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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)
- Haddock Rachelle L. (author); Quinn Michael S. (author)
- 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...
- 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)
- Hoehn Katja (author); Marieb Elaine (author)
- 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...
- 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)
- Stronen Astrid V. (author); Navid Erin L. (author); Quinn Michael S. (author); Paquet Paul C. (author); Bryan Heather M. (author); Darimont Christopher T. (author)
- 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...
- Appears in collection(s)
- Science and Technology
- 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)
- Christina D. Bruce (author); Emily R. Vanden Berg (author); Jamie R. Pfoh (author); Craig D. Steinback (author); Trevor A. Day (author); Library OA fund (funder)
- Date issued
- 2021-01; 2021-01
- Description
- Central and peripheral respiratory chemoreceptors are stimulated during voluntary breath holding due to chemostimuli (i.e., hypoxia and hypercapnia) accumulating at the metabolic rate. We hypothesized that voluntary breath‐hold duration (BHD) would be (a) positively related to the initial pressure of inspired oxygen prior to breath holding, and (b) negatively correlated with respiratory chemoreflex responsiveness. In 16 healthy participants, voluntary breath holds were performed under three conditions: hyperoxia (following five normal tidal breaths of 100% O2), normoxia (breathing room air), and hypoxia (following ~30‐min of 13.5%–14% inspired O2). In addition, the hypoxic ventilatory...
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Jason S. Chan (author); Alexandra E. Chiew (author); Alexander N. Rimke (author); Garrick Chan (author); Zahrah H. Rampuri (author); Mackenzie D. Kozak (author); Normand G. Boulé (author); Craig D. Steinback (author); Margie H. Davenport (author); Trevor A. Day (author); Library OA Fund (funder)
- Date issued
- 2021-08; 2021-08
- Description
- Normal blood [glucose] regulation is critical to support metabolism, particularly in contexts of metabolic stressors (e.g., exercise, high altitude hypoxia). Data regarding blood [glucose] regulation in hypoxia are inconclusive. We aimed to characterize blood [glucose] over 80 min following glucose ingestion during both normoxia and acute normobaric hypoxia. In a randomized cross-over design, on two separate days, 28 healthy participants (16 females; 21.8 ± 1.6 years; BMI 22.8 ± 2.5 kg/m2) were randomly exposed to either NX (room air; fraction of inspired [FI]O2 ~0.21) or HX (FIO2 ~0.148) in a normobaric hypoxia chamber. Measured FIO2 and peripheral oxygen saturation were both lower at...
- Appears in collection(s)
- Science and Technology
- Contributor(s)
- Becker, Katrin (author)
- Date issued
- 2006; 2006
- Description
- Article and presentation slides
- 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
- 2008; 2008
- 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