Guy Merchant

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Introducing new digital literacies into classroom settings is an important and challenging task, and one that is encouraged by both policy-makers and educators. This paper draws on a case study of a 3D virtual world which aimed to engage and motivate primary school children in an immersive and literacy-rich on-line experience. Planning decisions, early(More)
BACKGROUND To derive a decision instrument (DI) that identifies patients who have virtually no risk of significant intrathoracic injury (SITI) visible on chest radiography and, therefore, no need for chest imaging. METHODS This is a prospective observational study. At three Level 1 trauma centers, physicians caring for blunt trauma patients aged >14 years(More)
OBJECTIVES Prior evidence suggests that physicians may alter process of care based on race/ethnicity. The objective of this study was to determine whether race/ethnicity predicts whether a patient receives computed tomography of the head (head CT) during evaluation of blunt head injury. METHODS This was a nonconcurrent cohort study set in an emergency(More)
Background Although much has been written about the ways in which new technology might transform educational practice, particularly in the area of literacy learning, there is relatively little empirical work that explores the possibilities and problems or even what such a transformation might look like in the classroom. 3D virtual worlds offer a range of(More)
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