Better Birth through Games

Author(s):  
Alexandra Holloway

Childbirth is a complex and multidimensional experience for the mother, riddled with unforgettable emotions and sensations. In today’s cultural climate in California, a mother’s primary attendant for social support throughout labor is usually her partner. Preparing the partner is an integral step to making sure that the mother is well-supported in her birth. Because the mother’s experience is influenced by the support she receives, and because birth partners need more support than is recognized, the author targets birth partners with a learning intervention. The author investigates video games as a vehicle for knowledge transfer to the birth partner, both as currently available and as a positive learning tool. To address the problem of limited access to childbirth preparation methods, especially for under-served Californians, the author investigated, designed, created, and evaluated two tools: The Prepared Partner and Digital Birth. The Prepared Partner is an online Flash game, and Digital Birth is a free iPhone application that is still undergoing revision and testing. Both games allow the user to practice various supportive actions in the realm of childbirth support for a mother in labor. The author found that players met the learning goals due to The Prepared Partner, and answered positively on the survey questions about their enjoyment of the game.

Author(s):  
Alexandra Holloway

In today's California, a mother's primary social support person in childbirth is her partner, guiding her through a multidimensional experience, helping her make sense of unforgettable emotions and sensations. Preparing the partner is an integral step to making sure that the mother is well-supported in her birth. Because the mother's experience is influenced by the support she receives, and because birth partners need more support than is recognized, we target birth partners with a learning intervention. We investigate video games as a vehicle for knowledge transfer to the birth partner, both as currently available and as a positive learning tool. To address the problem of limited access to childbirth preparation methods, we investigated, designed, and evaluated two games: The Prepared Partner, an online Flash game, and Digital Birth, an iPhone application. Both games allow the user to practice various supportive actions in the realm of childbirth support for a mother in labor. We found that players of The Prepared Partner met learning goals while enjoying the game.


Author(s):  
Alexandra Holloway

In today's California, a mother's primary social support person in childbirth is her partner, guiding her through a multidimensional experience, helping her make sense of unforgettable emotions and sensations. Preparing the partner is an integral step to making sure that the mother is well-supported in her birth. Because the mother's experience is influenced by the support she receives, and because birth partners need more support than is recognized, we target birth partners with a learning intervention. We investigate video games as a vehicle for knowledge transfer to the birth partner, both as currently available and as a positive learning tool. To address the problem of limited access to childbirth preparation methods, we investigated, designed, and evaluated two games: The Prepared Partner, an online Flash game, and Digital Birth, an iPhone application. Both games allow the user to practice various supportive actions in the realm of childbirth support for a mother in labor. We found that players of The Prepared Partner met learning goals while enjoying the game.


Author(s):  
Aaron Gluck ◽  
Kwajo Boateng ◽  
Julian Brinkley

Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible VR racing game for the Oculus Quest, exploring commercial VR interfaces to provide this critical information. By leveraging the Quest’s built-in haptic, tracking, auditory, and voice systems, we provide players with a non-visual car racing experience. This work aims to offer insight into the process of developing accessible VR games for gamers who are blind through the implementation of Racing in the Dark.


Author(s):  
Jerremie Clyde ◽  
Glenn Wilkinson

This paper contrasts the importance of procedural rhetoric for the use of games in university and college level historical education with the use of history themed digital simulations. This paper starts by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught in the post secondary history course. The manner in which history is taught is contrasted with its evaluation to better define what students are actually expected to learn. The simulation is then examined in light of learning goals and evaluation. This demonstrates that simulations are a poor fit for most post secondary history courses. The more appropriate and effective choice is to construct the past via procedural rhetoric as a way to use digital video games to make the historical argument.


Author(s):  
Damien M. Sojoyner

The conclusion of First Strike debunks the claim that teacher unions prevent administrators from excising bad teachers from schools, which in turn creates underperforming students. Through a meditation on his mother’s experience as a schoolteacher, Sojoyner suggests that the exclusionary potential and pedagogical insufficiency of standardized testing, as well as the cutting of social support nets for students, are the actual contributing factors. The author describes his influences in W. E. B. DuBois and Clyde Woods, and summarizes his individual chapters’ claims.


Author(s):  
Brigite Micaela Henriques

Abstract.DO VIDEO GAMES PROMOTE THE DEVELOPMENT OF SOCIAL SKILLS?The game has been always present in different cultures and civilizations. With the new digital technologies, the human being began to experience new ways of feeling, thinking, acting and interacting, using the machine as a means of communication ... another way of being in and in society. According to several authors, video games are considered an instrument of socialization which promotes the development of social skills of the subject. Therefore, we can say that playing video games with a group facilitates social contact and social interactions between individuals, through the exchange of knowledge about games and their equipment, and this activity usually involves cooperation between players.Keywords: video games, social support, sense of belonging.Resumo.O jogo esteve sempre presente em várias culturas e civilizações. Com as novas tecnologias digitais, o ser humano passou a experienciar novas formas de sentir, pensar, agir e interagir, utilizando a máquina como um meio de comunicação…outra maneira de estar na e em sociedade. Segundo vários autores, os videojogos são considerados como um instrumento de socialização que promovem o desenvolvimento de competências sociais do indivíduo. Por conseguinte, podemos referir que jogar jogos de vídeo com um grupo facilita o contacto social e as interações sociais entre os indivíduos, através da troca de conhecimentos acerca dos jogos e dos respetivos equipamentos, sendo que esta atividade geralmente envolve a cooperação entre os jogadores.Palavras-chave: videojogos, suporte social, sentimento de pertença.


2019 ◽  
Vol 3 (3) ◽  
pp. 51
Author(s):  
Lourdes Aguilar

With the growth in popularity of video games in our society many teachers have worked to incorporate gaming into their classroom. It is generally agreed that by adding something fun to the learning process students become more engaged and, consequently, retain more knowledge. However, although the characteristics of video games facilitate the dynamics of the educational process it is necessary to plan a pedagogical project that includes delimitation of learning goals and profile of the addressees, the conditions of application of the educational project, and the methodologies of evaluation of the learning progress. This is how we can make a real difference between gamification and video game based learning. The paper addresses the design of an educational resource for special education needs (SEN) students that aims to help teach communicative skills related to prosody. The technological choices made to support the pedagogic issues that underlie the educational product, the strategies to convert learning content into playful material, and the methodology to obtain measures of its playability and effectiveness are described. The results of the motivation test certified that the video game is useful in encouraging the users to exercise their voice and the indicators of the degree of achievement of the learning goals serve to identify the most affected prosodic skills.


Author(s):  
Jan Zarzycki ◽  
Joseph Szroeder

The mammary gland ultrastructure in various functional states is the object of our investigations. The material prepared for electron microscopic examination by the conventional chemical methods has several limitations, the most important are the protein denaturation processes and the loss of large amounts of chemical constituents from the cells. In relevance to this,one can't be sure about a degree the observed images are adequate to the realy ultrastructure of a living cell. To avoid the disadvantages of the chemical preparation methods,some autors worked out alternative physical methods based on tissue freezing / freeze-drying, freeze-substitution, freeze-eatching techniqs/; actually the technique of cryoultraraicrotomy,i,e.cutting ultrathin sections from deep frozen specimens is assented as a complete alternative method. According to the limitations of the routine plastic embbeding methods we were interested to analize the mammary gland ultrastructure during lactation by the cryoultramicrotomy method.


Author(s):  
L. Gandolfi ◽  
J. Reiffel

Calculations have been performed on the contrast obtainable, using the Scanning Transmission Electron Microscope, in the observation of thick specimens. Recent research indicates a revival of an earlier interest in the observation of thin specimens with the view of comparing the attainable contrast using both types of specimens.Potential for biological applications of scanning transmission electron microscopy has led to a proliferation of the literature concerning specimen preparation methods and the controversy over “to stain or not to stain” in combination with the use of the dark field operating mode and the same choice of technique using bright field mode of operation has not yet been resolved.


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