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Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
Drivers and Barriers to Adopting Gamification: Teachers' Perspectives
Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives Antonio Sánchez-Mena1 and José Martí-Parreño*2 1HR Manager- Universidad Europea de Valencia, Valencia, Spain and Universidad Europea de Canarias, Tenerife, Spain 2Associate Professor - Universidad Europea de Valencia, Valencia, Spain [email protected] [email protected] Abstract: Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education. 1. Introduction Technological developments and teaching methodologies associated with them represent new opportunities in education but also a challenge for teachers of Higher Education institutions. Teachers must face questions regarding whether to implement new teaching methodologies in their courses based on their beliefs on expected outcomes, performance, costs, and benefits. -
Persistent Neurobehavioral Problems Following Mild Traumatic Brain Injury
Archives of Clinical Neuropsychology 16 (2001) 561–570 Downloaded from https://academic.oup.com/acn/article/16/6/561/2043 by guest on 23 September 2021 Persistent neurobehavioral problems following mild traumatic brain injury Lawrence C. Hartlagea,*, Denise Durant-Wilsona, Peter C. Patcha,b aAugusta Neuropsychology Center, 4227 Evans to Locks Road, Evans, GA 30809, USA bUS Penitentiary, Atlanta, GA, USA Accepted 9 May 2000 Abstract Accumulating research documents typical rates in the range of 85% of mild traumatic brain injury (MTBI) showing prompt, complete resolution with 15% suffering from persistent neurobehavioral impairments. Studies of neurobehavioral symptoms of MTBI have not separated these two populations, resulting in either inconclusive or contradictory conclusions concerning the relationship of MTBI with residual behavioral problems. This project studied 70 MTBI patients with persistent neurobehavioral problems at two time intervals post-injury to determine whether there are consistent neurobehavioral patterns considered to be sequelae of MTBI. A matched group of 40 normal subjects provided control data. While most behavioral problems showed improvement, 21% tended to show significant behavioral impairment compared to controls at 12 or more months post-injury. Neurochemical bases of neuronal degeneration may account for some of the behavioral deterioration following MTBI. D 2001 National Academy of Neuropsychology. Published by Elsevier Science Ltd. Keywords: Persistent neurobehavioral problems; Brain; MTBI The scientific -
Cognitive Psychology
COGNITIVE PSYCHOLOGY PSYCH 126 Acknowledgements College of the Canyons would like to extend appreciation to the following people and organizations for allowing this textbook to be created: California Community Colleges Chancellor’s Office Chancellor Diane Van Hook Santa Clarita Community College District College of the Canyons Distance Learning Office In providing content for this textbook, the following professionals were invaluable: Mehgan Andrade, who was the major contributor and compiler of this work and Neil Walker, without whose help the book could not have been completed. Special Thank You to Trudi Radtke for editing, formatting, readability, and aesthetics. The contents of this textbook were developed under the Title V grant from the Department of Education (Award #P031S140092). However, those contents do not necessarily represent the policy of the Department of Education, and you should not assume endorsement by the Federal Government. Unless otherwise noted, the content in this textbook is licensed under CC BY 4.0 Table of Contents Psychology .................................................................................................................................................... 1 126 ................................................................................................................................................................ 1 Chapter 1 - History of Cognitive Psychology ............................................................................................. 7 Definition of Cognitive Psychology -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
A Comparison of Flashbacks and Ordinary Autobiographical
Behaviour Research and Therapy 42 (2004) 1–12 www.elsevier.com/locate/brat A comparison of flashbacks and ordinary autobiographical memories of trauma: content and language Steph J. Hellawell a,∗, Chris R. Brewin b a Royal Holloway, University of London, UK b University College, London, UK Received 12 November 2002; received in revised form 11 March 2003; accepted 12 March 2003 Abstract We investigated hypotheses derived from the dual representation theory of posttraumatic stress disorder, which proposes that flashbacks and ordinary memories of trauma are supported by different types of rep- resentation. Sixty-two participants meeting diagnostic criteria for posttraumatic stress disorder completed a detailed written trauma narrative, and afterwards identified those sections in the narrative that had been written in flashback and ordinary memory periods. As predicted, flashback periods were characterised by greater use of detail, particularly perceptual detail, by more mentions of death, more use of the present tense, and more mention of fear, helplessness, and horror. In contrast, ordinary memory sections were characterised by more mention of secondary emotions such as guilt and anger. 2003 Elsevier Ltd. All rights reserved. Keywords: Memory; PTSD; Trauma; Flashback; Narrative 1. Introduction The intense revisualizations of the traumatic scene (commonly known as “flashbacks”) reported by patients with posttraumatic stress disorder (PTSD) have been conceptualized both as a distinct form of memory (e.g., Brewin, 2001; Brewin, Dalgleish, & Joseph, 1996) and as a more frag- mented and disorganized form of ordinary autobiographical memory (Conway & Pleydell-Pearce, 2001; Foa & Riggs, 1993). Previously (Hellawell & Brewin, 2002) we presented evidence that parts of a trauma narrative labeled by PTSD patients as corresponding to periods of flashback ∗ Corresponding author. -
Major Issues in the Study of Visual Search: Part 2 of “40 Years of Feature Integration: Special Issue in Memory of Anne Treisman”
Attention, Perception, & Psychophysics (2020) 82:383–393 https://doi.org/10.3758/s13414-020-02022-1 Major issues in the study of visual search: Part 2 of “40 Years of Feature Integration: Special Issue in Memory of Anne Treisman” Jeremy M Wolfe1,2 Published online: 10 April 2020 # The Psychonomic Society, Inc. 2020 When we announced a special issue of Attention Feature search Perception and Psychophysics to mark the 40th anniversa- ry of Feature Integration Theory (A. Treisman & Gelade, One of the pillars of Treisman’s Feature Integration Theory 1980), we might have been getting a bit ahead of our- (FIT) was the idea that a limited set of basic features were selves. It was 2018 and Treisman’s seminal paper had processed in parallel, across the visual field or, at least, across come out in 1980. In the end, our timing was perfect. large swathes of the field in a single step. The classic evidence Here it is, 2020, and here we offer up the second part of for this was that the slopes of RT x set size functions were near “40 Years of Feature Integration: Special Issue in Memory zero for simple feature searches. Earlier models (including of Anne Treisman”. The choice to put a paper in the first versions of my Guided Search model (Wolfe, 1994; Wolfe, or second issue was driven by acceptance date, rather Cave, & Franzel, 1989) tended to treat this feature processing than, for example, topic. Thus, many topics appear in both step as essentially instantaneous and undifferentiated across issues. Within this second issue, papers are organized tasks. -
Compreheneon of Time. SPONS AGENCY North Carolina Univ., Greensboro
DOCUMENT RESUla ED 273 394 PS 016 064 AUTHOR Calvert, Sandra L.; Scott, N. Catherine TITLE Television Production Feature Effects on Children's Compreheneon of Time. SPONS AGENCY North Carolina Univ., Greensboro. PUB DATE Aug 86 NOTE 16p.; Paper presented at the Annual Meeting of the American Psychological Association (Washington, DC, August 22-26, 1986). PUB TYPE Reports - Research/Technical (143) -- Speeches/Conference Papers (150) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS Age Differences; *Audi,ory Stimuli; *Comprehension; Elementary Education; *Elementary School Students; Sex Differences; *Television Viewing; *Time; *Visual Stimuli ABSTRACT Children's temporal comprehension was assessed after viewing a television program containing flashbacks that shifted the events to much earlier times. Flashbacks were marked or not marked with sound effects, and time relations were represented with either dreamy dissolves or abrupt camera cuts. A total of 64 children, equally distributed by sex and by grades kindergarten and first versus fourth and fifth, participated in individual viewing sessions. After viewing, children sequenced picture sets to assess temporal integration of the plot line and answered questions to assess comprehension of the flashbacks. Results indicated that young children understood temporal concepts best after viewing camera dissolves, but older boys understood concepts of real time best after viewing camera cuts. The results suggest that formal features differentially activate mental skills, depending on children's -
Ethics Questions Raised by the Neuropsychiatric
REGULAR ARTICLE Ethics Questions Raised by the Neuropsychiatric, Neuropsychological, Educational, Developmental, and Family Characteristics of 18 Juveniles Awaiting Execution in Texas Dorothy Otnow Lewis, MD, Catherine A. Yeager, MA, Pamela Blake, MD, Barbara Bard, PhD, and Maren Strenziok, MS Eighteen males condemned to death in Texas for homicides committed prior to the defendants’ 18th birthdays received systematic psychiatric, neurologic, neuropsychological, and educational assessments, and all available medical, psychological, educational, social, and family data were reviewed. Six subjects began life with potentially compromised central nervous system (CNS) function (e.g., prematurity, respiratory distress syndrome). All but one experienced serious head traumas in childhood and adolescence. All subjects evaluated neurologically and neuropsychologically had signs of prefrontal cortical dysfunction. Neuropsychological testing was more sensitive to executive dysfunction than neurologic examination. Fifteen (83%) had signs, symptoms, and histories consistent with bipolar spectrum, schizoaffective spectrum, or hypomanic disorders. Two subjects were intellectually limited, and one suffered from parasomnias and dissociation. All but one came from extremely violent and/or abusive families in which mental illness was prevalent in multiple generations. Implications regarding the ethics involved in matters of culpability and mitigation are considered. J Am Acad Psychiatry Law 32:408–29, 2004 The first well-documented case in America of execut- principle, the New Jersey Supreme Court, in the case ing a child antedates the American Revolution. In of State v. Aaron,5 overturned the death sentence of 1642, a 16-year-old boy, Thomas Graunger, was an 11-year-old slave convicted of murdering a hanged for the crime of bestiality, having sodomized younger child. -
Four Hours a Day.”
Notes & Additional Resources - Focus & Excellence “How we deploy our attention determines what we see,” Anne Treisman – Prof. Princeton University “Information consumes the attention of its recipients, therefore a wealth of information creates a poverty of attention,” Herbert Simon, Nobel economist… A poverty of attention results in a lack of focus, and thus diluted excellence. “Mind’s Limit Found: 4 Things at Once,” Clara Moskowitz LiveScience, April 27, 2008 “The most precious resource in a computer system is no longer its processor, memory, disk or network, but rather human attention,” Carnegie Mellon University researchers David Garlan et al., Pervasive Computing, 2002 “About half of a humans thoughts are daydreams,” Eric Klinger Handbook of Imagination and Mental Stimulation, 2009 “Imagination is more important than knowledge,” Albert Einstein What Life Means to Einstein, 1929 “Perhaps we should consider that when our thoughts wander, rather than wandering away from what counts, we may be wandering toward something of value,” Kalina Christoff Brain Research, 2012 “Benefits come from adjusting your execution over and over to get closer to your goal, rather than mechanical repetition,” Anders Ericsson Florida State University on the 10,000 hour rule of thumb. “You have to continuously tweak, allowing for more errors at first. Also, focused attention gets fatigued and as such world-class competitors in any discipline typically limit arduous practice to no more than about four hours a day.” Trent Leopold [email protected] Suggested Additional Resources – • Daniel Goleman, FOCUS The Hidden Driver of Excellence. New York: HarperCollins, 2013. • Thomas Davenport and John Beck, The Attention Economy: Understanding the New Currency of Business. -
Gaming in the Classroom: the Next Big Thing Or Hogwash?
Gaming in the Classroom: The Next Big Thing or Hogwash? Ryan Leach This paper was completed and submitted in partial fulfillment of the Master Teacher Program, a 2-year faculty professional development program conducted by the Center for Faculty Excellence, United States Military Academy, West Point, NY, 2019. Even as a child, gaming always fascinated me. Much like reading, gaming allows the gamer to be transported to an alternate reality or timeline in which the fantastic was not only possible, but probable. Even in the late 1980s and early 1990s the promise of video gaming was fantastic. Long gone were the days of simplistic games such as Pong and Donkey Kong representing the zenith of electronic entertainment. As time progressed, so did the complexity of gaming hardware.1 For example, the grandfather of all personal gaming electronic devices, the Atari 6500 series, launched on a then impressive 128 bytes of ram.2 By comparison, Microsoft’s current console, the Xbox One has 1.2e+10 bytes of ram.3 Once crude, simplistic, and shallow, gaming devices had transformed into modern marvels of computer engineering and design. In parallel to the rapid advanced in computer hardware, computer software experienced a golden age as well. What were once crude approximations of relatively simple things, such as Pong’s emulation of two dimensional ping pong, were supplanted by (seemingly) living, breathing, evolving worlds a-la Bethesda Softworks’ Skyrim or Rockstar’s Grand Theft Auto series. Over the course of several decades gaming had had evolved into something far more complex, deep, and rewarding. -
The Gamification Spectrum Share This Whitepaper
The Gamification Spectrum share this whitepaper Contents 1 Introduction to Gamification 2 What is the Gamification Spectrum? 4 The Nine Patterns 10 Scale & Sustainability 13 Learning from the Gaming World 16 Conclusion Lithium builds trusted relationships between the world’s best brands and their customers, helping people get answers and share their experiences. We provide one platform to manage your Total Community: Understand your most valuable and lithium.com | © Lithium Technologies, Inc. All Rights Reserved. 2 share this whitepaper Introduction to Gamification Gamification is applying the science and psychology of In this paper, we take a deeper dive into what our Chief gaming in a non-game context to motivate and reward your Scientist, Dr. Michael Wu, has patented as the “Gamification customers to perform certain desired behaviors. For example, Spectrum”―a continuum of gamification techniques that can if you want them to contribute more content on your online help you choose the right gamification plan for your customers, community, you may offer badges for those who contribute a depending on the behaviors you want to drive. certain number of posts; or they may work to level up to the We have curated the following content from Dr. Wu’s blog, next reward that provides recognition among other players The Science of Social, to synthesize all the insights from the for their expertise, skill, etc. There are many types of entire Gamification Spectrum series into one paper. gamification techniques. Gamification is one of the most proven ways to engage community members and keep them coming back for more. However, there are important scientific principles behind the strategy of gamification that impact whether or not gamification proves to be successful for your community and brand.