7,022 research outputs found

    Developing a distributed electronic health-record store for India

    Get PDF
    The DIGHT project is addressing the problem of building a scalable and highly available information store for the Electronic Health Records (EHRs) of the over one billion citizens of India

    A bibliography experiment on research within the scope of industry 4.0 application areas in sports: Sporda endĂŒstri 4.0 uygulama alanları kapsamında yapılan araƟtırmalar ĂŒzerine bir bibliyografya denemesi

    Get PDF
    Developed countries develop their production sites within the scope of industry 4.0 technology components and experience constant change and transformation to establish economic superiority. This situation allows them to produce more in various fields and thus to rise to a more advantageous position economically. Industry 4.0 technology affects areas within the scope of the sports industry such as sports tourism, athlete performance, athlete health, sports publishing, sports textile products, sports education and training, sports management and human resources, and creates an international competition environment in terms of production and performance. In this study, it is aimed to examine the researches about the usage areas of industry 4.0 in sports. From this point on, researches in the context of the subject have been presented with bibliographic method. In the conclusion section, the weaknesses and possibilities of youth sociology were discussed, and efforts were made to present a projection on what to do about the field. In this respect, a youth sociology evaluation has been tried to be made on the prominent topics, forgotten aspects and themes left incomplete in youth sociology studies. ​Extended English summary is in the end of Full Text PDF (TURKISH) file.   Özet GeliƟmiƟ ĂŒlkeler endĂŒstri 4.0 teknolojisi bileƟenleri kapsamında ĂŒretim sahalarını geliƟtirmekte ve ekonomik ĂŒstĂŒnlĂŒk kurmak amacıyla sĂŒrekli değiƟim ve dönĂŒĆŸĂŒm yaƟamaktadır. Bu durum onların çeƟitli alanlarda daha fazla ĂŒretmelerine dolayısıyla ekonomik yönden daha avantajlı konuma yĂŒkselmelerine olanak sağlamaktadır. EndĂŒstri 4.0 teknolojisi spor turizmi, sporcu performansı, sporcu sağlığı, spor yayıncılığı, spor tekstil ĂŒrĂŒnleri, spor eğitimi ve Ă¶ÄŸretimi, spor yönetimi ve insan kaynakları gibi spor endĂŒstrisi kapsamındaki alanları etkilemekte ĂŒretim ve performans yönĂŒnden ĂŒlkeler arası bir rekabet ortamı oluƟturmaktadır. Bu çalÄ±ĆŸmada endĂŒstri 4.0’ın sporda kullanım alanları ile ilgili araƟtırmaların incelenmesi hedeflenmektedir. Bu noktadan hareketle konu bağlamındaki araƟtırmalar bibliyografik metodla ortaya konmuƟtur. Sonuç bölĂŒmĂŒnde ise sporda endĂŒstri 4.0 kullanım alanları tartÄ±ĆŸÄ±lmÄ±ĆŸ, alana olan katkıları ve olumuz etkilerinin değerlendirilmesi yapılmÄ±ĆŸtır. &nbsp

    Teaching and learning in virtual worlds: is it worth the effort?

    Get PDF
    Educators have been quick to spot the enormous potential afforded by virtual worlds for situated and authentic learning, practising tasks with potentially serious consequences in the real world and for bringing geographically dispersed faculty and students together in the same space (Gee, 2007; Johnson and Levine, 2008). Though this potential has largely been realised, it generally isn’t without cost in terms of lack of institutional buy-in, steep learning curves for all participants, and lack of a sound theoretical framework to support learning activities (Campbell, 2009; Cheal, 2007; Kluge & Riley, 2008). This symposium will explore the affordances and issues associated with teaching and learning in virtual worlds, all the time considering the question: is it worth the effort

    Harnessing Technology: new modes of technology-enhanced learning: a case study series

    Get PDF
    This report presents the outcomes and conclusions from a series of 18 case studies exploring the innovative use of technology for learning and teaching using new modes of technology

    Transforming pre-service teacher curriculum: observation through a TPACK lens

    Get PDF
    This paper will discuss an international online collaborative learning experience through the lens of the Technological Pedagogical Content Knowledge (TPACK) framework. The teacher knowledge required to effectively provide transformative learning experiences for 21st century learners in a digital world is complex, situated and changing. The discussion looks beyond the opportunity for knowledge development of content, pedagogy and technology as components of TPACK towards the interaction between those three components. Implications for practice are also discussed. In today’s technology infused classrooms it is within the realms of teacher educators, practising teaching and pre-service teachers explore and address effective practices using technology to enhance learning

    The e-revolution and post-compulsory education: using e-business models to deliver quality education

    Get PDF
    The best practices of e-business are revolutionising not just technology itself but the whole process through which services are provided; and from which important lessons can be learnt by post-compulsory educational institutions. This book aims to move debates about ICT and higher education beyond a simple focus on e-learning by considering the provision of post-compulsory education as a whole. It considers what we mean by e-business, why e-business approaches are relevant to universities and colleges and the key issues this raises for post-secondary education

    Quantifying Quality of Life

    Get PDF
    Describes technological methods and tools for objective and quantitative assessment of QoL Appraises technology-enabled methods for incorporating QoL measurements in medicine Highlights the success factors for adoption and scaling of technology-enabled methods This open access book presents the rise of technology-enabled methods and tools for objective, quantitative assessment of Quality of Life (QoL), while following the WHOQOL model. It is an in-depth resource describing and examining state-of-the-art, minimally obtrusive, ubiquitous technologies. Highlighting the required factors for adoption and scaling of technology-enabled methods and tools for QoL assessment, it also describes how these technologies can be leveraged for behavior change, disease prevention, health management and long-term QoL enhancement in populations at large. Quantifying Quality of Life: Incorporating Daily Life into Medicine fills a gap in the field of QoL by providing assessment methods, techniques and tools. These assessments differ from the current methods that are now mostly infrequent, subjective, qualitative, memory-based, context-poor and sparse. Therefore, it is an ideal resource for physicians, physicians in training, software and hardware developers, computer scientists, data scientists, behavioural scientists, entrepreneurs, healthcare leaders and administrators who are seeking an up-to-date resource on this subject

    Innovative Learning Environments in STEM Higher Education

    Get PDF
    As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education
    • 

    corecore