332 research outputs found

    Raising awareness on sustainability issues through a mobile game

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    The paper presents a review on, and analysis of, the design, development and evaluation of experiences of learning through the `Sustainability Serious Game'. The mobile game has been developed as means of helping public authorities to collect information and feedback on how public spaces could be improved based on collective intelligence procedures. Furthermore, as part of enhancing learning, the game intends to provide knowledge and awareness on sustainability issues for public constructions relevant to engineering and architectural disciplines. Deployed targeted questionnaires with thirty-three (33) computer science students in UK and analysed through a Likert Scale findings from evaluation demonstrate that a conceptual change may be achieved in relation to how sustainability has been perceived. A questionnaire with 20 questions was distributed to students for evaluating various elements of the game such as usability characteristics, accumulation, assimilation and consolidation of new knowledge patterns related to the learning-oriented benefits of the game with an implicit focus on whether the game can be integrated within an academic setting. The fundamental conclusion from the analysis of the game uptake is that it enhances student's engagement with sustainability issues, especially in blended learning contexts for `blending' different pedagogical approaches with game-oriented features as means of improving educational practice

    Integrating serious games in adaptive hypermedia applications for personalised learning experiences

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    Game-based approaches to learning are increasingly recognized for their potential to stimulate intrinsic motivation amongst learners. While a range of examples of effective serious games exist, creating high-fidelity content with which to populate games is resource-intensive task. To reduce this resource requirement, research is increasingly exploring means to reuse and repurpose existing games. Education has proven a popular application area for Adaptive Hypermedia (AH), as adaptation can offer enriched learning experiences. Whilst content has mainly been in the form of rich text, various efforts have been made to integrate serious games into AH. However, there is little in the way of effective integrated authoring and user modeling support. This paper explores avenues for effectively integrating serious games into AH. In particular, we consider authoring and user modeling aspects in addition to integration into run-time adaptation engines, thereby enabling authors to create AH that includes an adaptive game, thus going beyond mere selection of a suitable game and towards an approach with the capability to adapt and respond to the needs of learners and educators

    Touching artefacts in an ancient world on a browser-based platform

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    Innovations in teaching and learning process are influenced by the rapid emergence of a knowledge society and tremendous growth in demands for highly informed and educated individuals. Various kinds of computer-based learning systems have already been integrated into conventional teaching methods. However, there is a pressing need to provide a more accessible and immersive learning environment in order to increase learners' receptiveness towards the learning process. Complete involvement of learners in their learning environment will promote better absorptions of knowledge via experiential and exploratory pedagogies. In tandem with such pedagogic approaches, this paper discusses the deployment of tactile perception to complement virtual artefacts within the domain of cultural heritage. By stimulating visual and tactile perceptions, the learners' engagement and interest can be sustained. Towards enhancing accessibility to a wider demography in a more cost-effective manner, web technologies provide a platform that is widely available for mass consumption. The development capitalises on the fact that the majority of UK households have access to computers and internet

    Technical evaluation of the mEducator 3.0 linked data-based environment for sharing medical educational resources

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    mEducator 3.0 is a content sharing approach for medical education, based on Linked Data principles. Through standardization, it enables sharing and discovery of medical information. Overall the mEducator project seeks to address the following two different approaches, mEducator 2.0, based on web 2.0 and ad-hoc Application Programmers Interfaces (APIs), and mEducator 3.0, which builds upon a collection of Semantic Web Services that federate existing sources of medical and Technology Enhanced Learning (TEL) data. The semantic mEducator 3.0 approach It has a number of different instantiations, allowing flexibility and choice. At present these comprise of a standalone social web-based instantiation (MetaMorphosis+) and instantiations integrated with Drupal, Moodle and OpenLabyrinth systems. This paper presents the evaluation results of the mEducator 3.0 Linked Data based environment for sharing medical educational resources and focuses on metadata enrichment, conformance to the requirements and technical performance (of the MetaMorphosis+ and Drupal instantiations)

    A Genome-wide screen identifies frequently methylated genes in haematological and epithelial cancers

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    <p>Abstract</p> <p>Background</p> <p>Genetic as well as epigenetic alterations are a hallmark of both epithelial and haematological malignancies. High throughput screens are required to identify epigenetic markers that can be useful for diagnostic and prognostic purposes across malignancies.</p> <p>Results</p> <p>Here we report for the first time the use of the MIRA assay (methylated CpG island recovery assay) in combination with genome-wide CpG island arrays to identify epigenetic molecular markers in childhood acute lymphoblastic leukemia (ALL) on a genome-wide scale. We identified 30 genes demonstrating methylation frequencies of ≥25% in childhood ALL, nine genes showed significantly different methylation frequencies in B vs T-ALL. For majority of the genes expression could be restored in methylated leukemia lines after treatment with 5-azaDC. Forty-four percent of the genes represent targets of the polycomb complex. In chronic myeloid leukemia (CML) two of the genes, (<it>TFAP2A </it>and <it>EBF2)</it>, demonstrated increased methylation in blast crisis compared to chronic phase (P < 0.05). Furthermore hypermethylation of an autophagy related gene <it>ATG16L2 </it>was associated with poorer prognosis in terms of molecular response to Imatinib treatment. Lastly we demonstrated that ten of these genes were also frequently methylated in common epithelial cancers.</p> <p>Conclusion</p> <p>In summary we have identified a large number of genes showing frequent methylation in childhood ALL, methylation status of two of these genes is associated with advanced disease in CML and methylation status of another gene is associated with prognosis. In addition a subset of these genes may act as epigenetic markers across hematological malignancies as well as common epithelial cancers.</p
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