178 research outputs found

    All the Waking Things

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    This literary fantasy novel is presented as the manuscript of a writer under the pseudonym of “Noisette,” who possesses the final writings of the revolutionary Cazimir Pazikov, a historical figure in the book’s world of whom little is known. In his journal entries, Cazimir Pazikov details the final days of his life. After accidentally murdering his lover, Varina, Cazimir buries her at a crossroads as part of a ritual to resurrect her. To complete the ritual, Cazimir must journey around his native Alban Province (a region of the wartorn Kingdom of Paradigm modeled off 19th century America with European influences) in search of physical artifacts that will serve as proof of his and Varina’s love. During his journey he contends with both human and supernatural obstacles, as well as his own innate flaws. In the end he makes the ultimate sacrifice to undo his ultimate sin and return Varina to life. Influenced by Vladimir Nabokov, Gabriel Garcia-Marquez, and Neil Gaiman, ALL THE WAKING THINGS uses fantastic elements to explore human struggles: love, loss, and atonement

    Collaboration: Skill Development Framework

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    This skill development framework has been developed to address the challenges associated with teaching and assessing collaboration. While there are many definitions of the skill, few provide a means to operationalise collaboration in the classroom. This framework is designed to synthesise and harmonise existing theory and research on collaboration to provide a holistic perspective. It outlines collaboration processes along prescribed strands and aspects that are informed by a sound evidentiary basis. The aspects contained within the framework are designed to provide foci for teaching and the basis of assessment

    Creative Thinking: Skill Development Framework

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    The Australian Council for Educational Research (ACER) has reviewed the extensive literature on creative thinking and developed both a definition and a framework that synthesise and harmonise existing theory and research on creative thinking. This framework has been developed to address the challenges associated with teaching and assessing creative thinking. It outlines creative thinking processes along prescribed strands and aspects informed by a sound evidentiary basis. The aspects contained within the framework are designed to provide foci for teaching and the basis of assessment. ACER’s creative thinking framework identifies key factors that underpin the development of creative thinking with a focus on observable skills and teachable creative thinking strategies. A main aim of this framework is to support the development of standardised assessments that can be delivered in the classroom and in doing so, support teachers in developing and evaluating students’ creative thinking skills

    Critical Thinking: Definition and Structure

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    The development of critical thinking as an essential skill in 21st century learning is uncontested within educational and professional settings. The degree to which it is operationally defined, taught and assessed, however, remain at large. This incongruence complicates efforts to develop critical thinking in students, as well as devise intervention techniques and assessment tools. This framework has been developed to address the challenges associated with teaching and assessing critical thinking. While there are many definitions of the skill, as outlined in the first part of this document, few definitions provide a means to operationalise critical thinking in the classroom. The framework outlines critical thinking processes along prescribed strands and aspects informed by a sound evidentiary basis. The aspects contained within the framework are designed to provide foci for teaching and the basis of assessment

    User experience of mixed reality applications for healthy ageing : A systematic review

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    Mixed reality (MR) technologies are being used increasingly to support healthy ageing, but past reviews have concentrated on the efficacy of the technology. This systematic review provides a synthesis of recent experimental studies on the instrumental, emotional and non-instrumental aspects of user experience of healthy older adults in relation to MR-related applications. The review was listed on PROSPERO, utilised a modified PICOS framework, and canvassed all published work between January 2010 to July 2021 that appeared in major databases (Scopus, PubMed, CINAHL, Web of Science, and the Cochrane Library). The literature search revealed 15 eligible studies. Results indicated that all included studies measured the instrumental quality of their applications, all but two studies measured the emotional reactions triggered by gameplay, and only six studies examined participants’ perception of non-instrumental quality of the applications. All included studies focused on improving a health domain such as cognitive or physical training. This suggests that the instrumental quality of the MR applications remains the focus of user experience studies, with far fewer studies examining the non-instrumental quality of the applications. Implications for game design and future research are discussed

    Home-based (virtual) rehabilitation improves motor and cognitive function for stroke patients : A randomized controlled trial of the Elements (EDNA-22) system

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    Background Home-based rehabilitation of arm function is a significant gap in service provision for adult stroke. The EDNA-22 tablet is a portable virtual rehabilitation-based system that provides a viable option for home-based rehabilitation using a suite of tailored movement tasks, and performance monitoring via cloud computing data storage. The study reported here aimed to compare use of the EDNA system with an active control (Graded Repetitive Arm Supplementary Program—GRASP training) group using a parallel RCT design. Methods Of 19 originally randomized, 17 acute-care patients with upper-extremity dysfunction following unilateral stroke completed training in either the treatment (n = 10) or active control groups (n = 7), each receiving 8-weeks of in-home training involving 30-min sessions scheduled 3–4 times weekly. Performance was assessed across motor, cognitive and functional behaviour in the home. Primary motor measures, collected by a blinded assessor, were the Box and Blocks Task (BBT) and 9-Hole Pegboard Test (9HPT), and for cognition the Montreal Cognitive Assessment (MoCA). Functional behaviour was assessed using the Stroke Impact Scale (SIS) and Neurobehavioural Functioning Inventory (NFI). Results One participant from each group withdrew for personal reasons. No adverse events were reported. Results showed a significant and large improvement in performance on the BBT for the more-affected hand in the EDNA training group, only (g = 0.90). There was a mild-to-moderate effect of training on the 9HPT for EDNA (g = 0.55) and control (g = 0.42) groups, again for the more affected hand. In relation to cognition, performance on the MoCA improved for the EDNA group (g = 0.70). Finally, the EDNA group showed moderate (but non-significant) improvement in functional behaviour on the SIS (g = 0.57) and NFI (g = 0.49). Conclusion A short course of home-based training using the EDNA-22 system can yield significant gains in motor and cognitive performance, over and above an active control training that also targets upper-limb function. Intriguingly, these changes in performance were corroborated only tentatively in the reports of caregivers. We suggest that future research consider how the implementation of home-based rehabilitation technology can be optimized. We contend that self-administered digitally-enhanced training needs to become part of the health literacy of all stakeholders who are impacted by stroke and other acquired brain injuries. Trial registration Australian New Zealand Clinical Trials Registry (ANZCTR) Number: ACTRN12619001557123. Registered 12 November 2019, http://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=378298&isReview=tru

    First-Person Walkers: Understanding the Walker Experience through Four Design Themes

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    ABSTRACT The First-Person Walker genre is defined by minimal player interactions, a deliberate slow pacing of the game play, and ambiguous goals. These distinct characteristics of FirstPerson Walkers challenge how we may consider a digital game. As such, there is a gap in understanding the design attributes that contribute to the unique game experiences afforded by 'Walkers'. We conduct a player experience study of four Walker games, Gone Home, Dear Esther, Proteus, and The Stanley Parable. From our analysis we discuss four distinct design themes specific to the Walker game experience: 1) player interaction, 2) temporal space, 3) player focus, and 4) ambiguity. We consider how each of these themes can be used to enhance the design of First-Person Walker player experiences
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