Anne Preston

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PURPOSE Missing data in clinical efficacy and effectiveness trials continue to be a major threat to the validity of study findings. The purpose of this report is to describe methods developed to ensure completion of outcome assessments with public mental health sector subjects participating in a longitudinal, repeated measures study for the treatment of(More)
Ubiquitous computing technologies have traditionally striven to augment objects and the environment with sensing capabilities to enable them to respond appropriately to the needs of the individuals in the environment. This paper considers how such technologies might be harnessed to support language learning, and specifically Task-Based Learning (TBL).(More)
This paper incorporates compassion into social preferences and tracks individuals' choices over ten allocation decisions, categorizing participants' behavior more precisely than previous work. Approximately two-thirds of participants exhibit consistent preferences in all ten exercises and other-regarding individuals are almost evenly split between inequity(More)
Our idea relates to the combination of emerging HCI technologies such as Virtual and Mixed Reality and an innovative Question and Answering (Q&A) system with already existing concepts of spatial learning and inquiry-based learning in education in order to evolve them to answer the needs of modern education. In the project we use the concept of the(More)
Understanding, promoting, and teaching media literacy is an important societal challenge. STEM educators are increasingly looking to incorporate 21st century skills such as media literacy into core subject education. In this paper we investigate how undergraduate Computer Science (CS) students can learn media literacy as a by-product of collaborative video(More)
We present the design, deployment and evaluation of three configurations of an online learning activity for would-be social innovators and activists, with the aim of understanding the factors that are critical to the design of an infrastructure to support such communities of learners. Our research was inspired and motivated by the example of SOLEs(More)
Group Spinner is a digital visual tool intended to help teachers observe and reflect on children's collaborative technology-enhanced learning activities in the classroom. We describe the design of Group Spinner, which was informed by activity theory, previous work and teachers' focus group feedback. Based on a radar chart and a set of indicators, Group(More)