32 research outputs found

    SMARTER Teamwork: System for Management, Assessment, Research, Training, Education, and Remediation for Teamwork

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    SMARTER Teamwork: System for Management, Assessment, Research, Training, Education, and Remediation for TeamworkThe rapid adoption of Team-Maker and the Comprehensive Assessment of Team MemberEffectiveness (CATME) tools for team formation and peer evaluation make it possible to extendtheir success to have a significant impact on the development of team skills in higher education.The web-based systems have been used by more than 110,000 students of more than 2400faculty at more than 500 institutions internationally—the figure below shows the growth of theuser base. 2400 The system has had 113,373 unique student users. 2200 Fitted curves are third order. 2000 1800 Faculty and staff 1600 1400 1200 Number of 1000 users 800 Institutions 600 400 Aug Oct. 2005 2012 200 0 0 1 2 3 4 5 6 7 Years since software was releasedThis paper and its accompanying poster will describe strategies for broadening the scope of thosetools into a complete system for the management of teamwork in undergraduate education. TheSystem for the Management, Assessment, Research, Training, Education, and Remediation ofTeamwork (SMARTER Teamwork) has three specific goals: 1) to equip students to work inteams by providing them with training and feedback, 2) to equip faculty to manage student teamsby providing them with information and tools to facilitate best practices, and 3) to equipresearchers to understand teams by broadening the system’s capabilities to collect additionaltypes of data so that a wider range of research questions can be studied through a secureresearcher interface. The three goals of the project support each other in hierarchical fashion:research informs faculty practice, faculty determine the students’ experience, which, if wellmanaged based on research findings, equips students to work in teams. Our strategies forachieving these goals are based on a well-accepted training model that has five elements:information, demonstration, practice, feedback, and remediation.The paper that will be submitted and the poster presented at the conference will focus on newfeatures of the system, the development of training materials, and the deployment of a partnerwebsite that shares information about the SMARTER tools for teamwork and provides basicinformation about teamwork and team management

    Rare coding variants in ten genes confer substantial risk for schizophrenia

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    Rare coding variation has historically provided the most direct connections between gene function and disease pathogenesis. By meta-analysing the whole exomes of 24,248 schizophrenia cases and 97,322 controls, we implicate ultra-rare coding variants (URVs) in 10 genes as conferring substantial risk for schizophrenia (odds ratios of 3-50, PPeer reviewe

    A922 Sequential measurement of 1 hour creatinine clearance (1-CRCL) in critically ill patients at risk of acute kidney injury (AKI)

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    The Crowdsourced Replication Initiative: Investigating Immigration and Social Policy Preferences. Executive Report.

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    In an era of mass migration, social scientists, populist parties and social movements raise concerns over the future of immigration-destination societies. What impacts does this have on policy and social solidarity? Comparative cross-national research, relying mostly on secondary data, has findings in different directions. There is a threat of selective model reporting and lack of replicability. The heterogeneity of countries obscures attempts to clearly define data-generating models. P-hacking and HARKing lurk among standard research practices in this area.This project employs crowdsourcing to address these issues. It draws on replication, deliberation, meta-analysis and harnessing the power of many minds at once. The Crowdsourced Replication Initiative carries two main goals, (a) to better investigate the linkage between immigration and social policy preferences across countries, and (b) to develop crowdsourcing as a social science method. The Executive Report provides short reviews of the area of social policy preferences and immigration, and the methods and impetus behind crowdsourcing plus a description of the entire project. Three main areas of findings will appear in three papers, that are registered as PAPs or in process

    An Investigation On The Effects Of Flow State On Team Process And Outcomes

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    There has been an abundance of research on flow state at the individual level and it is often applied to experiences that are typically intended to be enjoyable (e.g., video games and sports). Research has shown that flow state can also be experienced in traditional work environments and several antecedents to its achievement in such environments have been identified. Despite this, there remains some ambiguity regarding the applicability of flow state to teams. Additionally, the majority of the research regarding the experience of flow state in teams revolves around athletic teams. In this paper an argument is presented towards the view that the effect of flow state on team performance is similar to the effect of flow state on individuals but with an additional impact on team processes. The experiment conducted yielded results suggesting a linkage between team flow state and team processes and performance for a complex planning task

    Game-Based Learning: The Impact of Flow State and Videogame Self-Efficacy

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    The science of serious games is growing at a substantial pace, providing new insights into the nature of game-based learning. Recently, research has begun to focus on the elements that comprise serious games and how these elements relate to learning (Wilson et al., 2009; Pavlas et al., 2009). As part of an effort to understand how these attributes impact learning outcomes, a study manipulating a number of game attributes in an immune system game was conducted. From this effort, two psychological constructs initially considered as mere covariates – video game self-efficacy and flow state – emerged as significant and highly explanatory predictors of learning. This article provides an overview of these constructs, describes the research that led to this finding, presents the results of this research, and offers implications and suggestions for future work

    Best Practices for the Effective Implementation of Telerounding

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    The research base for telemedicine is expanding with nearly the voracity that the implementation of telemedicinesystems has. Telerounding is one specific subset of telemedicine where a team of physicians will gather in a specific location and use a telepresence robot to perform their day to day rounding procedures. This type of telemedicine is fairly new, and thus is lacking a solid research base to guide the implementation and usage of such a system. This paper is an initial attempt at a comprehensive list of best practices for such a system and is based off of current telemedicine literature as well as the experience of the authors

    What Features Matter: Linking Serious Game Attributes to Learning Outcomes

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    Over the last decade, games have been utilized for a variety of purposes from simply having fun to training complex skills in the military, healthcare, and education. These serious games function by enhancing knowledge or attitudinal change rather than focusing on enjoyment. Determining the relationship of specific game attributes and learning outcomes can enhance the ability of game developers and training designers to maximize the benefits inherent in games. Additionally, the underlying processes that explain why and how games are useful to training is necessary to not only sustain validity to both trainers and trainees, but is also crucial to strengthen the science of training itself. The purpose of the article discussed in this conference presentation is to describe basic empirical research into the game attributes that influence learning

    Best Practices For The Effective Implementation Of Telerounding

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    The research base for telemedicine is expanding with nearly the voracity that the implementation of telemedicine systems has. Telerounding is one specific subset of telemedicine where a team of physicians will gather in a specific location and use a telepresence robot to perform their day to day rounding procedures. This type of telemedicine is fairly new, and thus is lacking a solid research base to guide the implementation and usage of such a system. This paper is an initial attempt at a comprehensive list of best practices for such a system and is based off of current telemedicine literature as well as the experience of the authors. Copyright 2012 by Human Factors and Ergonomics Society, Inc. All rights reserved

    Toward A Taxonomy Linking Game Attributes To Learning: An Empirical Study

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    The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to reveal inconsistent findings, making it hard to provide practitioners with guidance as to the most important attribute(s) for desired training outcomes. This article presents a game attribute taxonomy derived from a comprehensive literature review and subsequent card sorts performed by subject matter experts (SMEs). The categories of serious game attributes that emerged represent the shared mental models of game SMEs and serve to provide a comprehensive collection of game attributes. In order to guide future serious games research, the existing literature base is organized around the framework of this taxonomy. © 2012 SAGE Publications
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