Search
Skip to Search Results- 2Mackey, Margaret
- 1Blair, Kristen Pilner
- 1Chin, Doris B.
- 1Crichton, Joel A.
- 1Cutumisu, M.
- 1Cutumisu, Maria
- 6Graduate and Postdoctoral Studies (GPS), Faculty of
- 6Graduate and Postdoctoral Studies (GPS), Faculty of/Theses and Dissertations
- 2Toolkit for Grant Success
- 2Educational Psychology, Department of
- 2Educational Psychology, Department of/Journal Articles (Educational Psychology)
- 1St. Stephen's College
-
09/24/2021
SSHRC IG awarded 2022: Videogames offer tremendous potential for more meaningful interactions with music and sound, but in most cases, the role that sound and music plays is subservient to the story or game world, rather than being a point of exploration in and of itself. What if composers...
-
Choosing versus receiving feedback: The impact of feedback valence on learning in an assessment game
Choosing versus receiving feedback: The impact of feedback valence on learning in an assessment game
2016
Studies examining feedback in educational settings have largely focused on feedback that is received, rather than chosen, by students. This study investigates whether adult participants learn more from choosing rather than receiving feedback from virtual characters in a digital poster design...
-
Comparison of Sleep State Classification Performance Using Random Forests, Hidden Markov Models, and Non-homogeneous Hidden Markov Models
DownloadFall 2020
In this work, the CF00N polysomnograph data of 75 patients, with ranging severeties of Obstructive Sleep Apnea (OSA), is presented and analyzed in terms of sleep state classification. The pre-processing and cleaning of each polysomnograph recording were performed in R (R Core Team, 2019) using...
-
Spring 2010
This study examined fairness in the online society of World of Warcraft(WoW), a society under constraint by game developers but dynamically affected by users. Because the society is voluntary, people have the ability to both effect major change on, and leave, that society at any time. Thus,...
-
Spring 2014
This convenient case study will explore the impact of not-games on secondary English language arts students in a high school located in a satellite community of a major city of Alberta. These not-games are often free, short, intuitive, and readily available on the Internet, exposing players to...
-
Fall 2014
We develop an approach for optimizing Hidden Markov model representations of voltage-gated ion channels that addresses the issues of topology determination and poorly performing optimization algorithms. Developing accurate models of neurological processes is a major goal of computational...
-
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...
-
Fall 2018
A paper developing insights regarding gaming, the concepts of indigeneity and settler colonialism, artistic appropriation, and the field of psychotherapy. The writer engages in an intensive and sustained analysis of the psychic material (including dreams and active imagination) that emerges in...
-
2008
The concept of the subjunctive mode provides a useful key in exploring narrative comprehension in different media. This article reports on a study in which twelve undergraduates, working in groups of three, read a novel, watched a movie, and played a digital game. Analysis of transcripts of their...