12 research outputs found

    Polymer Matrix Composites Fabrication and Testing

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    This project involves two separate processes for fabricating carbon fiber composite parts using Hexcels RTM6 resin system and Kanekas IR-6070 toughened resin system to impregnate carbon fiber tow and weave. These two resins were chosen to model microcracking in parts using RTM6 compared to parts using IR-6070. Plies of the composites were made by painting resin onto 8 harness satin weave or impregnating IM7 12k tow in a prepregging machine. Plies were consolidated using an out-of-autoclave oven or a heat press. Fabrication of the composite parts were conducted with the end goal of sending the composites to be tested and modeled for microcracking. The data will be used for computer modeling in the future

    Apportioned Commodity Fetishism and the Transformative Power of Game Studies

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    This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use to contextualize, describe, and make sense of their experiences. The chapter deploys the concept of apportioned commodity fetishism to analyze the phenomena of discourse as practice, persona, and vagaries of game design, recursion, lexical formation, institutionalization, systems of self-effectiveness, theory as anti-theory, and commodification

    Evaluating a Second Life PBL Demonstrator Project: What Can We Learn?

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    This article reports the findings of a demonstrator project to evaluate how effectively Immersive Virtual Worlds (IVWs) could support Problem-based Learning. The project designed, created and evaluated eight scenarios within Second Life (SL) for undergraduate courses in health care management and paramedic training. Evaluation was primarily qualitative, using illuminative evaluation which provided multiple perspectives through interviews, focus groups and questionnaires with designers, facilitators, learning technologists and students. Results showed that SL provided a rich, engaging environment which enhanced authenticity of the scenarios, though there were issues of access and usability. The article concludes by drawing together the lessons learned which will inform educators who seek to design and develop learning scenarios in this medium

    Virtual patients in a virtual world: training paramedic students for practice

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    Collaborative learning through case-based or problem-based learning (PBL) scenarios is an excellent way for students to acquire knowledge and develop decision-making skills. However, the process is threatened by the movement towards more self-directed learning and the migration of students from campus-based to workplace-based learning. Paper-based PBL cases can only proceed in a single direction which can prevent learners from exploring the impact of their decisions. The PREVIEW project, outlined in this article, trialled a replacement to traditional paper PBL with virtual patients (VPs) delivered through a virtual world platform. The idea was that an immersive 3D environment could provide (a) greater realism (b) active decision-making and (c) a suitable environment for collaboration amongst work-based learners meeting remotely. Five VP scenarios were designed for learners on a Paramedic Foundation Degree within the virtual world second life (SL). A player using the MedBiquitous VP international standard allowed cases to be played both within SL and on the web. Three testing days were run to evaluate the scenarios with paramedic students and tutors. Students unfamiliar with the SL environment worked through five PBL scenarios in small groups, shadowed by ‘in-world’ facilitators. Feedback indicated that the SL environment engages students effectively in learning, despite some technology barriers. Students believed SL could provide a more authentic learner environment than classroom-based PBL

    Apportioned Commodity Fetishism and the Transformative Power of Game Studies

    Get PDF
    This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use to contextualize, describe, and make sense of their experiences. The chapter deploys the concept of apportioned commodity fetishism to analyze the phenomena of discourse as practice, persona, the vagaries of game design, recursion, lexical formation, institutionalism, systems of self-effectiveness, theory as anti-theory, and commodification

    The Gallery 2013

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    This is a digital copy of the print book produced by the Gallery 2013 team. Contents: Preface p. 6, Core Studios p. 8, Graphic Design p. 20, Illustration p. 32, Painting p. 44, Photography p. 56, Printmaking p. 70, Ceramics p. 84, Metals & Jewelry p. 96, Sculpture p. 108, Credits p. 116, Artist Index p. 118. Files for individual sections may be viewed on the detailed metadata page by clicking on the book title.https://rdw.rowan.edu/the_gallery/1003/thumbnail.jp
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