877 research outputs found
Study of dynamical charge fluctuations in the hadronic medium
The dynamical charge fluctuations have been studied in ultra-relativistic
heavy-ion collisions by using hadronic model simulations, such as UrQMD and
HIJING. The evolution of fluctuations has been calculated at different time
steps during the collision as well as different observation window in
pseudorapidity (\DelEta). The final state effects on the fluctuations have been
investigated by varying ~ and the time steps with the aim
of obtaining an optimum observation window for capturing maximum fluctuations.
It is found that ~ between 2.0 and 3.5 gives the best
coverage for the fluctuations studies. The results of these model calculations
for Au+Au collisions at ~=~7.7 to 200~GeV and for Pb+Pb
collisions at 2.76 TeV are presented and compared with available experimental
data from the Relativistic Heavy Ion Collider (RHIC) and the Large Hadron
Collider (LHC).Comment: 6 pages, 4 Figure
Event-by-Event Search for Charged Neutral Fluctuations in Pb - Pb Collisions at 158-A-GeV
Results from the analysis of data obtained from the WA98 experiment at the
CERN SPS have been presented. Some events have been filtered which show photon
excess in limited zones within the overlap region of the charged
particle and photon multiplicity detectors.Comment: 6 pages, 4 figure
Cyclodextrin-complexed curcumin exhibits anti-inflammatory and antiproliferative activities superior to those of curcumin through higher cellular uptake (vol 80, vol 1021, 2010)
Retraction notice to “Cyclodextrin-complexed curcumin exhibits anti-inflammatory and antiproliferative activities superior to those of curcumin through higher cellular uptake” [Biochem. Pharmacol. 80 (2010) 1021–1032].Non peer reviewe
Will the Playstation generation become better endoscopic surgeons?
A frequently heard comment is that the current "Playstation generation" will have superior baseline psychomotor skills. However, research has provided inconsistent results on this matter. The purpose of this study was to investigate whether the "Playstation generation" shows superior baseline psychomotor skills for endoscopic surgery on a virtual reality simulator. The 46 study participants were interns (mean age 24 years) of the department of surgery and schoolchildren (mean age 12.5 years) of the first year of a secondary school. Participants were divided into four groups: 10 interns with videogame experience and 10 without, 13 schoolchildren with videogame experience and 13 without. They performed four tasks twice on a virtual reality simulator for basic endoscopic skills. The one-way analysis of variance (ANOVA) with post hoc test Tukey-Bonferroni and the independent Student's t test were used to determine differences in mean scores. Interns with videogame experience scored significantly higher on total score (93 vs. 74.5; p=0.014) compared with interns without this experience. There was a nonsignificant difference in mean total scores between the group of schoolchildren with and those without videogame experience (61.69 vs. 55.46; p=0.411). The same accounts for interns with regard to mean scores on efficiency (50.7 vs. 38.9; p=0.011) and speed (18.8 vs. 14.3; p=0.023). In the group of schoolchildren, there was no statistical difference for efficiency (32.69 vs. 27.31; p=0.218) or speed (13.92 vs. 13.15; p=0.54). The scores concerning precision parameters did not differ for interns (23.5 vs. 21.3; p=0.79) or for schoolchildren (mean 15.08 vs. 15; p=0.979). Our study results did not predict an advantage of videogame experience in children with regard to superior psychomotor skills for endoscopic surgery. However, at adult age, a difference in favor of gaming is present. The next generation of surgeons might benefit from videogame experience during their childhoo
The learning effect of intraoperative video-enhanced surgical procedure training
BACKGROUND: The transition from basic skills training in a skills lab to procedure training in the operating theater using the traditional master-apprentice model (MAM) lacks uniformity and efficiency. When the supervising surgeon performs parts of a procedure, training opportunities are lost. To minimize this intervention by the supervisor and maximize the actual operating time for the trainee, we created a new training method called INtraoperative Video-Enhanced Surgical Training (INVEST). METHODS: Ten surgical residents were trained in laparoscopic cholecystectomy either by the MAM or with INVEST. Each trainee performed six cholecystectomies that were objectively evaluated on an Objective Structured Assessment of Technical Skills (OSATS) global rating scale. Absolute and relative improvements during the training curriculum were compared between the groups. A questionnaire evaluated the trainee's opinion on this new training method. RESULTS: Skill improvement on the OSATS global rating scale was significantly greater for the trainees in the INVEST curriculum compared to the MAM, with mean absolute improvement 32.6 versus 14.0 points and mean relative improvement 59.1 versus 34.6% (P = 0.02). CONCLUSION: INVEST significantly enhances technical and procedural skill development during the early learning curve for laparoscopic cholecystectomy. Trainees were positive about the content and the idea of the curriculum
UPAYA MENINGKATKAN MOTIVASI BELAJAR SISWA MELALUI MEDIA GAME EDUCATION DALAM PEMBELAJARAN IPS DI MTs HASBUR RACHMAN ALIF DESA LENGKONG WETAN KABUPATEN MAJALENGKA
ASEP SAMSUL MA'ARIF :
Berdasarkan Observasiawal di kelas VII MTs Hasbur Rachman Alif terlihat
proses pembelajaran IPS masih menggunakan media spidol dan papan tulis. Sehingga
banyak siswa yang kurang memperhatikan guru pada saat proses pembelajaran., Hal
ini berakibat pada kejenuhan dan kebosanan yang berdampak pada hasil belajar siswa
yang kurang dari KKM yang diterapkan di MTs Hasbur Rachman Alif yakni 70.
Tujuan penelitian ini untuk mengetahui bagaimana penerapan pembelajaran
dengan menggunakan media Game Education pada mata pelajaran IPS Terpadu,
aktivitas siswa dan kinerja guru dengan pembelajaran dengan menggunakan media
Game Education, dan mengetahui motivasi belajar siswa sebelum dan setelah
diterapkannya pembelajaran dengan menggunakan media Game education pada mata
pelajaran IPS Terpadu di MTs Hasbur Rachman Alif.
Pembelajaran dengan menggunakan media Game Education menekankan
motivasi siswa untuk berpikir kritis dan menuangkan. Hal ini memudahkan siswa
untuk mengakses materi IPS yang banyak dimanapun, serta mempemudah daya
ingat siswa tentang apayatgtelah didapatkan selama proses pembelajaran.
Penelitian ini menggunakan Penelitian Tindakan Kelas (pTK) yang
dilaksanakan selama tiga siklus. Teknik Pengumpulan data menggunakan observasi,
tes, dan dokumentasi. Subjek penelitian ini adalah siswa kelas VII MTs Hasbur
Rachman Alif sebanyak 31 siswa yang terdiri dari 18 siswa laki-laki dan 13 siswa
perempuan.
Pembelajaran dengan menggunakan media Game Education dapat
meningkatkan motivasi belajar siswa hal ini terlihat dari hasil tes yang telah
dilakukan selama tiga siklus, dimana pada pratindakan (pretes) nilai sebesar 65,25
dan ketuntasan belajar 25 yo, siklus I nilai rata-rata sebesar 76,75 dan ketuntasan_
belajar siswa sebesar 65,5%o siklus II nilai rata-rata siswa 85,75 dan nilai ketuntasan
belajar sebesar 90% siklus III dengan nilai rata-rata 92,25 dan ketuntasan belajar
mengalami peningkatanya itu 97,5yo. Dengan demikian dapat disimpulkan bahwa
pembelajaran dengan menggunakan media Game Education merupakan salah satu
upaya untuk meningkatkan hasil belajar siswa pada mata pelajaran IPS Terpadu di
MTs Hasbur Rachman Alif.
Kata Kunci: Game Education, MotivasiBelajar, PTK
Measurement of quarkonium production at forward rapidity in pp collisions at √s=7 TeV
The inclusive production cross sections at forward rapidity of J/ψ , ψ(2S) , Υ (1S) and Υ (2S) are measured in pp collisions at s√=7 TeV with the ALICE detector at the LHC. The analysis is based on a data sample corresponding to an integrated luminosity of 1.35 pb‾¹ . Quarkonia are reconstructed in the dimuon-decay channel and the signal yields are evaluated by fitting the μ+μ− invariant mass distributions. The differential production cross sections are measured as a function of the transverse momentum pT and rapidity y , over the ranges 0<pT<20 GeV/c for J/ψ , 0<pT<12 GeV/c for all other resonances and for \(2.5 . The measured cross sections integrated over pT and y , and assuming unpolarized quarkonia, are: σJ/ψ=6.69±0.04±0.63 μ b, σψ(2S)=1.13±0.07±0.19 μ b, σΥ(1S)=54.2±5.0±6.7 nb and σΥ(2S)=18.4±3.7±2.9 nb, where the first uncertainty is statistical and the second one is systematic. The results are compared to measurements performed by other LHC experiments and to theoretical models
Event-by-event mean pT fluctuations in pp and Pb–Pb collisions at the LHC
Event-by-event fluctuations of the mean transverse momentum of charged particles produced in pp collisions at TeX TeX 0.9, 2.76 and 7 TeV, and Pb–Pb collisions at TeX TeX 2.76 TeV are studied as a function of the charged-particle multiplicity using the ALICE detector at the LHC. Dynamical fluctuations indicative of correlated particle emission are observed in all systems. The results in pp collisions show little dependence on collision energy. The Monte Carlo event generators PYTHIA and PHOJET are in qualitative agreement with the data. Peripheral Pb–Pb data exhibit a similar multiplicity dependence as that observed in pp. In central Pb–Pb, the results deviate from this trend, featuring a significant reduction of the fluctuation strength. The results in Pb–Pb are in qualitative agreement with previous measurements in Au–Au at lower collision energies and with expectations from models that incorporate collective phenomena
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