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Featured researches published by Anna-Sofia Alklind Taylor.


Simulation & Gaming | 2012

The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

Anna-Sofia Alklind Taylor; Per Backlund; Lars Niklasson

Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have overconfidence in the pedagogical power of games and simulations, particularly where the instructor is taken out of the gaming loop. The authors propose a framework, the coaching cycle, that focuses on the roles of instructors. The roles include instructors acting as game players. The fact that the instructors take a more active part in all training activities will further improve learning. The coaching cycle integrates theories of experiential learning (where action precedes theory) and deliberate practice (where the trainee’s skill is constantly challenged by a coach). Incorporating a coaching-by-gaming perspective complicates, but also strengthens, the player-centered design approach to game development in that we need to take into account two different types of players: trainees and instructor. Furthermore, the authors argue that the coaching cycle allows for a shift of focus to a more thorough debriefing, because it implies that learning of theoretical material before simulation/game playing is kept to a minimum. This shift will increase the transfer of knowledge.


2009 Second International Conference in Visualisation | 2009

The Birth of Elinor: A Collaborative Development of a Game Based System for Stroke Rehabilitation

Anna-Sofia Alklind Taylor; Per Backlund; Henrik Engström; Mikael Johannesson; Mikael Lebram

Elinor is a game based tool for rehabilitation of stroke patients to be used in their home environment. The application is the result of a creative and exploratory development project in which researchers in the serious games area and experts in stroke rehabilitation collaborated in order to develop a motivating, easy to use and relatively inexpensive tool for relearning functions lost due to a stroke. Elinor can be viewed as an integrated system for stroke rehabilitation in that it is both a system, controlled by movements, for training of its primary user group and a system for monitoring the training by medical expertise. In this paper, we will describe the Elinor application itself, the development process and the initial evaluation of it in order to identify implications for serious games.


international conference on e learning and games | 2009

Gamers against All Odds

Anna-Sofia Alklind Taylor; Per Backlund; Henrik Engström; Mikael Johannesson; Mikael Lebram

The goal of the project presented in this paper is to enable motor rehabilitation to stroke patients in their home environment and to utilise game enjoyment to achieve frequent training. Stroke patients have an average age above 70 years, which implies that they typically do not belong to a gaming generation. In addition, these patients suffer from motor, and many times cognitive impairments, which make traditional games extremely difficult to use. Nearly all work in this area has been conducted in a clinic environment where it is possible to overcome some of these difficulties by letting professionals assist and guide patients. In this paper, we present the challenges faced, the system itself and the result from a study where five patients were equipped with a game console in their homes for five weeks. The focus of this paper is on analysing the gaming behaviour of patients, which includes the amount of time they spent, the type of games they selected and their comments on the gaming experience. The conclusion from this analysis is that their behaviour resembles that of gamers. They spent significant voluntary time, and it has been possible for patients, with no prior experience of computer games, to enjoy gaming in their homes where they had no professional assistance.


international conference on games and virtual worlds for serious applications | 2011

Evaluation of Usefulness of the Elinor Console for Home-Based Stroke Rehabilitation

Per Backlund; Anna-Sofia Alklind Taylor; Henrik Engström; Mikael Johannesson; Mikael Lebram; Angelique Slijper; Karin Svensson; Jesper Poucette; Katharina Stibrant Sunnerhagen

Virtual rehabilitation has emerged as a promising tool over the last decade. However the field is diverse and there is no unified understanding of the concept and in which situations it should be used. The most common usage context is a rehabilitation clinic but there is an urge to offer motivating virtual rehabilitation to be used in the homes of patients. The main drive for using such systems is to enhance motivation by introducing an interesting challenge and an element of fun. This paper describes and evaluates the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors. This paper reports on the initial findings concerning the rehabilitation effect of Elinor. No persons suffered any serious adverse effects from training. We had positive results with respect to the assessment of motor and process skills (AMPS). Even though these improvements were not significant they are still positive enough to motivate future work. The self-reported improvements in the motor activity logs (MAL) also motivate future work.


international conference on games and virtual worlds for serious applications | 2013

Games on prescription! evaluation of the elinor console for home-based stroke rehabilitation

Per Backlund; Anna-Sofia Alklind Taylor; Henrik Engström; Mikael Johannesson; Mikael Lebram; Angelique Slijper; Karin Svensson; Jesper Poucette; Katharina Stibrant Sunnerhagen

This paper reports the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors as well as its rehabilitation effect. This paper reports the findings from the whole project. To summarize the results, we find that game factors can be used to enhance motivation for rehabilitation. We had positive results with respect to many of the rehabilitation measurements employed. For example, the assessment of motor and process skills was positive as were also the self-reported improvements in daily activities. Furthermore, it seems that an increased self-efficacy with respect to the belief that the treatment can have an effect is positive and expected to increase motivation to undergo necessary rehabilitation. The usability and perceived usefulness of the system were also positively evaluated and the subjects expressed a positive attitude towards the system as well as a belief in its usefulness.


Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments | 2011

Letting the students create and the teacher play: expanding the roles in serious gaming

Anna-Sofia Alklind Taylor; Per Backlund


Archive | 2014

Facilitation matters : A framework for instructor-led serious gaming

Anna-Sofia Alklind Taylor


Proceedings of the 9th European Conference on Games Based Learning | 2015

Teachers’ Many Roles in Game-Based Learning Projects

Björn Berg Marklund; Anna-Sofia Alklind Taylor


6th European Conference on Games Based Learning (ECGBL'12) | 2012

Making the implicit explicit : Game-based training practices from an instructor perspective

Anna-Sofia Alklind Taylor; Per Backlund


Electronic Journal of e-Learning | 2016

Educational Games in Practice The Challenges Involved in Conducting a Game-Based Curriculum

Björn Berg Marklund; Anna-Sofia Alklind Taylor

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Karin Svensson

University of Gothenburg

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