378 research outputs found

    Acumen: An interactive multimedia simulation based on situated learning theory

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    This paper describes the development and evaluation of a multimedia simulation for teaching research skills to business students. Graphics, sound and video are used to create semi- realistic ' microworlds' which students explore in order to solve a relatively unstructured problem, a process quite different to learning from textbooks, lectures or videos. One advantage of microworlds is that students construct meaning by actively and selectively working through a variety of information sources, a process which mimics real-world learning and enhances higher- order learning outcomes. We describe the theoretical principles used in designing the simulation, particularly situated learning theory which claims a number of advantages for teaching that is 'situated' in the context of real world problems. There is also evidence that the 'immersive' quality of microworlds may be more motivating than other teaching/ learning modes, at least to some students. As the technology for creating media- rich simulations is still new, we discuss the issue of how realistic simulations should be. Our multimedia package can be related to a long tradition of teaching methods in business that attempt to put theoretical principles into life-like contexts, via case studies, experiential learning, internships, or real-world projects. The advantages and disadvantages of computer microworlds over such methods are explored

    User interface evaluation of serious games for students with intellectual disability

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    We have designed and evaluated around 10 serious games under the EU Leonardo Transfer of Innovation Project: Game On Extra Time (GOET) project http://goet-project.eu/. The project supports people with learning disabilities and additional sensory impairments in getting and keeping a job by helping them to learn, via games-based learning; skills that will help them in their working day. These games help students to learn how to prepare themselves for work, dealing with everyday situations at work, including money management, travelling independently etc. This paper is concerned with the potential of serious games as effective and engaging learning resources for people with intellectual disabilities. In this paper we will address questions related to the design and evaluation of such games, and our design solutions to suit the individual learning needs of our target audiences

    Making sense of 'bullying' behaviour: Individual perspectives on critical incidents

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    Despite the recent growth of research on workplace bullying researchers have had little opportunity to study how individuals come to be labeled as bullies. While bullying is sometimes described in terms of individuals‟ perceptions, researchers lack a framework for working through the subjectivities on both sides of the labelling process. Using the lens of sensemaking (Weick 1995), this paper considers stories of bullying related by participants in public service organisations in Australia, where data was collected from the alleged perpetrators as well as from „victims‟, bystanders and those charged with managing complaints of bullying. Our goal is to raise alternative perspectives for interpreting bullying scenarios and to commence a process of highlighting some different options for managers and researchers seeking to understand actions labelled as bullying. Sensemaking theory offers quite a different and detailed account of the social construction processes that might go into the use of such a label

    Telework: The role of social support

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    Telework is a rapidly growing work practice but its effects on employees’ psychological wellbeing have been little studied. A particular problem for remote workers is the potential loss of social support. Much research shows support from supervisors and co-workers increases employee wellbeing and reduces the negative effects of job demands. How telemediated social support functions in telework, and how much home-based support can replace it, have not so far been studied. A framework for research on social support in telework is presented in this paper. Social support can be provided electronically but how affects workers’ wellbeing and performance is an important concern for managers of teleworkers and researchers

    I should have known . The perceptual barriers faced by mental health practitioners in recognizing and responding to their own burnout symptoms

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    Studies have shown burnout to be a significant problem in the mental health field, causing workers serious health problems and reducing quality of care provided to clients. Yet despite mental health practitioners’ training in supporting others’ emotional health, they may be reluctant to seek help for burnout symptoms. This paper addresses this paradox by showing how human cognitive processes could act as powerful blocks to the recognition of and response to burnout. Fifty-five mental health practitioners’ beliefs and perceptions about burnout were examined using qualitative interview and survey data interpreted through a phenomenological perspective on attribution theory. The study identified four perceptual biases and identified professional identity and stress-induced cognitive deficit having influence on the recognition and response to burnout

    Structured evaluation of virtual environments for special-needs education

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    This paper describes the development of a structured approach to evaluate experiential and communication virtual learning environments (VLEs) designed specifically for use in the education of children with severe learning difficulties at the Shepherd special needs school in Nottingham, UK. Constructivist learning theory was used as a basis for the production of an evaluation framework, used to evaluate the design of three VLEs and how they were used by students with respect to this learning theory. From an observational field study of student-teacher pairs using the VLEs, 18 behaviour categories were identified as relevant to five of the seven constructivist principles defined by Jonassen (1994). Analysis of student-teacher behaviour was used to provide support for, or against, the constructivist principles. The results show that the three VLEs meet the constructivist principles in very different ways and recommendations for design modifications are put forward

    Multi-modalities in classroom learning environments

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    This paper will present initial findings from the second phase of a Horizon 2020 funded project, Managing Affective-learning Through Intelligent Atoms and Smart Interactions (MaTHiSiS). The project focusses on the use of different multi-modalities used as part of the project in classrooms across Europe. The MaTHiSiS learning vision is to develop an integrated learning platform, with re-usable learning components which will respond to the needs of future education in primary, secondary, special education schools, vocational environments and learning beyond the classroom. The system comprises learning graphs which attach individual learning goals to the system. Each learning graph is developed from a set of smart learning atoms designed to support learners to achieve progression. Cutting edge technologies are being used to identify the affect state of learners and ultimately improve engagement of learners. Much research identifies how learners engage with learning platforms (c.f. [1], [2], [3]). Not only do e-learning platforms have the capability to engage learners, they provide a vehicle for authentic classroom and informal learning [4] enabling ubiquitous and seamless learning [5] within a non-linear environment. When experiencing more enjoyable interaction learners become more confident and motivated to learn and become less anxious, especially those with learning disabilities or at risk of social exclusion [6], [13]. [7] identified the importance of understanding the affect state of learners who may experience emotions such as 'confusion, frustration, irritation, anger, rage, or even despair' resulting in disengaging with learning. The MaTHiSiS system will use a range of platform agents such as NAO robots and Kinects to measure multi-modalities that support the affect state: facial expression analysis and gaze estimation [8], mobile device-based emotion recognition [9], skeleton motion using depth sensors and speech recognition. Data has been collected using multimodal learning analytics developed for the project, including annotated multimodal recordings of learners interacting with the system, facial expression data and position of the learner. In addition, interviews with teachers and learners, from mainstream education as well as learners with profound multiple learning difficulties and autism, have been carried out to measure engagement and achievement of learners. Findings from schools based in the United Kingdom, mainstream and special schools will be presented and challenges shared

    Volatile profile and consumer acceptability of natural yoghurts elaborated with chilean native cultures of enterococcus sp. strain BB3 and lactobacillus sp. strain BB6

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    According to WHO, in 2016 around 13% of the world's adult population (11% of men and 15% of women) were obese. The global prevalence of obesity almost tripled between 1975 and 2016. In this context, it is important to note that the continuous increase in life expectancy, the desire for a better quality of life, and the high cost of medical care have led to a growing demand for functional foods in the market. People have started to realize that their food choices and their unhealthy lifestyles have consequences for their health. An important role in this scenario is associated with functional foods containing probiotic strains, reported to benefit human health. Here we report the development of natural yogurts based on native probiotic starter cultures of Enterococcus sp. strain BB3 (MK681869) and Lactobacillus sp. strain BB6 (MK681868), isolated from raw cow milk of La AraucanĂ­a region of Chile. The odor and taste were the main parameters criticized by the consumer, the analysis of CG-MS elucidated that the yogurt produced by the strain Enterococcus sp. strain BB3 (MK681869) produced a higher amount of heptan-2-one, associated with a cheesy type odor, with less acceptance by the consumers. The acceptability of 6 types of yogurt was evaluated with a randomized analysis of 60 participants. The development of a functional dairy product based on probiotics is of interest because of its relation with positive changes in gut microbiota, and at the same time with a possible decrease in body weight

    A low cost virtual reality system for home based rehabilitation of the arm following stroke: a randomised controlled feasibility trial

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    Objective: To assess the feasibility of conducting a randomised controlled trial of a home-based virtual reality system for rehabilitation of the arm following stroke. Design: Two group feasibility randomised controlled trial of intervention versus usual care. Setting: Patients’ homes. Participants: Patients aged 18 or over, with residual arm dysfunction following stroke and, no longer receiving any other intensive rehabilitation. Interventions: Eight weeks’ use of a low cost home-based virtual reality system employing infra-red capture to translate the position of the hand into game play or usual care. Main measures: The primary objective was to collect information on the feasibility of a trial, including recruitment, collection of outcome measures and staff support required. Patients were assessed at three time points using the Wolf Motor Function Test, Nine-Hole Peg Test, Motor Activity Log and Nottingham Extended Activities of Daily Living. Results: Over 15 months only 47 people were referred to the team. Twenty seven were randomised and 18 (67%) of those completed final outcome measures. Sample size calculation based on data from the Wolf Motor Function Test indicated a requirement for 38 per group. There was a significantly greater change from baseline in the intervention group on midpoint Wolf Grip strength and two subscales of the final Motor Activity Log. Training in the use of the equipment took a median of 230 minutes per patient. Conclusions: To achieve the required sample size, a definitive home-based trial would require additional strategies to boost recruitment rates and adequate resources for patient support
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