73 research outputs found

    A proposed plan of teaching for integrated learning in a selected medical and a selected surgical situation.

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    Thesis (M.S.)--Boston University This item was digitized by the Internet Archive

    The Link between Action and Language: Recent Findings and Future Perspectives

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    This paper aims to present a critical review of studies focused on embodied cognition and, more specifically, on the relationship between language and action. A critical analysis of studies using methods such as TMS and fMRI will be presented, and results reported by the different studies will be discussed, both theoretically and methodologically. Then, in response to some inconsistency detected by the analysis of literature, Virtual Reality will be presented as a possible answer or enrichment for the study of this topic. Possible future research tracks and application are discussed

    In vitro interaction between ceftazidime and vancomycin/teicoplanin in the presence of azithromycin against Pseudomonas aeruginosa

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    Pseudomonas aeruginosa is an opportunistic pathogen, intrinsically resistant to many antibiotics and prone to acquire resistance against many drugs. It is assumed that agents that disorganise the structure of the outer membrane might allow the passage of other drugs into cell. To verify this hypothesis, ceftazidime (CAZ) has been tested in association with glycopeptides (GLYs) and azithromycin (AZI). Time-kill experiments were performed on a representative strain. CAZ in combination with GLYs showed 99, 90 and 10% of CFU/ml reduction in 33.9,52.5 and 13.6% of the cases, respectively; the addition of AZI increased the incidence of 99% CFU/ml reduction to 42% of the cases. Indifference was the most common finding, and additive/synergism in the other cases. Present findings demonstrated that CAZ favourably reacted with GLYs in the presence of AZI

    Il digital storytelling con gli studenti delle scuole superiori nel progetto SILVER

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    The evolution of technologies has led to a change in going to redefine spaces and places to live in our life. Media languages and technologies can become a valid tool to promote a critical and conscious reflection towards digital. Therefore, in this contribution, the research activity carried out within the project called SILVER. The project main objective is to promote community welfare through the development of empowerment in young and old people belonging to the Settimo Torinese area. Specifically, we will focus on the first phase of the project, which provided the realization of narrative workshop with young high school students in the Settimo Torinese area, during the 2020 lock down.L’evoluzione delle tecnologie ha determinato un cambio di prospettiva andando a ridefinire spazi e luoghi del vivere quotidiano. I linguaggi mediali e le tecnologie possono diventare un valido strumento per promuovere una riflessione critica e consapevole verso il digitale. Pertanto, in questo contributo, verrà presentata l’attività di ricerca svolta all’interno del progetto SILVER, il cui principale obiettivo è di promuovere il welfare di comunità attraverso lo sviluppo di empowerment in giovani e anziani appartenenti al territorio di Settimo Torinese. Nello specifico ci si soffermerà sulla prima fase del progetto, che la realizzazione di laboratori narrativi con i giovani studenti delle scuole superiori del territorio di Settimo Torinese durante il lock down del 2020

    Key issues and pedagogical implications in the design of Digital Educational Escape rooms

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    Educational Escape rooms are game-based environments that may involve students of all school orders in engaging learning experiences. COVID-19 pandemic has increased the proliferation of escape rooms in a digital format whose use appeared meaningful for their generative effects on knowledge acquisition and on 21st century skills development. Nevertheless, the design of educational escape rooms is an essential process requiring a deep knowledge of both game design principles and learning design approaches. Moreover, teachers and educators willing to design and to experiment escape rooms with their students need to know how to connect these principles belonging to apparently distant fields and to balance them, to make these learning environments effective from an educational point of view and, at the same time, highly and intrinsically motivating. The aim of this contribution is to focus on the design related aspects of educational digital escape rooms, providing a pedagogical foundation and discussing implications for learning. A Design-Based Research (DBR) has been conducted, involving two cohorts of undergraduate students who attended the Game-based learning course in the last two academic years. The educational escape rooms designed by them in the two editions of the course, corresponding to two iterations of a DBR cycle, were compared to investigate if the progressive enhancement of the design approach has affected the quality of the realized educational escape rooms. From evaluation of DEERs designed by students a taxonomy was derived that, listing the main design characteristics for the development of DEERs, can be used as a tool..
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