Search results
Pages
- Contributor(s)
- Erik G. Christiansen
- Date issued
- 2019
- Description
- The Alberta OER Journal Club was started in Autumn of 2018 as a way of continuing the OER discussion in Alberta, following the end of the provincial government's one-time funding. The journal club hosts monthly Twitter chats where guest facilitators guide a discussion on a piece of OER literature. This presentation will review the background and development of this project, provide an overview of the format and best practices, and highlight the project's significance and surprises.
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- Contributor(s)
- Margy MacMillan
- Date issued
- 2016
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- Date issued
- 1917; 1917
- Type
- book
- Appears in collection(s)
- C0003 - Medieval and early modern manuscript collection
- Contributor(s)
- Katrin Becker
- Date issued
- 2014
- Description
- Videogames are interactive by nature - people proceed in games by doing things, and this experiential quality lies at the very core of game design. Without interaction, it isn’t a game. Videogames are popular precisely because of the experience - games designed for learning can do no less. However, to be feasible for use in formal educational settings, they must do more, and while we are making progress studying games in classrooms, there remain few structured approaches to analysing games that do not include classroom testing. This presentation will outline the author’s Four Pillars of Game-Based Learning and show using examples how they can be used to perform a structured analysis of...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Health, Community and Education
- Contributor(s)
- Katrin Becker
- Date issued
- 2015
- Description
- Videogames are interactive by nature - people proceed in games by doing things, and this experiential quality lies at the very core of game design. Without interaction, it isn’t a game. Videogames are popular precisely because of the experience - games designed for learning can do no less. However, to be feasible for use in formal educational settings, they must do more, and while we are making progress studying games in classrooms, there remain few structured approaches to analysing games that do not include classroom testing. This paper outlines the author’s Four Pillars of Game-Based Learning (4PEG) which can be used to perform a structured analysis of both COTS and serious games to...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Erika E. Smith
- Date issued
- 2020-03-23
- Description
- Universities across Canada and the world have been working to rapidly move their face-to-face classes to remote delivery. While digital technologies enable people to work and learn from home during the COVID-19 pandemic, this huge task of seeking to meet particular learning objectives while going online ultimately falls to the people-the educators and students-who are behind the screens. My research on educational technologies and social media in higher education shows how human connections and meaningful interactions are an essential part of the learning process, especially online. As teachers and instructors shift to a digital environment, remembering our human capacities and...
- Type
- article
- Appears in collection(s)
- Teaching and Learning
- Contributor(s)
- Erika E. Smith
- Date issued
- 2016
- Description
- This study investigates undergraduate perceptions of the social media technologies (SMTs) they use in their learning. This mixed methods inquiry employed 30 semi-structured interviews and an online survey (N = 679) to explore why and how undergraduates from across disciplines view SMTs to be a meaningful part of their university learning. Findings shed new insights into student perspectives on and uses of social media, and the variety of ways in which undergraduates intentionally choose (or, choose not) to incorporate social media into their university learning in meaningful ways. Student perceptions formed an overarching theme of social media as a double-edged sword that both informs and...
- Type
- article
- Appears in collection(s)
- Teaching and Learning
- Contributor(s)
- Colm McCabe
- Date issued
- 2019
- Description
- Analyzed through the lens of social-bond theory, this thesis examines the relationship between sports participation and delinquency among adolescents. The purpose of this thesis is to better understand whether sports can serve as an effective intervention strategy for policy makers, government agencies and criminal justice branches that deal directly with at risk-youth or offenders who can benefit from sports-related programs. Through the use of a meta-analysis methodological design, the findings uncovered through common literature will reflect the extent to which social-bond theory can sufficiently explain delinquency among athletes. Traditionally, sports-participation and physical...
- Type
- thesis
- Appears in collection(s)
- Undergraduate Student Research
- Contributor(s)
- Katrin Becker
- Date issued
- 2007
- Description
- Not sure if games are good or bad for us? Not sure how much of what you hear is hype and how much is real? Want to know what it is that has your students so pre-occupied? For many of today’s generation, digital games are replacing television as leisure activity and hype about games for learning in school settings is once again increasing. Digital games have become at least as much a part of our culture as television was to previous generations and so, it behoves us to become familiar with the medium, but where can a novice go to get some experience? Games are no longer trivial so how are we to know where to start?
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Krysta McNutt; Erik G. Christiansen
- Date issued
- 2016
- Description
- This presentation provides an overview of two online toolkits created for the Alberta Open Educational Resources Initiative. The Champion's Toolkit provides strategies for promoting OER at educational institutions. The Starter Kit outlines considerations when adopting or creating OER such as intended audience, copyright, and accessibility and usability. The presentation was given at the OER In and Across Disciplines Conference at Mount Royal University, on Nov 9, 2016.
- Type
- presentations (communicative events)
- Appears in collection(s)
- University Library
- 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)
- Braun, Sandra L.
- Date issued
- 2018; 2018
- Type
- conference publication
- Appears in collection(s)
- Business and Communication Studies
- Contributor(s)
- Dorothy P. Hill
- Date issued
- 1998
- Description
- I report observations consistent with the interpretation that a Chestnut-collared Longspur (Calcarius ornatus) fledgling from a first brood begged for and received food from its parents at a their second brood nest. All five nestlings in the second brood subsequently died and starvation appeared to be the major factor contributing to their deaths. This is the first reported case of apparent between-brood sibling competition in a passerine species and it fits the criteria of a parent-offspring conflict.
- Type
- article
- Appears in collection(s)
- Science and Technology
- Description
- This collection is reserved for collections belonging to MRU's Archives & Special Collections.
- Appears in collection(s)
- Mount Royal University
- Contributor(s)
- Erika E. Smith
- Date issued
- 2013
- Description
- Over the past decade, Prensky’s distinctions between “digital immigrants” and “digital natives” have been oft-referenced. Much has been written about digital native students as a part of the Net generation or as Millennials. However, little work fully considers the impact of digital immigrant discourse within the fields of adult learning and continuing education. It is promising that rather than being digitally challenged immigrants for whom new learning technologies are completely foreign, adults of different ages can bring valuable knowledge and skills to e-learning environments that enable them to achieve academic success. These are important findings, since e-learning is increasingly...
- Type
- article
- Appears in collection(s)
- Teaching and Learning
- 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
- 2003
- Description
- Students in first year often begin with dramatically different backgrounds and abilities. In an effort to address the needs of all, varying levels of completion (stages) can be described in the assignment specifications.
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Michael S. Quinn; Geoffrey L. Holroyd
- Date issued
- 1992
- Description
- The mating status of house wrens was defined by social behavior and not strictly sexual relations. The incidence of polygyny was estimated by comparing the number of polygynous matings to the total number of nest attempts.
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Camille Cunningham
- Date issued
- 2017
- Description
- Using a comparison case study method, the goal of this undergraduate honours project was to compile a resource inventory of the community based services for victims of family violence specific to a Southern Alberta rural town to those in an urban area. This topic is important to examine because rates of family violence are higher among rural populations than in urban areas (Statistics Canada, 2016, p. 43; Northcott, 2011, p. 10). Due to the unique nature of family violence criminality and victimization, victims require additional supports beyond those provided by the criminal justice system. Community based agencies offer various resources that may be used in helping individuals cope with...
- Type
- thesis
- Appears in collection(s)
- Undergraduate Student Research
- 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