15 research outputs found

    Clinical Simulation in pediatrics and neonatology using EDISON: an educational innovation project

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    [EN] Introduction: Clinical simulation is a tool that allows creating controlled and safe spaces that mimic reality, where students can acquire skills and abilities prior to facing real situations. Methodology: This is a study with two phases. The first quasi-experimental phase where 3 questionnaires were used; two of them to assess knowledge (pretest - posttest) and the other one to assess the satisfaction of the training action. And the second phase was analytical, where the effectiveness of a training intervention in a confinement context based on the use of audiovisual materials created through EDISON was evaluated. Results: In 2019 the average satisfaction of the students was 9.22 (SD 0.72) out of 10. The most valued item was the one related to the domain that the instructors had regarding the knowledge imparted, with 9.79 out of 10. The students' knowledge improved in 9 of the 11 questions. Conclusions: The satisfaction of the students and the knowledge acquired were remarkable, being clinical simulation a methodology that helps to consolidate the knowledge and skills put into practice.Balaguer-López, E.; García-Molina, P.; Blasco, J.; Sanchis-Sánchez, E.; Buck-Sainz-Rozas, P.; García-Martínez, P.; Ruescas-Pérez, M. (2021). Clinical Simulation in pediatrics and neonatology using EDISON: an educational innovation project. En 7th International Conference on Higher Education Advances (HEAd'21). Editorial Universitat Politècnica de València. 1053-1061. https://doi.org/10.4995/HEAd21.2021.12934OCS1053106

    Structured Multimedia Authoring

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    Authoring context sensitive, interactive multimedia presentations is much more complex than authoring either purely audiovisual applications or text. Interactions among media objects need to be described as a set of spatio-temporal relationships that account for synchronous and asynchronous interactions, as well as on-demand linking behavior. This article considers the issues that need to be addressed by an authoring environment. We begin with a partitioning of concerns based on seven classes of authoring problems. We then describe a selection of multimedia authoring environments within four different authoring paradigms: structured, timeline, graph and scripting. We next provide observations and insights into the authoring process and argue that the structured paradigm provides the most useful framework for presentation authoring. We close with an example application of the structured multimedia authoring paradigm in the context of our own structure-based system GRiNS

    Structured multimedia authoring

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    We present the user interface to the CMIF authoring environment for constructing and playing multimedia presentations. The CMIF authoring environment supports a rich hypermedia document model allowing structure-based composition of multimedia presentations and the specification of synchronization constraints between constituent media items. An author constructs a multimedia presentation in terms of its structure and additional synchronization constraints, from which the CMIF player derives the precise timing information for the presentation. We discuss the advantages of a structured approach to authoring multimedia, and describe the facilities in the CMIF authoring environment for supporting this approach. The authoring environment presents three main views of a multimedia presentation: the hierarchy view is used for manipulating and viewing a presentation's hierarchical structure; the channel view is used for managing logical resources and specifying and viewing precise timing constra..

    Studi eksperevien tentang efektivitas aplikasi e-learning terhadap ketuntasan belajar siswa pada mata pelajaran Sejarah Kebudayaan Islam (SKI) kelas 2 AK SMK YPM 3 Taman

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    Perkembangan Teknologi Informasi (TI) yang semakin pesat, kebutuhan akan suatu konsep dan mekanisme belajar mengajar (pendidikan) berbasis TI menjadi tidak terelakkan lagi. Konsep yang kemudian terkenal dengan sebutan e-Learning ini membawa pengaruh terjadinya proses transformasi pendidikan konvensional ke dalam bentuk digital. Saat ini konsep e-Learning sudah banyak diterima oleh masyarakat dunia, terbukti dengan maraknya implementasi e-Learning di lembaga pendidikan (sekolah, training dan universitas) maupun industri. Dengan strategi pembelajaran e-learning inilah peneliti mencoba meneliti ketuntutasan belajar siswa di SMK YPM 3 Taman, Penelitian ini bertujuan untuk mengetahui efektfitas aplikasi e-learning terhadap ketuntasan belajar siswa kelompok eksperimen (kelompok yang menggunakan strategi e-learning dalam pembelajaran Sejarah Kebudayaan Islam) dengan siswa kelompok kontrol (kelompok yang tidak menggunakan strategi elearning dalam pembelajaran Sejarah Kebudayaan Islam) pada siswa kelas 2 Ak SMK YPM 3 Taman tahun Pelajaran 2009-2010 sebanyak 448 siswa sebagai populasi. Sedang sampel yang digunakan adalah Teknik Sampling Non Probabilitas Type Purposive Sampling yaitu pengambilan sampel dengan cara mengambil subyek bukan didasarkan pada strata, random atau daerah, melainkan didasarkan atas adanya tujuan tertentu. Sampel pada penelitian ini adalah siswa kelas 2 AK 1 (48 siswa) sebagai kelompok eksperimen dan siswa kelas 2 AK 2(48 siswa) sebagai kelompok kontrol. Pengumpulan data dilakukan dengan metode wawancara, dokumentasi, angket dan tes. Untuk analisis data digtmakan teknik Doeble Test Double Trial Method yang kemudian dilanjutkan dengan analisis Statistik Uji "t" (Rumus Fisher) untuk menganalisa data tersebut. Hasil penelitian menunjukkan bahwa terdapat perbedaan antara ketuntasan belajar siswa kelompok eksperimen dengan kelompok kontrol. Perbedaan ini dapat dilihat dan i skor rata-rata kelompok Eksperimen dan i 52,979 (Pre Test) menjadi 68,562 (Post Test) dan kelompok kontrol dan i 66,416 (Pre Test) menjadi 67 (Post Test). Ini menunjukkan tingkat signifikansi sebesar 1,562. Dalam hasil perhitungan Uji t diperoleh to sebesar 8,990. Angka ini jauh lebih besar dibanding tt pada taraf signifikansi 5% yaitu 2,63 dan taraf signifikansi 1% yaitu 1,99 (1,99 2,63). Dengan demikian dapat disimpulkan bahwa penerapan strategi e-learning cukup efektif terhadap ketuntasan belajar siswa Kelas 2 AK SiV11( YPM 3 Taman. Dikarenakan keterbatasan peneliti, maim diperlukan pengkajian lebih lanjut oleh peneliti-peneliti lain, terutama mengenai varias-variasi baru strategi pembelajaran Sejarah Kebudayaan Islam

    Transmission of variable bit rate video over an Orwell ring

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    Asynchronous Transfer Mode (ATM) is fast emerging as the preferred information transfer technique for future Broadband Integrated Services Digital Networks (BISON), offering the advantages of both the simplicity of time division circuit switched techniques and the flexibility of packet switched techniques. ATM networks with their inherent rate flexibility offer new opportunities for the efficient transmission of real time Variable Bit Rate (VBR) services over such networks. Since most services are VBR in nature when efficiently coded, this could in turn lead to a more efficient utilisation of network resources through statistical multiplexing. Video communication is typical of such a service and could benefit significantly if supported with VBR video over ATM networks. [Continues.

    HSCI2013: proceedings of the 10th International Conference on Hands-on Science

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    The core topic of the 10th Hands-on Science Conference is "Educating for Science and through Science"Livro de trabalhos extensos aceites para publicação no livro de proceedings da 10ª conferencia HSC
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