1,709 research outputs found

    Significance of dietary antioxidants for health

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    Since evidence became available that free radicals were involved in mechanisms for the development of major diseases, including cardiovascular disease and cancer, there has been considerable research into the properties of natural dietary antioxidants. However, it has become clear that dietary antioxidants can only have beneficial effects in vivo by radical scavenging or effects on redox potential if they are present in tissues or bodily fluids at sufficient concentrations. For many dietary components, absorption is limited or metabolism into derivatives reduces the antioxidant capacity. For many dietary phytochemicals, direct antioxidant effects may be less important for health than other effects including effects on cell signalling or gene expression in vivo

    Flexible virtual environments: Gamifying immersive learning

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    © Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways to enable interactive immersive experiences [16]. The opportunities these create in learning and training applications are immense: but create new challenges . Meanwhile, current virtual learning environments are typically web or app based technologies, sometimes perceived as having little value added from a user perspective beyond improved User Interfaces to access some content [6]. The challenge is how the human computer interaction features of such VE platforms may be used in education in a way that adds value, especially for computer mediated instruction. This paper will outline some of the issues, and opportunities, as well as some of the open questions about how such technologies can be used effectively in a higher education context, along with a proposed framework for embedding a learning engine within a virtual reality or environment system. Three-dimensional technologies: from work-walls, through CAVES to the latest headsets offer new ways to immerse users in computer generated environments. Immersive learning [1] is increasingly common in training applications, and is beginning to make inroads into formal education. The recent rise in such off-the-shelf technologies means that Augmented Learning becomes a realistic mainstream tool [13]. Much of this use is built in game environments using game engines, where these serious games provide learning effects as an intended consequence of playing

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    Network of Australiasian Tertiary Associations: a space for discussion, collaboration and advocacy in tertiary education

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    This presentation explores the development of a network focused on enhancing network leadership in tertiary education associations. The Network of Australasian Tertiary Associations (NATA) is an Office for Learning and Teaching (OLT) project that aims at facilitating a sustainable collaborative network between established higher education associations. NATA provides a space for discussion, action and advocacy on key issues pertinent to the Australasian tertiary environment. Members of NATA comprise Australasian Society for Computers in Learning in Tertiary Education (ascilite), Australasian Council on Open, Distance and e-learning (ACODE), The Higher Education Research and Development Society of Australasia, (HERDSA), The Council of Australian Directors of Academic Development, (CADAD), Open and Distance Learning Association of Australia (ODLAA), Australian Academic and Research Network (AARNet) and Netspot. Networks are important hubs for the development of new ideas and are discussion and dissemination spaces for individuals and communities. The project is now focused on progressing achieving the NATA's key objectives through three strategic activities. These comprise: ● Disseminating the ALTC Good Practice Reports through the development of asynchronous 'E' Resources, completed in partnership with report authors ● Conducting research into the network and network leadership through interviews, focus groups and surveys ● Supporting partner associations to engage in small-scale projects aligned with the key objectives of both the NATA and their association to provide value to the sector and strengthen communication and engagement of NATA partners. Through the creation of collaborative connected spaces for discourse and action, the NATA aspires to develop a model that will influence policy, research and learning and teaching in the Australasian tertiary environment

    Maximising gain for minimal pain: Utilising natural game mechanics

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    This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students’ engagement with course content and also to bring about potential changes in the students’ learning behaviour. Whilst traditional approaches to teaching and learning may focus on dealing with large classes, where the onus is frequently on efficiency and on the effectiveness of feedback in improving understanding and future performance, intelligent systems can provide technology to enable alternative methods that can cope with large classes that preserve the cost-benefits. However, such intelligent systems may also offer improved learning outcomes via a personalised learning experience. This paper looks to exploit particular properties which emerge from the game playing process and seek to engage them in a wider educational context. In particular we aim to use game engagement and Flow as natural dynamics that can be exploited in the learning experience

    Collaborative hybrid agent provision of learner needs using ontology based semantic technology

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    © Springer International Publishing AG 2017. This paper describes the use of Intelligent Agents and Ontologies to implement knowledge navigation and learner choice when interacting with complex information locations. The paper is in two parts: the first looks at how Agent Based Semantic Technology can be used to give users a more personalised experience as an individual. The paper then looks to generalise this technology to allow users to work with agents in hybrid group scenarios. In the context of University Learners, the paper outlines how we employ an Ontology of Student Characteristics to personalise information retrieval specifically suited to an individual’s needs. Choice is not a simple “show me your hand and make me a match” but a deliberative artificial intelligence (AI) that uses an ontologically informed agent society to consider the weighted solution paths before choosing the appropriate best. The aim is to enrich the student experience and significantly re-route the student’s journey. The paper uses knowledge-level interoperation of agents to personalise the learning space of students and deliver to them the information and knowledge to suite them best. The aim is to personalise their learning in the presentation/format that is most appropriate for their needs. The paper then generalises this Semantic Technology Framework using shared vocabulary libraries that enable individuals to work in groups with other agents, which might be other people or actually be AIs. The task they undertake is a formal assessment but the interaction mode is one of informal collaboration. Pedagogically this addresses issues of ensuring fairness between students since we can ensure each has the same experience (as provided by the same set of Agents) as each other and an individual mark may be gained. This is achieved by forming a hybrid group of learner and AI Software Agents. Different agent architectures are discussed and a worked example presented. The work here thus aims at fulfilling the student’s needs both in the context of matching their needs but also in allowing them to work in an Agent Based Synthetic Group. This in turn opens us new areas of potential collaborative technology

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    © Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    Connecting Undergraduate Students as Partners in Computer Science Teaching and Research

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    Connecting undergraduate students as partners can lead to the enhancement of the undergraduate experience and allow students to see the different sides of the university. Such holistic perspectives may better inform academic career choices and postgraduate study. Furthermore, student involvement in course development has many potential benefits. This paper outlines a framework for connecting research and teaching within Computer Science- though this is applicable across other disciplines. Three case studies are considered to illustrate the approach. The first case study involves students in their honours’ stage (level 6, typically 3rd year) project, the second an undergraduate intern between stages 5 and 6, and finally, a MSc (level 7) project. All three case studies have actively involved students in core parts of the University’s teaching and research activities, producing usable software systems to support these efforts. We consider this as a continuing engagement process to enhance the undergraduate learning experience within Computer Science

    The EU Bill is flawed, but it could open up other options for democratic reform

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    Referendums have become an increasingly important part of the process of constitutional change in the UK. In a constitution historically unreceptive to such devices, referendums have been used to gauge the public’s appetite for continuing membership of the EEC, devolution, changes to the structure of regional and local government, and now, electoral reform. Dr Mike Gordon argues that the European Union Bill might channel the demand for a greater say into a positive force for democratic reform

    Gay men, Gaydar and the commodification of difference

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    Purpose To investigate ICT mediated inclusion and exclusion in terms of sexuality through a study of a commercial social networking website for gay men Design/methodology/approach The paper uses an approach based on technological inscription and the commodification of difference to study Gaydar, a commercial social networking site. Findings Through the activities, events and interactions offered by Gaydar, we identify a series of contrasting identity constructions and market segmentations which are constructed through the cyclic commodification of difference. These are fuelled by a particular series of meanings attached to gay male sexualities which serve to keep gay men positioned as a niche market. Research limitations/implications The research centres on the study of one, albeit widely used, website with a very specific set of purposes. The study offers a model for future research on sexuality and ICTs. Originality/value This study places sexuality centre stage in an ICT mediated environment and provides insights into the contemporary phenomenon of social networking. As a sexualized object, Gaydar presents a semiosis of politicized messages that question heteronormativity while simultaneously contributing to the definition of an increasingly globalized, commercialized and monolithic form of gay male sexuality defined against ICT
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