424,770 research outputs found

    Applied learning case studies

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    Work Organisation and Innovation - Case Study: Radiometer, Denmark

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    [Excerpt] Established in 1935 by two engineers, Radiometer invented the world’s first blood gas analyser in 1954 in connection with the struggle against the childhood polio epidemic. This invention resulted in the development of a company that produces medico-technical products and services for hospitals. The company’s headquarters are in Denmark, where the largest group of employees (948) work. Worldwide, Radiometer has a total of 2,300 employees and subsidiary companies in 23 countries

    Phosphate Contaminant Detection in Water Through a Paper-based Microfluidic Device

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    This report describes a project aimed at developing a low-cost, portable, on-site, user-friendly system for detecting different concentrations of phosphate in drinking water. Phosphate is a natural chemical, but toxic in large concentrations; detection is therefore important to avoid drinking contaminated water. Despite this fact, no cheap, and/or nontoxic system for phosphate detection is yet on the market. The detection system utilizes a paper-based microfluidic device to automate the electrochemical detection process, which normally requires expert use of lab equipment. When combined with a portable potentiostat that works with a mobile app, the device will allow untrained users to determine if any source of drinking water contains unsafe levels of phosphate without equipment or training, and to communicate that information to a central database for further analysis. Those of any background, particularly in developing countries, will be able to maintain health and raise awareness about clean water. Microfluidic devices are useful tools for the detection of water contaminants, but there is a gap in technology for the detection of phosphate. Our phosphate detection system is a paper-based microfluidic device with an already-developed voltammetry device that automates the detection process so that any user can safely find phosphate in water. The system will provide a binary analysis about whether the water is safe to consume or not. Completion of the project provides a valuable tool to both average customers in developing countries and scientific researchers in determining the safety of drinking water

    E-Health business models prototyping by incremental design

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    User-Driven Healthcare: Concepts, Methodologies, Tools, and Applications provides a global discussion on the practice of user-driven learning in healthcare and connected disciplines and its influence on learning through clinical problem solving. This book brings together different perspectives for researchers and practitioners to develop a comprehensive framework of user-driven healthcare.Postprint (published version

    Workforce Information Customer Satisfaction Assessment: A Primer for State and Local Planning

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    A handbook designed to assist state workforce information professionals in developing strategies for assessing customer satisfaction with workforce information products and services

    Glitchspace:teaching programming through puzzles in cyberspace

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    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p

    Informatics: the fuel for pharmacometric analysis

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    The current informal practice of pharmacometrics as a combination art and science makes it hard to appreciate the role that informatics can and should play in the future of the discipline and to comprehend the gaps that exist because of its absence. The development of pharmacometric informatics has important implications for expediting decision making and for improving the reliability of decisions made in model-based development. We argue that well-defined informatics for pharmacometrics can lead to much needed improvements in the efficiency, effectiveness, and reliability of the pharmacometrics process. The purpose of this paper is to provide a description of the pervasive yet often poorly appreciated role of informatics in improving the process of data assembly, a critical task in the delivery of pharmacometric analysis results. First, we provide a brief description of the pharmacometric analysis process. Second, we describe the business processes required to create analysis-ready data sets for the pharmacometrician. Third, we describe selected informatic elements required to support the pharmacometrics and data assembly processes. Finally, we offer specific suggestions for performing a systematic analysis of existing challenges as an approach to defi ning the next generation of pharmacometric informatics

    STEM futures and practice, can we teach STEM in a more meaningful and integrated way?

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    Integrating Science, Technology, Engineering and Mathematics (STEM) subjects can be engaging for students, can promote problem-solving and critical thinking skills and can help build real-world connections. However, STEM has long been an area of some confusion for some educators. While they can see many of the conceptual links between the various domains of knowledge they often struggle to meaningfully integrate and simultaneously teach the content and methodologies of each these areas in a unified and effective way for their students. Essentially the question is;how can the content and processes of four disparate and yet integrated learning areas be taught at the same time? How can the integrity of each of the areas be maintained and yet be learnt in a way that is complementary? Often institutional barriers exitin schools and universities to the integration of STEM. Organizationally, at a departmental and administrative level, the teaching staff may be co-located, but when it comes to classroom practice or the teaching and learning of these areas they are usually taught very separately. They are usually taught in different kinds of spaces, in different ways (using different pedagogical approaches) and at different times. But is this the best way for students to engage with the STEM areas of learning? How can we make learning more integrated, meaningful and engaging for the students

    v. 82, issue 20, April 23, 2015

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