https://crastina.se/wp-content/uploads/2017/09/thrisha_wenona-1.png 684 845 Dorota Paczesniak, PhD Dorota Paczesniak, PhD2017-09-19 06:47:512017-11-29 09:23:39Crastina Column, Sep–Oct 2017: Can a simple card game help us see things from ”the other’s” point of view?
Can a simple card game reveal hidden aspects of culture and demonstrate how biased we are when meeting people from different backgrounds? ”Indeed!” says the experience from the Graduate Professional Skills Certificate program (module: Thinking…
https://crastina.se/wp-content/uploads/2017/08/screenshot-e1501598310981.jpg 979 984 Inés Dawson Inés Dawson2017-08-01 00:10:292017-08-02 10:56:36“Virus, the Beauty of the Beast” – an Interview with Hamish Todd
If you haven’t seen Virus, the Beauty of the Beast, I suggest you stop what you’re doing right now: grab a cup of tea with one hand and your mouse with the other and sit down to enjoy Hamish Todd’s latest creation that has been 3 years…
https://crastina.se/wp-content/uploads/2016/08/labster_ted_featured.png 684 845 Nikola Adamus Nikola Adamus2016-08-08 01:00:542017-06-06 16:31:38Labster – enhancing science learning with VR and gamification
Under any definition, we think that laboratory simulations are a great way of bringing science closer to people. ‘Presence’ has been described as a crucial element for motivation and engagement, and simulations intrinsically enhance the aspect of “I feel that I am there”, especially if they are combined with virtual reality technologies. In the particular case of our simulations, even if they are specifically created as teaching tools, in addition to the immersive experience, they are built around real life stories and are meant to be engaging. With the gamification components they are also good tools for science communication at some level.