261 research outputs found

    A computational model of evolution: haploidy versus diploidy

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    In this paper, the study of diploidy is introduced like and important mechanism for memory reinforcement in artificial environments where adaptation is very important. The individuals of this ecosystem are able to genetically "learn" the best behaviour for survival. Critical changes, happening in the environmental conditions, require the presence of diploidy to ensure the survival of species. By means of new gene-dominance configurations, a way to shield the individuals from erroneous selection is provided. These two concepts appear like important elements for artificial systems which have to evolve in environments with some degree of instability.Publicad

    Sexually reproducing cellular automata

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    An exploration and validation of computer modeling of evolution, natural selection, and evolutionary biology with cellular automata for secondary students.

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    The Evolutionary Tool Kit, a new software package, is the prototype of a concept simulator providing an environment for students to create microworlds of populations of artificial organisms. Its function is to model processes, concepts and arguments in natural selection and evolutionary biology, using either Mendelian asexual or sexual reproduction, or counterfactual systems such as \u27paint pot\u27 or blending inheritance. In this environment students can explore a conceptual What if? in evolutionary biology, test misconceptions and deepen understanding of inheritance and changes in populations. Populations can be defined either with typological, or with populational thinking, to inquire into the role and necessity of variation in natural selection. The approach is generative not tutorial. The interface is highly graphic with twenty traits set as icons that are moved onto the \u27phenotypes\u27. Activities include investigations of evolutionary theory of aging, reproductive advantage, sexual selection and mimicry. Design of the activities incorporates Howard Gardner\u27s Theory of Multiple Intelligences. Draft of a teacher and student manual are included

    A New Approach to Creation of an Artificial Intellect and Method of its Implementation

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    SERIOUS GAMES TO COPE WITH THE GENETIC TEST REVOLUTION

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    Il progresso tecnologico e l'abbassamento del costo di sequenziamento del DNA, hanno reso i test genetici sempre pi\uf9 accessibili al pubblico. Questo sviluppo per\uf2 non procede di pari passo con la scarsa conoscenza che la gente comune risulta avere in ambito genetico. Oggi giorno \ue8 possibile sottoporsi ad un test genetico autonomamente senza il consulto medico, ma la diffusa carenza di consapevolezza e informazione in questo ambito pu\uf2 portare ad un fraintendimento dei risultati genetici ottenuti e quindi a possibili conseguenze negative per quanto concerne le decisioni relative alla propria salute. Per cercare di porre rimedio a questa lacuna sono state sviluppate diverse policy. Tra queste, la necessit\ue0 di educare la gente sui concetti di genetica assume un rilievo di particolare importanza. Si vuole infatti cercare di potenziare la consapevolezza della cittadinanza, favorendo prese di decisione in ambito medico pi\uf9 responsabili. Per ottenere questo risultato l'impiego di Serious Games (SG) sembra uno tra gli approcci pi\uf9 promettenti. I SG hanno infatti mostrato ottimi risultati se impiegati in ambiti quali l'educazione, l'addestramento, la promozione della salute e la socializzazione; ecco dunque perch\ue8 sembrano essere un valido strumento per divulgare concetti di genetica tra la gente comune. Lo scopo di questa ricerca \ue8 studiare la possibilit\ue0 di utilizzare i SG come media fortemente interattivo per incoraggiare un apprendimento esperienziale, aumentare la conoscenza e promuovere il processo cognitivo dell'autoefficacia nel contesto dei processi decisionali in ambito genetico. Per ottenere questo risultato esploriamo lo stato dell'arte dei SG legati alla genetica e discutiamo sulla possibilit\ue0 di farli utilizzare dalla gente comune. Successivamente progettiamo, sviluppiamo e testiamo una suite di SG su misura per educare la gente sui concetti di genetica e di test genetico. Lo sviluppo e la validazione di videogiochi arcade custom per illustrare concetti di genetica di base e l'utilizzo del genere ``Adventure Game'' per mettere in relazione il rischio genetico individuale ai fattori dello stile di vita, risulta essere, sulla base delle nostre ricerche, completamete nuovo in questo ambito. Concludiamo infine presentando i risultati della ricerca condotta testando i videogiochi sviluppati per quanto riguarda la loro usabilit\ue0, la capacit\ue0 di trasferire conoscenza e migliorare il processo cognitivo nell'ambito dei processi decisionali in ambito medico e analizzando i dati collezionati durante le sessioni di gioco.Technological progress and the lowering of DNA sequencing costs have made genetic testing increasingly accessible to the general public. However, this progress does not reflect an increased genetics literacy in lay people that at present remains poor. Thus almost everyone has the possibility to undergo genetic testing independently, but the diffuse lack of knowledge may lead to misinterpretation of genetic information and result in negative consequences for personal health decisions. Several policies have been developed to try to address this issue. The most appropriate one is to educate people about genetic concepts and genetic test interpretation, to empower them in order to make responsible health-related decisions. To reach this goal the Serious Games (SG) approach seems very promising as it has been shown to be very powerful in education, training, health promotion, and socialization. This is why SG appear an attractive means to communicate genetic concepts to the general public. The aim of this research is to study the feasibility of using SG as a highly interactive medium to encourage experiential learning, increase literacy and promote self-efficacy in the genetic-related decision-making process. For this purpose, we explore state-of-the-art of Serious Games related to genetics, discussing whether these games are an adequate instrument to increase literacy and self-efficacy in the general public. Based on this analysis we design, develop and test a suite of SG specifically tailored to educate people about genetic concepts and genetic testing. To maximize the efficacy and mass appeal, the level of complexity of genetic information was balanced with the intent of making comprehensible and usable games. We believe that our approach --development and validation, using an evidence-based approach, of customized arcade games to convey basic genetics concepts together with the use of the ``Adventure Game'' genre to relate the individual genetic risk with lifestyle factors-- is completely new in this field. We conclude by discussing results about usability/playability, knowledge transfer and self-efficacy promotion in the field of health-related decision making, analysing data collected during monitored playing sessions

    speciation. 2. Palms on an oceanic island

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    A recent study of a pair of sympatric species of palms on the Lord Howe Island is viewed as providing probably one of the most convincing examples of sympatric speciation to date. Here we describe and study a stochastic, individual-based, explicit genetic model tailored for this palms system. Overall, our results show that relatively rapid (< 50 000 generations) colonization of a new ecological niche, and sympatric or parapatric speciation via local adaptation and divergence in flowering periods are theoretically plausible if (i) the number of loci controlling the ecological and flowering period traits is small; (ii) the strength of selection for local adaptation is intermediate; and (iii) an acceleration of flowering by a direct environmental effect associated with the new ecological niche is present. We discuss patterns and time-scales of ecological speciation identified by our model, and we highlight important parameters and features that need to be studied empirically in order to provide information that can be used to improve the biological realism and power of mathematical models of ecological speciation

    Inquiry-Based Biotechnology Education For Kent Intermediate School District Early College Program

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    Growth in the field of biotechnology, combined with the ability to access information instantaneously, requires a new model of science education that will nurture deeper understanding and higher order thinking to develop a scientifically literate population. Inquirybased learning is a student-centered model built on the theoretical framework of constructivism, which allows students to learn in a way that reflects how scientists come to understand the natural world. This project aimed to address the need for an inquiry-based biotechnology curriculum in a local Early College program by developing, piloting, revising, and implementing an inquiry-based biotechnology unit while simultaneously evaluating the impact of this curriculum on content knowledge and students’ motivation toward science learning. Results revealed that student assignment scores were consistent with a B- average and performance on the final presentation was consistent with an A- average, while content knowledge increased approximately 9 to 19 percentage points comparing pretest and posttest. Overall, using the Student Motivation Toward Science Learning survey, we did not see any measurable changes in students’ motivation toward science learning except for a slight decrease in self-efficacy, which could be reasonably expected given student discomfort experiencing both a novel curriculum and pedagogy. Qualitative student feedback, however, was positive regarding independence, accountability, and group discussion and students displayed a high level of enjoyment with the hands-on activities. Thus, this project resulted in a sample inquiry-based biotechnology curriculum unit that produced reasonable gains in content knowledge, and with further work on the affective components important to cognitive growth, displays potential for even larger content knowledge gains and increased student motivation toward science learning

    Genetics instruction : audiotutorial laboratory approach compared to traditional methods.

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    Breeding strategies and programmes

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    This section serves as an update of the overview of the state of the art in genetic improvement methods presented in the first report on The State of the World’s Animal Genetic Resources for Food and Agriculture (first SoW-AnGR) (FAO, 2007a).1 The importance of appropriate breeding strategies and programmes is highlighted throughout the Global Plan of Action for Animal Genetic Resources (FAO, 2007b), particularly in Strategic Priority Area 2, Sustainable Use and Development. The material presented in the first SoW-AnGR included an overview of the “context for genetic improvement”, which described both the factors influencing the objectives of breeding programmes (market demands, wider societal concerns about the nature and impacts of livestock production, the need to provide animals suitable for a diverse range of production environments, growing recognition of the importance of maintaining genetic diversity in livestock populations, etc.) and the latest scientific and technological developments in the field. This was followed by a description of the various activities or “elements” that make up a breeding programme and then by a review of the current state of breeding programmes by production system (high input vs. low input) and by species. Much of this material remains relevant. While the livestock sector is continuously evolving (see Part 2), the challenges that breeding programmes have to contend with remain broadly similar to those that existed at the time the first SoW-AnGR was prepared (2005/2006). Similarly, the basic constituent elements of a typical breeding programme have not changed
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