2019
- Description
- Prolonged sitting, common in many workplaces, reduces blood flow to the lower limb and has negative health outcomes. CoreChair is an active-sitting chair that encourages increased movement to help mitigate these outcomes. Physiological and cognitive measures were recorded in ten participants over four hours of sitting in both the CoreChair and a traditional office chair. Sitting in both chairs led to increases in calf circumference (p
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Michael S. Quinn; N. Heck; Shelley M. Alexander; G. Chernoff
- Date issued
- 2011
- Description
- Bird collisions with electrical transmission lines are a cause of avian mortality. The exact magnitude of the problem is not known because most avian mortality goes undetected; however, existing mortality estimates make this phenomenon a significant ecological, social and economic concern. Electric utility companies operate thousands of kilometres of transmission line, making it difficult and costly to identify problem sites and prioritize areas for mitigation. Existing research suggests that mortality is not evenly distributed, but spatially clustered in areas with particular combinations of environmental and physical attributes. We used a combination of a geographic information system ...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Israel S. Dunmade
- Date issued
- 2020; 2020
- Description
- Lifecycle assessment is a robust tool for comprehensive environmental impact assessment of products and processes. It provides users opportunities to identify the hotspots along the lifecycle of a system and thereby enable them to implement improvement opportunities as deemed appropriate. Production of agri-based industrial raw materials could be energy and water intensive. Such endeavour could take a heavy toll on the environment in terms of resource consumption and environmental pollution. The goal of this study was to develop an easy to use and less data intensive conceptual LCA methodology for selecting optimal pathway along a value-chain under two decision scenarios: the optimal...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2007
- Description
- The author designed and taught the first course on digital game based learning at the author’s institution which was also one of the first of its kind in North America. The course has been taught twice: once in the spring of 2005 and again in the summer of 2006. The design of the course is outlined and participant reaction is profiled. Topics discussed in the class included violence in games, up-to-date research on gaming and gamers, and how games might be used effectively in classroom settings. Also included in the paper are comments on some of the games that were examined, as well as the nature of the projects completed by the participants. Key elements crucial for teacher preparation...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker, Katrin
- Date issued
- 2007
- Description
- Presentation given at The Montreal International Game Summit, Serious Games Canada Symposium, November 27-28, 2007.
- Type
- Presentation
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Shelley M. Alexander; Michael S. Quinn
- Date issued
- 2011
- Description
- Print media is one form of public discourse that provides a means to examine human-coyote interactions. We conducted a content analysis of 453 articles addressing coyote events reported in the Canadian print media between 1998 and 2010. We found 119 articles about human-coyote interactions, of which 32 involved a report of coyote biting (26) or attempting to bite (6) a person. 108 articles were about coyote-dogs and 32 about coyotes-cat interactions. Remaining articles were on topics unrelated to interactions (e.g. culls). Basing our analysis in grounded theory, we identified important descriptive and emotional themes surrounding these events. The most common words describing coyotes were...
- Type
- article
- Appears in collection(s)
- Science and Technology