SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Alklind Taylor Anna Sofia 1975 ) "

Sökning: WFRF:(Alklind Taylor Anna Sofia 1975 )

  • Resultat 1-7 av 7
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Alklind Taylor, Anna-Sofia, 1975- (författare)
  • Facilitation matters : A framework for instructor-led serious gaming
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis explores the use of serious games from an instructor perspective. More specifically, it aims to study the roles of instructors and how they can be facilitated within an instructor-led game-based training environment. Research within the field of serious games has mostly focused on the learners' perspective, but little attention has been paid to what the instructors do and what challenges that entails. In this thesis, I argue that serious games, as artefacts used for learning and training, cannot fully replace the instructors' tasks, but must rather be designed to facilitate the various activities of the instructors. Thus, instructors form an important target audience in serious game development – not just as subject matter experts, but also as users and players of the game – with a different set of needs than the learners. Moreover, serious gaming (the actualisation of a serious game) involves more than in-game activities, it also involves actions and events that occur off-game. These activities must also be considered when designing and utilising games for learning and training.Using a qualitative approach, instructor-led serious gaming has been explored from a range of contexts, from rehabilitation to incident commander training and military training. Several different instructor roles have been identified and characterised, including in-game facilitator, puckster, debriefer, technical support and subject matter expert. Based on empirical and theoretical material, a framework for instructor-led serious gaming has been developed. It involves best practices in different phases of game-based training, such as scenario authoring, coaching-by-gaming, assessing in-game and off-game performance, giving feedback, and conducting a debriefing or after-action review. Furthermore, specific needs and challenges for instructors have been identified and reformulated into guidelines for instructor-led serious gaming. The guidelines highlight the importance of usability and visualisation, as well as the need for carefully designed support tools for instructors' situation awareness, assessment and debriefing. Lastly, a number of success factors pertaining to both the development and actualisation of serious games are presented. Since serious games aim to be both productive and engaging, it is advantageous to work with interdisciplinary teams when developing serious games. This includes subject matter experts well versed in serious gaming practices. Furthermore, a successful serious game should adhere to sound pedagogical theories, be easy to use and maintain, and include system support for instructors' tasks. Successful serious gaming practices also involve having an organisational culture that fosters knowledge sharing among practitioners.
  •  
2.
  • Alklind Taylor, Anna-Sofia, 1975-, et al. (författare)
  • Guardian Angel : Using Lighting Drones to Improve Traffic Safety, Sense of Security, and Comfort for Cyclists
  • 2023
  • Ingår i: Lecture Notes in Computer Science. - Cham : Springer. - 9783031480461 - 9783031480478 ; , s. 209-223
  • Konferensbidrag (refereegranskat)abstract
    • Active mobility, such as biking, faces a common challenge in Swedish municipalities due to the lack of adequate lighting during the dark winter months. Insufficient lighting infrastructure hinders individuals from choosing bicycles, despite the presence of well-maintained bike paths and a willingness to cycle. To address this issue, a project has been undertaken in the Swedish municipality of Skara for an alternative lighting solution using drones. A series of tests have been conducted based on drone prototypes developed for the selected bike paths. Participants were invited to cycle in darkness illuminated by drone lighting and share their mobility preferences and perception. This paper summarizes the users’ perception of drone lighting as an alternative to fixed lighting on bike paths, with a special focus on the impact on travel habits and the perceived sense of security and comfort. Most participants were regular cyclists who cited bad weather, time, and darkness as significant factors that deterred them from using bicycles more frequently, reducing their sense of security. With drone lighting, the participants appreciated the illumination’s moonlight-like quality and its ability to enhance their sense of security by illuminating the surroundings. On the technology side, they gave feedback on reducing the drone’s sound and addressing lighting stability issues. In summary, the test results showcase the potential of drone lighting as a viable alternative to traditional fixed lighting infrastructure, offering improved traffic safety, sense of security, and comfort. The results show the feasibility and effectiveness of this innovative approach, supporting transformation towards active and sustainable mobility, particularly in regions facing lighting challenges.
  •  
3.
  • Alklind Taylor, Anna-Sofia, 1975- (författare)
  • The active instructor : Benefits and barriers to instructor-led serious gaming
  • 2015
  • Ingår i: VS-Games 2015. - : IEEE conference proceedings. - 9781479981014 - 9781479981021 ; , s. 8-15
  • Konferensbidrag (refereegranskat)abstract
    • While there is a wealth of studies on the subject of serious games, the same cannot be said on the issue of teaching with games, especially in game-based learning settings with adult learners. Over the years, most research in this area has been focused on the ‘active substance(s)’ of games for learning, focusing mainly on characteristics of games, but often failing to take the whole context of game-based learning into consideration, such as the role(s) of the teacher. However, the past two or three years has seen a shift in focus from merely the game as an isolated artefact, to also include more discussions on how games can successfully be integrated into an educational setting, as well as challenges as pitfalls of which instructors need to be aware. This paper aims to outline the contemporary research on instructor-led serious gaming and its implications for the design of serious gaming environments.
  •  
4.
  • Berg Marklund, Björn, 1988-, et al. (författare)
  • Educational Games in Practice : The Challenges Involved in Conducting a Game-Based Curriculum
  • 2016
  • Ingår i: Electronic Journal of e-Learning. - : Academic Conferences and Publishing International Limited. - 1479-4403. ; 14:2, s. 122-135
  • Tidskriftsartikel (refereegranskat)abstract
    • The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game‑based learning has focused heavily on the coupling between game designs, previously established learning principles, student engagement, and learning outcomes much to the expense of understanding how games function in their int ended educational contexts and how they impact the working processes of teachers. Given the significant investments of time and resources teachers need to make in order to conduct game‑based learning activities, the foci of past research is problematic as it obfuscates some of the pressing realities that highly affect games viability as tools for teaching and learning. This paper aims to highlight the demands that the implementation and use of an educational game in formal educational settings puts on te achers working processes and skillsets. The paper is based on two case studies in which a researcher collaborated with K‑12 teachers to use MinecraftEdu (TeacherGaming LLC, 2012) as a classroom activity over a five‑month long period. By documenting bot h the working processes involved in implementing the game into the classroom environment, as well as the execution of the actual game‑based classroom activities, the studies identified a wide variety roles that a teacher needs to take on if they are to ma ke games a central part of a school curriculum. Ultimately, the paper highlights the importance of understanding the constraints under which teachers work, and argues that a better understanding of the contexts in which games are to be used, and the roles teachers play during game‑based learning scenarios, is a necessary foundation for improving games viability as educational tools. 
  •  
5.
  • Berg Marklund, Björn, 1988-, et al. (författare)
  • Teachers’ Many Roles in Game-Based Learning Projects
  • 2015
  • Ingår i: Proceedings of the 9th European Conference on Games Based Learning. - Reading, UK : Academic Conferences and Publishing International Limited. - 9781910810583 - 9781910810590 ; , s. 359-367
  • Konferensbidrag (refereegranskat)abstract
    • This paper examines what roles teachers need to take on when attempting to integrate and use computer games in their educational environments. The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, the field of digital game-based learning research has had a tendency to focus heavily on the coupling between game designs, previously established learning principles, student engagement, and learning outcomes much to the expense of understanding how games impact the working processes of teachers. Given the significant investments of time and resources teachers need to make in order to conduct game-based learning activities, this research gap is problematic. Teachers needs to have a certain amount of gaming literacy in order to actively supervise, support, and guide their students before, during, and after the play sessions. The teacher also needs to be proficient in setting up play sessions in a limited amount of preparation time and tackle eventual technical difficulties. Beyond these demands, teachers also need to serve as a conduit between the learning context and the play context, and need to know how to continuously contextualize game activities and the content that students experience in the subject matter being taught.This paper describes the outcomes of two five month long studies where Swedish K-12 teachers were introduced to using MinecraftEdu as a classroom activity. The study identifies the different roles that a teacher takes on throughout game-based learning processes, such as technical administrator, game administrator, game tutor, subject matter expert, lecturer, debriefer, and classroom supervisor. Ultimately, the paper highlights the importance of understanding the constraints under which teachers work, and argues that a better understanding of the contexts in which games are to be used, and the roles teachers play during game-based learning scenarios, is a necessary foundation for improving games’ viability as educational tools.
  •  
6.
  • Helldin, Tove, et al. (författare)
  • Intelligent User Interfaces : Trends and application areas
  • 2019
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • This report outlines trends and application areas within the research field of intelligent user interfaces(IUIs) from 2010-2018. The purpose of the report is to give an overview of the IUI research area andpoint out particular subfields that have been given attention in the recent years, indicating possible trendsfor future research. Our report indicates that the field of IUIs is very broad, resulting in rather diverseresearch trends within the area. However, general trends could be identified, such as an increasing interest inbetter human-machine decision-making, where strategies for explaining the automatic reasoning are beinginvestigated together with ways of improving the trustworthiness of the systems and their possible adaptationsto individuals’ needs. The report also outlines research on multimodal interactions, adaptivity and humanrobotcollaboration, addressing challenges such as increased human workload, unobtrusiveness, privacy andmultiparty communication.
  •  
7.
  • What Happens When We Play : A Critical Approach to Games User Experience Design & Education
  • 2022
  • Samlingsverk (redaktörskap) (refereegranskat)abstract
    • What Happens When We Play: A Critical Approach to Games User Experience Design & Education brings together research and reflection from both faculty and graduate students involved in University of Skövde’s Games User Experience (GUX) Master’s program, launched in 2020. The collection shares insights from the new GUX curriculum, which takes a critical-making approach, combining practical projects done in collaboration with game studios, critical cultural theory and history, and design theory and hands-on work in the practice of games user experience design and analysis.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-7 av 7

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy