16 research outputs found

    Videogames as therapy: an updated selective review of the medical and psychological literature

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    There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration

    Linearly Ordered Attribute Grammar Scheduling Using SAT-Solving

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    Many computations over trees can be specified using attribute grammars. Compilers for attribute grammars need to find an evaluation order (or schedule) in order to generate efficient code. For the class of linearly ordered attribute grammars such a schedule can be found statically, but this problem is known to be NP-hard. In this paper, we show how to encode linearly ordered attribute grammar scheduling as a SAT-problem. For such grammars it is necessary to ensure that the dependency graph is cycle free, which we approach in a novel way by transforming the dependency graph to a chordal graph allowing the cycle freeness to be efficiently expressed and computed using SAT solvers. There are two main advantages to using a SAT-solver for scheduling: (1) the scheduling algorithm runs faster than existing scheduling algorithms on real-world examples, and (2) by adding extra constraints we obtain fine-grained control over the resulting schedule, thereby enabling new scheduling optimisations

    Designing short-term, faculty-led study abroad programs: A value co-creation framework

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    Study abroad education has become an increasingly important educational program for teaching global learning and intercultural competence, maturity, and sensitivity of students. However, tuition costs of study abroad tours can be daunting. Thus, the question arises how value can be defined and, more importantly, how value is created. This chapter adopts the lens of service-dominant logic (SDL) and value co-creation to suggest that students should be engaged as an active co-creator of their study abroad experience. Based on focus groups and an analysis of student reflection papers, this chapter proposes that the value process of short-term, faculty-led study abroad tours consists of three stages: (1) value proposition and potential; (2) resource integration and value co-creation, and; (3) assessment of value realization. The framework provides faculty with a way to understand, adapt, and manage the resource integration and influence students' perceptions of their study abroad experience
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