12 research outputs found

    Efecto de la densidad de población y la fertilización en el cultivo de soya (glycine max (l) merr) de doble producción (forraje y grano)

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    En el estudio se utilizó un diseño de parcelas divididas, correspondiendo la fertilización a las parcelas principales y a las sub parcelas las tres densidades de población. La soya puede utilizarse como planta de doble fin. Con una población de 360000 plantas/ha con fertilización se logra la mejor producción de forraje en materia seca (865.44 kg/ha) y la máxima producción de grano (1073 kq/ha). Se considera que este es el primer trabajo que se realiza en Colombia en donde se utiliza la soya como planta forrajera y a la vez productora de grano en condiciones de campo.The possibility of developing a "double production" (green forage and grain) system, the influence of population densities and fertilization on soybean were studied. A design of divided plots was used (main plots: fertilization and subplots: three population densities l. The soybean can be used as a double purpose plant. A population density of 360000 plants/ha with fertilization gives the best forage yield in dry matter (865.44 kg/ha) and the maximum grain production (1073 kq/ha). This work is considered to be the first done in Colombia using soybean as forage and grain producer under field conditions

    Flow and immersion in video games: The aftermath of a conceptual challenge

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    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We conclude that immersion and flow do not substantially differ in current studies and that more evidence is needed to justify their separatio

    Measuring Effectiveness in Digital Game-Based Learning: A Methodological Review

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    In recent years, a growing number of studies are being conducted into the effectiveness of digital game-based learning (DGBL). Despite this growing interest, there is a lack of sound empirical evidence on the effectiveness of DGBL due to different outcome measures for assessing effectiveness, varying methods of data collection and inconclusive or difficult to interpret results. This has resulted in a need for an overarching methodology for assessing the effectiveness of DGBL. The present study took a first step in this direction by mapping current methods used for assessing the effectiveness of DGBL. Results showed that currently, comparison of results across studies and thus looking at effectiveness of DGBL on a more general level is problematic due to diversity in and suboptimal study designs. Variety in study design relates to three issues, namely different activities that are implemented in the control groups, different measures for assessing the effectiveness of DGBL and the use of different statistical techniques for analyzing learning outcomes. Suboptimal study designs are the result of variables confounding study results. Possible confounds that were brought forward in this review are elements that are added to the game as part of the educational intervention (e.g., required reading, debriefing session), instructor influences and practice effects when using the same test pre- and post-intervention. Lastly, incomplete information on the study design impedes replication of studies and thus falsification of study results

    Efecto de la densidad de población y la fertilización en el cultivo de soya (Glycine max (L) Merr) de doble producción (forraje y grano)

    No full text
    En el estudio se utilizó un diseño de parcelas divididas, correspondiendo la fertilización a las parcelas principales y a las sub parcelas las tres densidades de población. La soya puede utilizarse como planta de doble fin. Con una población de 360000 plantas/ha con fertilización se logra la mejor producción de forraje en materia seca (865.44 kg/ha) y la máxima producción de grano (1073 kq/ha). Se considera que este es el primer trabajo que se realiza en Colombia en donde se utiliza la soya como planta forrajera y a la vez productora de grano en condiciones de campo.<br>The possibility of developing a "double production" (green forage and grain) system, the influence of population densities and fertilization on soybean were studied. A design of divided plots was used (main plots: fertilization and subplots: three population densities l. The soybean can be used as a double purpose plant. A population density of 360000 plants/ha with fertilization gives the best forage yield in dry matter (865.44 kg/ha) and the maximum grain production (1073 kq/ha). This work is considered to be the first done in Colombia using soybean as forage and grain producer under field conditions

    Efecto de la densidad de población y la fertilización en el cultivo de soya (Glycine max (L) Merr) de doble producción (forraje y grano)

    No full text
    The possibility of developing a "double production" (green forage and grain) system, the influence of population densities and fertilization on soybean were studied. A design of divided plots was used (main plots: fertilization and subplots: three population densities l. The soybean can be used as a double purpose plant. A population density of 360000 plants/ha with fertilization gives the best forage yield in dry matter (865.44 kg/ha) and the maximum grain production (1073 kq/ha). This work is considered to be the first done in Colombia using soybean as forage and grain producer under field conditions.En el estudio se utilizó un diseño de parcelas divididas, correspondiendo la fertilización a las parcelas principales y a las sub parcelas las tres densidades de población. La soya puede utilizarse como planta de doble fin. Con una población de 360000 plantas/ha con fertilización se logra la mejor producción de forraje en materia seca (865.44 kg/ha) y la máxima producción de grano (1073 kq/ha). Se considera que este es el primer trabajo que se realiza en Colombia en donde se utiliza la soya como planta forrajera y a la vez productora de grano en condiciones de campo

    Being in the zone: Using behavioral and EEG recordings for the indirect assessment of flow

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    As such, video games are enjoyed most when the level and speed of the game match the players’ skills. An optimal balance between challenges and skills triggers the subjective experience of “flow”, a focused motivation leading to a feeling of spontaneous joy. Here we present the validation of a novel technique to indirectly assess the extent to which subjects experience flow during real game play by assessing attentional engagement; first behaviorally and in a second stage by means of electroencephalogram (EEG) recordings. An auditory novelty oddball paradigm was implemented as a secondary task while subjects played in three conditions: Boredom, Frustration and Flow. We found higher reaction times and error rates in the Flow condition. In a second stage we used advanced techniques to do source reconstruction and to investigate signal changes on both the temporal and frequency domain. EEG analysis revealed a response-locked fronto-central negative deflection significantly delayed during flow, likely signaling the need of re-allocation of attentional resources. Frequency domain analyses revealed significant power increase only in the alpha band for the flow condition. We believe that frontal alpha changes recorded as maximal at the mid- frontal lines during flow might be related with reward related processing</jats:p
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