Search results
Pages
- 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)
- Katrin Becker; D. Michele Jacobsen
- Date issued
- 2007
- Description
- Games literacy for all
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2006
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Rachelle L. Haddock; Michael S. Quinn
- Date issued
- 2015
- Description
- Management of recreational access on public forest lands is a complex issue of growing global importance. The provision of public recreation opportunities is part of the suite of ecological goods and services that must be considered by many forest managers. Effective access management is predicated on understanding the attitudes and perceptions of recreation users in order to predict and influence visitor behaviour and gauge the acceptance of new management strategies. Potential access management strategies vary given the nature of recreation activities and include: restricting the amount, type, and spatial distribution of use, visitor education, temporal restrictions and enhancing site...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2008
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Brett McCollum
- Date issued
- 2018
- Type
- article
- Appears in collection(s)
- Science and Technology; Centres & Institutes
- Contributor(s)
- Becker, Katrin
- Date issued
- 2006; 2006
- Description
- Article and presentation slides
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Suzanne Freyjadis; Katrin Becker
- Date issued
- 2015
- Description
- In recent years, the video game industry has been embroiled in in various issues of gender bias and minority representation, both in the games that are published and among those who work in the industry. The GamerGate controversy, which exploded on social networks in August 2014, was ostensibly about nepotism and a lack of reporting integrity in videogame journalism but very quickly descended into unprecedented harassment and threats that primarily targeted women in the game industry. This is an extreme example of the issues faced by many women and minorities in the STEM professions, and the barriers that these situations create. How does game education plan to dig itself out of the...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker, Katrin
- Date issued
- 2008; 2008
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- 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)
- Katrin Becker
- Date issued
- 2005
- Description
- 1. Explain Online Games. 2. Explain why they should not be ignored. 3. Look at some related communities. 4. Look at what happens in and around games.
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker; J. R. Parker
- Date issued
- 2007
- Description
- There has been significant recent interest in computer games in University and College curricula as a way to teach early computer science, to attract more students into the program, to teach advanced concepts, and to help lend vocational weight to a curriculum. In this article we discuss several ways that games can contribute to an undergraduate CS program, and illustrate specific ways that the use of games has influenced learning, the students, the faculty, and the institution where these courses have been implemented.
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Michael M. Tymko; Caroline A. Rickards; Rachel J. Skow; Nathan C. Ingram-Cotton; Michael K. Howatt; Trevor A. Day
- Date issued
- 2016
- Description
- Steady-state tilt has no effect on cerebrovascular reactivity to increases in the partial pressure of end-tidal carbon dioxide (PETCO2). However, the anterior and posterior cerebral circulations may respond differently to a variety of stimuli that alter central blood volume, including lower body negative pressure (LBNP). Little is known about the superimposed effects of head-up tilt (HUT; decreased central blood volume and intracranial pressure) and headdown tilt (HDT; increased central blood volume and intracranial pressure), and LBNP on cerebral blood flow (CBF) responses. We hypothesized that (a) cerebral blood velocity (CBV; an index of CBF) responses during LBNP would not change with...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker, Katrin
- Date issued
- 2015; 2015
- Description
- Access point for online mini-course on practical gamification created for the HTC Dubai Mobile Learning Conference, April 5th-9th, 2015 Higher Colleges of Technology, UAE.
- Type
- picture
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker; D. Michele Jacobsen
- Date issued
- 2007
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker, Katrin
- Date issued
- 2006; 2006
- Description
- Conference paper and presentation slides
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker, Katrin
- Date issued
- 2006; 2006
- Description
- Conference paper and presentation slides
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katrin Becker
- Date issued
- 2005
- Description
- Several ways to address learning are: 1) through learning theories, 2) through learning styles (treated as distinct from learning theories here), and 3) through instructional design theories and models. This paper looks at the second approach to examine how modern games support various learning styles in their design and gameplay. Four well-known learning style models are examined in the context of computer game design. These are: the Keirsey Temperament Sorter, the Gregory Style Delineator, Felder’s Index of Learning Styles, and Kolb’s Learning Style Inventory. Good, i.e. top-rated games can be shown to incorporate aspects of most, if not all of these, and in this way actively support...
- Type
- presentations (communicative events)
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Katja Hoehn; Elaine Marieb
- Date issued
- 2016
- Description
- Creating a textbook involves ensuring that the content, text, and visual diagrams explain concepts well and as accurately as possible. This includes breaking the text into “bite-sized” palatable chunks that give the students the opportunity to pause, reflect on, and apply what they have learned from each section. The visuals are often just as important as the text; realistic, vibrantly-coloured three-dimensional art is integral for student learning in this subject as it helps to teach the concepts through visualization in addition to theory. The figures must teach well not only on the page, but also when projected on a classroom screen or when viewed on a mobile device. Having a...
- Type
- article
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Astrid V. Stronen; Erin L. Navid; Michael S. Quinn; Paul C. Paquet; Heather M. Bryan; Christopher T. Darimont
- Date issued
- 2014
- Description
- Emerging evidence suggests that ecological heterogeneity across space can influence the genetic structure of populations, including that of long-distance dispersers such as large carnivores. On the central coast of British Columbia, Canada, wolf (Canis lupus L., 1758) dietary niche and parasite prevalence data indicate strong ecological divergence between marine-oriented wolves inhabiting islands and individuals on the coastal mainland that interact primarily with terrestrial prey. Local holders of traditional ecological knowledge, who distinguish between mainland and island wolf forms, also informed our hypothesis that genetic differentiation might occur between wolves from these...
- Type
- article
- Appears in collection(s)
- Science and Technology