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Brainspan Learning Games: What's in it for Instructors?
2010-05-06
Background: A multiplayer learning game was developed for use in the preclinical courses at our medical school. The resource was developed from two perspectives: student and instructor. Students use the game to review course concepts and to test themselves for exam preparation. Instructors have...
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External sensors for the feedback control of functional electrical stimulation assisted walking
DownloadFall 2010
Functional electrical stimulation (FES) is a rehabilitative technology that can be used to improve walking in individuals with mobility impairments due to neurologic injury or disease. Feedback is essential for efficient FES-assisted walking. The overall goal of my project was to investigate...
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Insights into the impact and use of research results in a residential long-term care facility: A case study
Download2012
Cranley, L., Morgan, D.G., Estabrooks, C.A., Norton, P.G., Birdsell, J.
Background: Engaging end-users of research in the process of disseminating findings may increase the relevance of findings and their impact for users. We report findings from a case study that explored how involvement with the Translating Research in Elder Care (TREC) study influenced management...
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2014-10-07
SSHRC Awarded IG 2015: The proposed work will examine three theoretically important, yet previously unexplored, linkages between experience with an emerging technology and lock-in to that technology but not to others. (1) The impact that repeated practice has on consumers' emotional attachment...
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2014-10-07
SSHRC Awarded IG 2015: Companies such as Microsoft, Google, Facebook, and Apple have turned emerging technologies into pervasive products by quickly capturing dominant market shares and locking consumers into their eco-systems. Prior research has indicated that "cognitive lock-in" plays a...
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2015-09-01
This paper presents a study on feedback on touch screen user interfaces devices and how it impacts the use of the device by an individual. This paper looks at how the feedback may help or hinder the usability of a product. There is a focus in the paper on health care devices with touch screen...
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2015
Blair, Kristen Pilner, Cutumisu, Maria, Schwartz, Daniel Lewis , Chin, Doris B.
We introduce one instance of a game-based assessment designed to measure students’ self-regulated learning choices. We describe our overarching measurement strategy and we present Posterlet, an assessment game in which students design posters and learn graphic design principles from feedback. We...
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2016-07-13
University of Alberta Community, Joanne Simala-Grant
This document summarizes the feedback received from the University of Alberta community, which was used by University of Alberta delegates at the CIHR Working Meeting requested by the Federal Minister of Health.
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2016
This paper describes a study that explores the relation between high-school students’ feedback choices, memory for these feedback choices, and task performance. Choices to seek confirmatory (positive) or critical (negative) feedback and to revise posters in a poster design task were collected...