61 research outputs found
Sustainable energy education: addressing the needs of students and industry in Australia
A survey has been carried out of graduates and employers working in the sustainable energy (SE) industry in Australia. The aims were to identify the key areas of content to be included in University level SE training and the type of degree structures that are most appropriate for SE professionals. Attention was also directed to the mode of instruction (online, blended or face-to-face) and the role of work-integrated learning (WIL). This paper presents the results of the survey, which provide guidance to Universities seeking to develop new, or revise existing, SE education offerings. The results of the survey clearly indicate that responding students and employers prefer a generalist degree in engineering, with a stream in sustainable energy as the initial qualification for professionals in this field. Specialist degrees at postgraduate level were also considered appropriate for continuing professional education (CPE). Both graduates and employers agreed on key areas to be included in the SE courses. These key areas are generic skills (research methods, team work, report writing), generation technologies (especially PV, wind and biomass), and enablers (such as economics, policy and project management). The graduates, many of whom came from overseas countries, generally agreed about the course content and its relevance to employment in their countries. Face-to-face or blended learning was preferred by both groups as the mode of instruction for the first degree. Online learning was considered a valuable adjunct in the undergraduate course and more suitable for CPE in postgraduate courses. WIL and more practical work were considered important, especially in the first degree. There was some disagreement about the appropriate length of work placements, with graduates preferring 6–8 weeks and employers 10–12 weeks. This work should provide a basis for further course development and curriculum reform for sustainable energy education
Preventing violence by intimate partners in adolescence: an integrative review
Abstract OBJECTIVE To analyze the scientific literature on preventing intimate partner violence among adolescents in the field of health based on gender and generational categories. METHOD This was an integrative review. We searched for articles using LILACS, PubMed/MEDLINE, and SciELO databases. RESULTS Thirty articles were selected. The results indicate that most studies assessed interventions conducted by programs for intimate partner violence prevention. These studies adopted quantitative methods, and most were in the area of nursing, psychology, and medicine. Furthermore, most research contexts involved schools, followed by households, a hospital, a health center, and an indigenous tribe. CONCLUSION The analyses were not conducted from a gender- and generation-based perspective. Instead, the scientific literature was based on positivist research models, intimately connected to the classic public healthcare model and centered on a singular dimension
Post-intervention Status in Patients With Refractory Myasthenia Gravis Treated With Eculizumab During REGAIN and Its Open-Label Extension
OBJECTIVE: To evaluate whether eculizumab helps patients with anti-acetylcholine receptor-positive (AChR+) refractory generalized myasthenia gravis (gMG) achieve the Myasthenia Gravis Foundation of America (MGFA) post-intervention status of minimal manifestations (MM), we assessed patients' status throughout REGAIN (Safety and Efficacy of Eculizumab in AChR+ Refractory Generalized Myasthenia Gravis) and its open-label extension. METHODS: Patients who completed the REGAIN randomized controlled trial and continued into the open-label extension were included in this tertiary endpoint analysis. Patients were assessed for the MGFA post-intervention status of improved, unchanged, worse, MM, and pharmacologic remission at defined time points during REGAIN and through week 130 of the open-label study. RESULTS: A total of 117 patients completed REGAIN and continued into the open-label study (eculizumab/eculizumab: 56; placebo/eculizumab: 61). At week 26 of REGAIN, more eculizumab-treated patients than placebo-treated patients achieved a status of improved (60.7% vs 41.7%) or MM (25.0% vs 13.3%; common OR: 2.3; 95% CI: 1.1-4.5). After 130 weeks of eculizumab treatment, 88.0% of patients achieved improved status and 57.3% of patients achieved MM status. The safety profile of eculizumab was consistent with its known profile and no new safety signals were detected. CONCLUSION: Eculizumab led to rapid and sustained achievement of MM in patients with AChR+ refractory gMG. These findings support the use of eculizumab in this previously difficult-to-treat patient population. CLINICALTRIALSGOV IDENTIFIER: REGAIN, NCT01997229; REGAIN open-label extension, NCT02301624. CLASSIFICATION OF EVIDENCE: This study provides Class II evidence that, after 26 weeks of eculizumab treatment, 25.0% of adults with AChR+ refractory gMG achieved MM, compared with 13.3% who received placebo
Minimal Symptom Expression' in Patients With Acetylcholine Receptor Antibody-Positive Refractory Generalized Myasthenia Gravis Treated With Eculizumab
The efficacy and tolerability of eculizumab were assessed in REGAIN, a 26-week, phase 3, randomized, double-blind, placebo-controlled study in anti-acetylcholine receptor antibody-positive (AChR+) refractory generalized myasthenia gravis (gMG), and its open-label extension
Teach Me To Dance: Exploring Player Experience And Performance In Full Body Dance Games
We present a between-subjects user study designed to compare a dance instruction video to a rhythm game interface. The goal of our study is to answer the question: can these games be an effective learning tool for the activity they simulate? We use a body controlled dance game prototype which visually emulates current commercial games. Our research explores the player\u27s perceptions of their own capabilities, their capacity to deal with a high influx of information, and their preferences regarding body-controlled video games. Our results indicate that the game-inspired interface elements alone were not a substitute for footage of a real human dancer, but participants overall preferred to have access to both forms of media. We also discuss the dance rhythm game as abstracted entertainment, exercise motivation, and realistic dance instruction. Copyright 2011 ACM
Understanding Visual Interfaces For The Next Generation Of Dance-Based Rhythm Video Games
We present an experimental study exploring how to best guide users when playing RealDance, a next generation dancing game prototype. It uses four Nintendo Wii remotes, attached to the wrists and ankles, to create a 3D spatial interface utilizing the entire body to more closely mimic real dancing. Since RealDance requires a player to use both arms and legs, the player needs to know which of their four limbs to use, where they are expected to move, and when they are expected to move in the dance sequence. To understand the best way to present this information, we implemented three visual interface methods: Timeline, Motion Lines, and Beat Circles, that are based on existing rhythm video games but extended to support RealDance\u27s 3D interaction requirements. Our study explores each visual interface\u27s effectiveness in conveying dance sequence information and assisting the player in providing a rewarding experience. Our evaluation is based on points scored in the game, and post-questionnaires used to solicit reactions about each visual interface including which was preferred and why. The results of the study show that players had significantly higher scores when using Motion Lines and Beat Circles than with the Timeline. The results also indicate that players found Motion Lines and Beat Circles significantly easier to follow than Timeline and icon position significantly less confusing than the Timeline interface. From these results, we believe that Motion Lines and Beat Circles are more appropriate visual interfaces than the traditional Timeline interface for full body, rhythm dance games. © 2009 ACM
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