50 research outputs found

    Learning African-american History In A Synthetic Learning Environment

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    Synthetic Learning Environments (SLEs) represent a hybrid of simulations and games, and in addition to their pedagogical content, rely on elements of story and interactivity to drive engagement with the learning material. The present work examined the differential impact of varying levels of story and interactivity on learning. The 2x2 between subjects design tested learning and retention among 4 different groups of participants, each receiving one of the 4 possible combinations of low and high levels of story and interactivity. Objective assessments of participant performance yielded the unexpected finding that learners using the SLE performed more poorly than any other learning group, including the gold-standard baseline. This result is made even more surprising by the finding that participants rated their enjoyment of and performance in that condition highest among the four conditions in the experiment. This apparent example of metacognitive bias has important implications for understanding how affect, narrative structure, and interactivity impact learning tasks, particularly in synthetic learning environments

    On the Validity of Metacritic in Assessing Game Value

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    The website Metacritic, which aggregates published reviews of various entertainment media into single “metascores,” has in recent years become highly influential in the area of video games, both with respect to consumers and industry members. This has resulted in an increase both in the attention paid to Metacritic and the level of criticism leveled at the institution. The present work examines the scientific validity of Metacritic as a measure of game quality and value, from both a qualitative and a quantitative perspective. Evidence for a strong correlational link between game sales and Metacritic metascores is presented, along with a detailed analysis of a number of threats to validity identified in the metascore production process. The present work concludes that while Metacritic suffers from a number of serious threats to validity, it remains an important tool for the industry if used correctly

    Evaluating the pediatric mental health care continuum at an American health system

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    OBJECTIVE: To describe trends in the pediatric mental health care continuum and identify potential gaps in care coordination. METHODS: We used electronic medical record data from October 2016 to September 2019 to characterize the prevalence of mental health issues in the pediatric population at a large American health system. This was a single institution case study. From the electronic medical record data, primary mental health discharge and readmission diagnoses were identified using RESULTS: Major depressive disorder and other mood disorders comprised 49.6% and 89.4% of diagnoses in the emergency department and inpatient settings respectively compared to 9.0% of ambulatory care diagnoses and were among top reasons for readmission. Additionally, only 1% of all ambulatory care encounters had a care navigation component, whereas 86% of care navigation encounters were for mental health-associated reasons. CONCLUSIONS: Major depressive disorder and other mood disorders were more common diagnoses in the emergency department and inpatient settings, which could signal gaps in care coordination. Bridging potential gaps in care coordination could reduce emergency department and inpatient utilization through increasing ambulatory care navigation resources, improving training, and restructuring financial incentives to facilitate ambulatory care diagnosis and management of major depressive disorder and mood disorders. Furthermore, health systems can use our descriptive analytic approach to serve as a reasonable measure of the current state of pediatric mental health care in their own patient population

    Supporting Decision-Making in the Battlefield: Utility of Multimedia Information Transmission

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    In the theatre of war, environmental and workload factors (e.g., noise, time pressure) may dramatically overburden operator\u27s cognitive processes. Well designed multimedia technology can successfully minimize both intrinsic (working memory capacity) and extrinsic (inefficient use of information) sources of cognitive load, thereby facilitating the decision-making process. These positive mediating effects of multimedia technology can occur during three distinct phases of human information processing: 1) during sensorial information acquisition, by filtering out unnecessary environmental noise and transferring information via context-dependent modalities; 2) during decision-making, by making critical task-relevant cues more salient; and 3) following response execution, by providing necessary feedback to effectively evaluate the appropriateness of the decision taken. After analyzing the dramatic events that led to many US soldier casualties in a Somali rescue mission, this paper will propose a set of recommendations to help future task forces in urban environments, and to specify the greater goal of multimedia use on the battlefield

    The prescription monitoring program data

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