Search results
Pages
- 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)
- Institute for Scholarship of Teaching and Learning
- Date issued
- 2013
- Type
- conference publication
- Appears in collection(s)
- Centres & Institutes
- Contributor(s)
- Katrin Becker
- Date issued
- 2006
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Institute for Scholarship of Teaching and Learning
- Date issued
- 2015
- Description
- 6th Annual Symposium on Scholarship of Teaching and Learning Banff, Alberta Canada November 12 - 14, 2015. This gathering of teacher/scholars is a practitioner’s conference dedicated to developing teaching and learning research, sharing initial findings, going public with results of completed projects, and building an extended scholarly community. In its 6th year, the conference annually draws together faculty, students, educational developers, and administrators interested in the systematic inquiry into teaching and learning. This year's conference featured four pre-conference workshops, a day and a half of concurrent sessions, a poster session, reception, and two plenary keynote...
- Type
- conference publication
- Appears in collection(s)
- Centres & Institutes
- Contributor(s)
- Margy MacMillan
- Date issued
- 2005
- Description
- Presentation for NELINET New England Libraries Network.
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- Contributor(s)
- J. R. Parker; Katrin Becker; K. D. Loose
- Date issued
- 2007
- Description
- In the past 3-4 years there has been a significant interest in computer games in University and college curricula, as a way to teach early computer science, to attract more students into the program, and to teach advanced concepts and lend vocational weight to a curriculum. In this article we discuss many ways that games can contribute to an undergraduate CS program, and illustrates specific ways that the use of games has influenced the students, the faculty, and the institution. Our claims are supported by numbers based on actual observation and study. We also show how the inclusion of games can add to research aspects and the reputation of a computer science department.
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Margy MacMillan
- Date issued
- 2016
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- Contributor(s)
- Chanel Blais
- Date issued
- 2020-04; 2020-04
- Description
- The Canadian law enforcement Mr. Big operation continues to pose the risk of producing false confessions and, therefore, miscarriages of justice. Some case law protections available to prevent suspects from making incriminating statements are explicitly inapplicable to confessions elicited from Mr. Big stings. The R v Hart (2014) common law rules have adequately helped to address this by further analyzing the particular circumstances of a Mr. Big operation in the pursuit of justice. The application of the R v Hart regulations has led to the inadmissibility of several confessions and one exoneration. However, it did not exhaustively address all of the collective grievances associated with...
- Type
- thesis
- Appears in collection(s)
- Undergraduate Student Research
- Contributor(s)
- Katrin Becker
- Date issued
- 2004
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2006
- Description
- An important step towards gaining an understanding of how a particular medium can be used most effectively in education is to study its outstanding examples, regardless of their original purpose. It is assumed that “good” games already embody sound pedagogy in their designs even if that incorporation was not deliberate (Becker, 2006). The work described here will examine commercially and critically successful video games as though they had been designed as learning objects. Through this perspective, it is possible to identify and classify built-in learning objectives and from there to associate the mechanisms and strategies employed to teach them. A significant outcome of this work will...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2014
- Description
- In a recent online presentation Charles M. Reigeluth, he said that the future of Ed Tech would require a change of paradigm of pedagogy. Gamification is one such new pedagogy that can be implemented without the need for institutional systemic change. ‘Gamification’ is the use of game elements in non-game contexts and since the term’s first appearance in 2006, it has become a trending topic on many education forums. This presentation reports on the gamification of 2 university courses: one a grad-level education course and the other a freshman computer course. While many aspects of gamification are *not* new, some are, and when taken together create a pedagogy that could be one of...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Health, Community and Education
- Contributor(s)
- Margy MacMillan
- Date issued
- 2016
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- Contributor(s)
- Kaitlin McKendrick
- Date issued
- 2020-04; 2020-04
- Description
- Youth that are deemed at-risk to commit crime typically have experienced one or more factors that put them at risk. The purpose of this thesis is to examine the factors that put youth at greater risk of engaging in criminal behaviour. Then through the lens of Professor Travis Hirschi’s social bonding theory, examine existing research on the effectiveness of youth mentoring programs in building resiliency. Through the social bonding theory and the development of bonding elements, it is determined that youth mentorship programs that follow certain criteria can be effective in reducing risk factors among youth. With the research obtained, this thesis then compiles the criteria that...
- Type
- thesis
- Appears in collection(s)
- Undergraduate Student Research
- Contributor(s)
- Margy MacMillan
- Date issued
- 2006
- Description
- Presentation for LOEX of the West Conference.
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- Contributor(s)
- Katrin Becker
- Date issued
- 2008
- Description
- This work sought to help inform the design of educational digital games by the studying the design of successful commercial videogames. The main thesis question was: How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)? This work takes a two-pronged approach to supporting the main argument, which is that the reason we can learn about designing educational games by studying commercial games is that people already learn from games and the best ones are already quite effective at teaching players what they need to learn in order to succeed in the game. The first part...
- Type
- thesis
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Allison Bailey
- Date issued
- 2016
- Description
- Violence is, and was, a destructive interpersonal act that occurs both on the large scale through wars, and small scale between two or several people. In medieval France, under the right circumstances, violence was simultaneously policed, and used to police society, especially at the interpersonal level. Men, women, the young, and old were all victims and perpetrators of violence. However, gender and age were significant factors in the legitimization of violence. Men would engage in interpersonal disputes in self-defense, to maintain their honour and reputation, as well as to maintain social order. Women were more likely to be the victims of sexual assault perpetrated by men, but the...
- Type
- thesis
- Appears in collection(s)
- Undergraduate Student Research
- Contributor(s)
- Katrin Becker
- Date issued
- 2007
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Margy MacMillan
- Date issued
- 2004
- Description
- Presentation for Association of Library Technicians Conference.
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- 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
- Date issued
- 2006
- Description
- Books, film, television, and indeed every other medium that came before them has been used and sometimes studied as media for the delivery of instruction. Outstanding examples of each medium have been applied to educative purposes with enduring results. Digital games are now also receiving attention in this context. A first step to gaining an understanding for just how a particular medium can be used in education is to study the outstanding examples, regardless of their original purpose. This chapter examines numerous well-known and commercially successful games through the lens of several known and accepted learning theories and styles, using the premise that “good” games already embody...
- Type
- book chapter
- Appears in collection(s)
- Science and Technology