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- Contributor(s)
- Becker Katrin (author); Jacobsen D. Michele (author)
- Date issued
- 2007
- Description
- Games literacy for all
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- Date issued
- 2006
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Parker J. R. (author); Heavy Head Ryan (author); Becker Katrin (author)
- 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.
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- Date issued
- 2008
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- 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...
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- 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.
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- Date issued
- 2014
- Description
- Many M.Ed. programs claim to incorporate signature pedagogies in their programs, which often include approaches such as inquiry-based, case-based, and problem-based learning, communities of learners, and more. Teacher education is unique among disciplines in that we are doing what we are teaching. Metateaching has been defined as thinking about teaching (Timpson 1999), but if metacognition is thinking about thinking, and a meta-language is a language about languages, then metateaching is in fact teaching about teaching. If we combine this with notions of signature pedagogies and the idea that we should be modeling what we are teaching, then what does this mean at the graduate level? It...
- Appears in collection(s)
- Health, Community and Education
- Contributor(s)
- Becker Katrin (author)
- 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?
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Freyjadis Suzanne (author); Becker Katrin (author)
- 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...
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- 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...
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- 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.
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author); Gunson Darlene (author); Blair Haboun (author); Cheng Louis (author); Hayden-Isaak Michelle (author); Miller Christine (author)
- 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...
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- Date issued
- 2003
- Description
- Rubrics are a relatively well understood assessment instrument, although it doesn't appear to be heavily used in CSE. "Learning increases, even in its serendipitous aspects, when learners have a sense of what they are setting out to learn, a statement of explicit standards they must meet, and a way of seeing what they have learned." [Loac86] "Assessment requires [faculty] to articulate... explicit and public statements of criteria of performance. By doing so, faculty refine their own understanding of expected abilities, clarify for their colleagues the basis of their judgment, and enable students to understand what performance is required."
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Parker J. R. (author); Becker Katrin (author)
- Date issued
- 2006
- Description
- Games are thought of as a waster of vast amounts of time for students. Homework does not always get done. Why not make the game the homework?
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author); Parker J. R. (author)
- 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.
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- 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....
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author); Parker J. R. (author)
- 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.
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author); Jacobsen D. Michele (author)
- Date issued
- 2007
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker Katrin (author)
- Date issued
- 2014
- Description
- "Most of us prefer to walk backward into the future, a posture that may be uncomfortable but which at least allows us to keep on looking at familiar things as long as we can." ~ Charles Handy Formal education moves at geological speeds, and that's lucky for us, because games for learning really aren't ready for prime time, and it's not for the first time. During the 'Edutainment Era' of the late 1980's and early 1990’s computer games were proclaimed as the modern solution to all our educational ills. In order to take advantage of this great technology, all we needed to do was wrap a game around a lesson, and it would magically become fun. This, of course, is not true, and the resultant...
- Appears in collection(s)
- Health, Community and Education
- Contributor(s)
- Becker Katrin (author); Beacham Melissa (author)
- 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.
- Appears in collection(s)
- Science and Technology