45,665 research outputs found

    CGAMES'2009

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    Analog, hybrid, and digital simulation

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    Analog, hybrid, and digital computerized simulation technique

    High-fidelity simulation increases obstetric self-assurance and skills in undergraduate medical students

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    Objective: Teaching intrapartum care is one of the most challenging tasks in undergraduate medical education. High-fidelity obstetric simulators might support students' learning experience. The specific educational impact of these simulators compared with traditional methods of model-based obstetric teaching has not yet been determined. Study design: We randomly assigned 46 undergraduate medical students to be taught using either a high-fidelity simulator or a scale wood-and-leather phantom. Their self-assessments were evaluated using a validated questionnaire. We assessed obstetric skills and asked students to solve obstetric paper cases. Main outcome measures: Assessment of fidelity-specific teaching impact on procedural knowledge, motivation, and interest in obstetrics as well as obstetric skills using high- and low-fidelity training models. Results: High-fidelity simulation specifically improved students' feeling that they understood both the physiology of parturition and the obstetric procedures. Students in the simulation group also felt better prepared for obstetric house jobs and performed better in obstetric skills evaluations. However, the two groups made equivalent obstetric decisions. Conclusion: This study provides first data on the impact of high-fidelity simulation in an undergraduate setting

    Digital signal processing: the impact of convergence on education, society and design flow

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    Design and development of real-time, memory and processor hungry digital signal processing systems has for decades been accomplished on general-purpose microprocessors. Increasing needs for high-performance DSP systems made these microprocessors unattractive for such implementations. Various attempts to improve the performance of these systems resulted in the use of dedicated digital signal processing devices like DSP processors and the former heavyweight champion of electronics design – Application Specific Integrated Circuits. The advent of RAM-based Field Programmable Gate Arrays has changed the DSP design flow. Software algorithmic designers can now take their DSP algorithms right from inception to hardware implementation, thanks to the increasing availability of software/hardware design flow or hardware/software co-design. This has led to a demand in the industry for graduates with good skills in both Electrical Engineering and Computer Science. This paper evaluates the impact of technology on DSP-based designs, hardware design languages, and how graduate/undergraduate courses have changed to suit this transition

    Friendly chimeras: the evolution of critical creative practice in exhibition design

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    This paper aims to develop and articulate an historical perspective on the relationships between exhibition design, academic endeavour in the humanities and professional development. It reflects on design culture and educational philosophy and traces the recent history of curriculum development in exhibition design. The exhibition design course at University of Lincoln has a sixty-year history. Reviewing the way its philosophy has evolved reveals a consistently dynamic reflection of real-world interests. This has involved a pragmatic and somewhat eclectic appropriation of theory, particularly from the expanding field of museology, and its integration into an increasingly critical mode of creative practice. When the course became an undergraduate honours degree in 1991 the �project rationale� was introduced as an alternative to the traditional undergraduate dissertation. The principle of integrating theory and practice proved enormously successful and now applies throughout the curriculum. Discourse analysis is applied to articles and course documents from the period 1970 to 1999. Bibliographical survey is also used to analyse the range and type of literature used to support students� studies. This is set against a background of influences on the exhibition design curriculum. These include contemporary changes in design practice, the growth of research into and for design, and changes in the national and institutional frameworks for course development. The paper concludes with an evaluation of the role of the humanities in exhibition design creativity and highlights outstanding issues in the discipline

    Student interactions in online discussion forums: their perception on learning with business simulation games

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    Digital technology offers new teaching methods with controversial results over learning. They allow students to develop a more active participation in their learning process although it does not always drive to unequivocal better learning outcomes. This study aims to offer additional evidence on the contribution of business simulation games to students' learning outcomes, considering student interactions in online discussion forums. We conducted a qualitative research with the online discussion forums of 5 different courses at bachelor and master levels, which involves 41 students' teams. The final sample was composed of 3681 messages posted by the students. The results reveal that some generic and specific managerial skills exert a positive influence on learning outcomes. Students mostly highlighted teamwork, decision-making, information processing, reaching agreements, and dealing with uncertainty as the most relevant contributions of the game towards their learning. These results have instructional and pedagogical implications for determining the best way to enhance students' motivation and learning outcomes when using digital technology methods, which involves recommendations that affect their design and monitoring

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    On the Prevalence and Nature of Computational Instruction in Undergraduate Physics Programs across the United States

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    A national survey of physics faculty was conducted to investigate the prevalence and nature of computational instruction in physics courses across the United States. 1246 faculty from 357 unique institutions responded to the survey. The results suggest that more faculty have some form of computational teaching experience than a decade ago, but it appears that this experience does not necessarily translate to computational instruction in undergraduate students' formal course work. Further, we find that formal programs in computational physics are absent from most departments. A majority of faculty do report using computation on homework and in projects, but few report using computation with interactive engagement methods in the classroom or on exams. Specific factors that underlie these results are the subject of future work, but we do find that there is a variation on the reported experience with computation and the highest degree that students can earn at the surveyed institutions.Comment: 8 pages, 6 figure

    Interactive Tutorials For Upper Level Quantum Mechanics Courses

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    This thesis explores the ongoing need for interactive tutorials in the upper level undergraduate Quantum Mechanics course. It first summarizes the development and evaluation of tutorials at the introductory physics level by others, and then challenges the belief that upper level students do not need this type of intervention by citing research in student difficulties in learning Quantum Mechanics. Physics Education research shows that there are common student misconceptions that persist even in the upper level undergraduate courses such as Quantum Mechanics. Cognitive research serves as a guide for effective curriculum design. A description of the iterative process for developing and evaluating the tutorials is discussed. The development and evaluation of "The Time Evolution of a Wave Function" Quantum Interactive Learning Tutorial (QuILT) is described in detail. Finally, the success of the QuILT in reducing the common misconceptions about time evolution is discussed
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