Search results
- Title
- Death to Deadlines: A 21st-Century Look at the Use of Deadlines and Late Penalties in Programming Assignments
- Contributor(s)
- Becker, Katrin (author)
- Date issued
- 2006; 2006
- Description
- Conference paper and presentation slides
- Appears in collection(s)
- Science and Technology
- Title
- Topics and tools in the introductory computer science curriculum
- Contributor(s)
- Katrin Becker (author); A. W. Colijin (thesis advisor); University of Calgary (Canada) (Degree granting institution)
- Date issued
- 1983; 1983
- Description
- The research outlined in this thesis deals primarily with the introductory computer science curriculum (i.e. the first two years). The topics and objectives are outlined first. This is the body of information that a finishing second year student should be expected to know. The results of the questionnaire given to computer science department members are discussed and then tools used for teaching computer science, both current and future, are describe.
- Appears in collection(s)
- Science and Technology
- Title
- Practical gamification
- Contributor(s)
- Becker, Katrin (author)
- 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.
- Appears in collection(s)
- Science and Technology
- Title
- Implementing Reigeluth’s Paradigm
- Contributor(s)
- Becker Katrin (author)
- Date issued
- 2015
- Description
- In his landmark paper describing what the new post-industrial paradigm of instruction should look like, C.M.Reigeluth outlines 8 core ideas: 1. Learning-focused vs. sorting focused. 2. Learner-centered vs. teacher-centered instruction. 3. Learning by doing vs. teacher presenting. 4. Attainment-based vs. time-based progress. 5. Customized vs. standardized instruction. 6. Criterion-referenced vs. norm-referenced testing. 7. Collaborative vs. individual. 8. Enjoyable vs. unpleasant. (Reigeluth, 2012) Most of us can agree that people learn at different rates and have different learning needs, but most of our courses continue to enforce a lock-step progression of topics and assignments that is...
- Appears in collection(s)
- Science and Technology
- Title
- Gene Rummy: A Card Game About Mendelian Genetics
- Contributor(s)
- Becker Katrin (author)
- Date issued
- 2014
- Description
- Many people struggle with the fundamental concepts underlying Mendelian genetics. As soon as we involve more than two traits things get complicated. The classic examples are fine, but additional resources can be helpful. Besides, playing with blood isn't all it's cracked up to be, and rabbits are cuter. Here's a visual way to learn the jargon and the basic principles of Mendelian inheritance while playing a fast-paced card game using rabbit coat color genetics. Coat color in rabbits demonstrates dominance/recessive traits, differences in pheno- vs genotypes, epistatis, and multiple alleles - all of which blend together to form the color we see. Gene Rummy is a variation of Gin Rummy....
- Appears in collection(s)
- Science and Technology
- Title
- Gamifying an M.Ed. Course: A Post-Mortem
- 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
- Title
- Selection Criteria for Using Commercial Off the Shelf Games (COTS) for Learning
- Contributor(s)
- Becker Katrin (author); Gopin Elisa (author)
- Date issued
- 2016
- Description
- Digital games are being used more and more often as teaching resources in the classroom (Habgood & Ainsworth, 2011). Some are games designed specifically for educational purposes, and others—commonly known as COTS (commercial off-the-shelf) games—are commercial games that were designed for entertainment, but have educational value as well. Some of these, like The Sims, Civilization, and Portal, have come to be seen as educational games despite having commercial success outside of education. COTS games may be free to download or play, or games that must be purchased. They can be for any platform, including mobile. While there appears to be a gradually growing acceptance of the use of games...
- Appears in collection(s)
- Science and Technology
- Title
- Gamifying the Classroom: Pros and Cons
- Contributor(s)
- Becker Katrin (author); Nicholson Scott (author)
- Date issued
- 2016
- Description
- The term “gamification” is relatively new, but its exact origins are not known. The first recorded use was in the digital media industry in 2008 and it has become popular in the last couple of years (Deterding, Dixon, Khaled, & Nacke, 2011). A search performed in October 2012 on Google Scholar using the term “gamification” turned up over 1,000 publications, and the same search in May 2014 produced over 7,000 publications. 80,000 people were registered in the Coursera Gamification course in Sept/Oct 2012 (Werbach, 2012). The attention that gamification gets from industry, as well as from the public, makes it one of the newer concepts of the use of games in the real world to surface in...
- Appears in collection(s)
- Science and Technology
- Title
- Transforming failure from a foe into a friend
- Contributor(s)
- McCollum Brett (author)
- Date issued
- 2018
- Appears in collection(s)
- Science and Technology; Centres & Institutes
- Title
- Measuring the Effectiveness of Visual Narrative Illustrations for Learning Pathophysiology Concepts
- Contributor(s)
- El Hussein Mohamed (author); Salyers Vince (author); Osuji Joseph (author)
- Date issued
- 2019
- Description
- Background: Patients’ health needs require detailed knowledge of diseases and the associated pathophysiology to understand and manage their complex care. Nurses rely on concepts from anatomy, physiology, microbiology, and pathophysiology to ground their practice. While knowledge of disease processes is a critical requirements for competent practice nursing, students often struggle with learning and applying pathophysiology concepts to clinical practice. Method: A novel teaching innovation known as “Visual Narrative Illustrations” (VNI) was piloted in a pathophysiology course. Students (n=75), participated in two phases of exploratory study that analyzed the impact of VNI on students’...
- Appears in collection(s)
- Health, Community and Education
- Title
- The Invention of Good Games: Understanding Learning Design in Commercial Videogames
- Contributor(s)
- Becker Katrin (author)
- 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...
- Appears in collection(s)
- Science and Technology
- Title
- Simulation in Social Work: Creativity of Students and Faculty during COVID-19
- Contributor(s)
- Christina Tortorelli (author); Peter Choate (author); Marissa Clayton (author); Naya El Jamal (author); Sukhman Kaur (author); Katherine Schantz (author); Library OA fund (funder)
- Date issued
- 2021; 2021
- Description
- Simulation learning plays an important role in social work education, allowing students to explore how theory and practice parameters can be integrated into actual situations they are likely to experience in the field. The arrival of COVID-19 and the sudden cessation of in-field practicum opportunities raised challenges for students to gain needed practice experience. Simulation offers an opportunity to enhance learning in place of some direct experience when that is not available. This paper reports on a simulation development practicum, where students, not able to be in an agency, sought out ways to achieve learning through the development and implementation of simulation learning. This...
- Appears in collection(s)
- Health, Community and Education
- Title
- Book smarts vs street smarts : do business schools value business experience?
- Contributor(s)
- Finch David J. (author); Deephouse David (author); O’Reilly Norm (author); Foster William (author); Falkenberg Loren (author); Hillenbrand Carola (author); Massie Tyler (author); Strong Mackenzie (author)
- Date issued
- 2015
- Description
- Business Schools in Canada — Today business schools educate one in five university students who have the primary goal to develop the business skills and knowledge to support career success. To be able to deliver on this requires business schools' faculty to have the expertise to blend theory and practice.
- Appears in collection(s)
- Business and Communication Studies
- Title
- Socialization and the Construction of a Professional Identity among Public Relations Students in the United Arab Emirates
- Contributor(s)
- Braun Sandra L. (author); Moussa Mohamed Ben (author); Dafri Wided (author); Stranjančević Ana (author)
- Date issued
- 2019
- Description
- In the United Arab Emirates, economic and cultural forces are affecting the development of public relations. A high imbalance of expatriates to locals (Emiratis) in the population has left the field of public relations lacking in local representation. Without adequate representation across the major sectors of the society, Emirati can lose influence and control over their own homeland where they are a significant minority. A contributing factor to success in any field is the development of professional socialization and construction of a professional identity in the post-secondary environment. This is an exploratory study examining Emirati public relations students and their professional...
- Appears in collection(s)
- Business and Communication Studies
- Title
- 4PEG: A Structured Rating System for Games for Learning
- 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
- Title
- Professional Identity Construction and Socialization among Public Relations Students in United Arab Emirates
- Contributor(s)
- Braun, Sandra L. (author); Ben Moussa, Mohamed (author); Dafri, Wided (author); Stranjančević, Ana (author)
- Date issued
- 2018; 2018
- Appears in collection(s)
- Business and Communication Studies