130 research outputs found

    THE FORAGE UTILIZATION OF WINTER PEA-CEREAL MIXTURE IN AGRICULTURE LOW-INPUT SYSTEM

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    Abstract HAKL, J., BRANT, V., MÁƠKOVÁ, K., NECKÁƘ, K., PIVEC, J.: The forage utilization of winter pea-cereal mixture in agriculture low-input system. Acta univ. agric. et silvic. Mendel. Brun., 2011, LIX, No. 5, pp. 47-52 The aim of this paper is to evaluate the forage utilization of winter catch crop in relation to yield and mixture composition. In 2006-2009, the plot experiment with winter pea in mixtures with rye and triticale was conducted under completely randomized design with four replicates. The productivity of mixture was above 10 t.ha −1 whilst the signifi cantly lowest value was observed for pea monoculture. The rye represented the most productive component in mixture but it achieved lower forage quality in comparison with triticale. The ratio of pea varied from 7 to 38 % in dependence on year and companion cereal. The triticale mixture provided higher ratio in comparison with rye and signifi cant diff erences between rye varieties were also detected. The quality of mixture was depended mainly on ratio of crops in the mixture. The ratio of pea signifi cantly increased crude protein content in mixture according to linear regression where crude protein = 9.56 + 0.11* weight percentage pea ratio (P < 0.000, R 2 = 0.89). Quality of pea forage was also infl uenced by companion crop where pea in mixture with rye achieved signifi cantly lower quality. The amount of weeds was highest in the pea monoculture and lowest in mixture with rye

    Studies on the Growth of Chlorella vulgaris in Culture Media with Different Carbon Sources

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    Diminishing oil reserves, rising oil prices and a significant increase in atmospheric carbon dioxide levels have led to an increasing demand for alternative fuels. Microalgae have been suggested as a suitable means for fuel production because of their advantages related to higher growth rates, higher photosynthetic efficiency and higher biomass production, compared to other terrestrial energy crops. During photosynthesis, microalgae can fix carbon dioxide from different sources, including the atmosphere, industrial exhaust gases and soluble carbonate salts. To determine the most optimal conditions for the growth of Chlorella vulgaris in order to produce lipids that can be transformed into biodiesel fuel, different nutritional conditions were investigated. For this purpose, three media, namely Jaworski’s medium, an enriched solution from modified Dual Solvay process and natural mineral water, were prepared and analyzed for biomass production, chlorophyll content and lipid content. The best growth resulted in an enriched solution from the modified Solvay process. This medium was diluted in different dilution ratios (1:100, 1:50, 1:10) and the best results were obtained in a medium diluted in a 1:10 ratio on the fifth day of culturing (3.72 · 106 cells mL–1; 4.98 ÎŒg mL–1 chlorophyll a)

    Library technician course recognition: meeting the challenge of a distributed national education program

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    This paper looks at the challenges presented for the Australian Library and Information Association by its role as the professional association responsible for ensuring the quality of Australian library technician graduates. There is a particular focus on the issue of course recognition, where the Association?s role is complicated by the need to work alongside the national quality assurance processes that have been established by the relevant technical education authorities. The paper describes the history of course recognition in Australia; examines the relationship between course recognition and other quality measures; and describes the process the Association has undertaken recently to ensure appropriate professional scrutiny in a changing environment of accountability

    CENGO: a web-based serious game to increase the programming knowledge levels of computer engineering students

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    In recent years, games are used to increase the level of knowledge and experience of individuals working in different domains. Especially in the education field, there are several different serious games to teach the subjects of the lectures or other educational materials to students in an enjoyable way. Hence, this study proposes a quantitative research approach to increase the programming knowledge levels of the first-year undergraduate students at computer engineering departments. For this aim, a responsive web platform was developed to teach the syntax and logic of C programming language by using some game elements. Therefore, the students have a chance to repeat the topics related to C programming language continuously since the platform is always accessible. To figure out the efficiency of the designed environment, 10 first-year computer engineering students were selected. According to the results obtained from the user tests, this game can be used as an educational tool, which supports the traditional training methods, to increase the knowledge levels of students about the syntax and logic of C programming language

    Designing location based learning experiences for people with intellectual disabilities and additional sensory impairments

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    The research reported here is part of a larger project which seeks to combine serious games (or games based learning) with location based services to help people with intellectual disability and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the learning of new routes and ultimately independent travel to new work and educational opportunities. A phased development methodology is applied in a user sensitive manner, to ensure that user feedback drives the ongoing development process. Methods to structure this include group feedback on conceptual storyboards, expert review of prototypes using usability heuristics relating to the main system goals, and finally co-discovery methods with student pairs exploring all three modes of the system in real world contexts. Aspects of developmental and cognitive psychological theories are also reviewed and it is suggested that combining games based learning approaches with location based services is an appropriate combination of technologies for an application specifically designed to scaffold route learning for this target audience

    The contribution of musculoskeletal disorders in multimorbidity: Implications for practice and policy

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    People frequently live for many years with multiple chronic conditions (multimorbidity) that impair health outcomes and are expensive to manage. Multimorbidity has been shown to reduce quality of life and increase mortality. People with multimorbidity also rely more heavily on health and care services and have poorer work outcomes. Musculoskeletal disorders (MSDs) are ubiquitous in multimorbidity because of their high prevalence, shared risk factors, and shared pathogenic processes amongst other long-term conditions. Additionally, these conditions significantly contribute to the total impact of multimorbidity, having been shown to reduce quality of life, increase work disability, and increase treatment burden and healthcare costs. For people living with multimorbidity, MSDs could impair the ability to cope and maintain health and independence, leading to precipitous physical and social decline. Recognition, by health professionals, policymakers, non-profit organisations, and research funders, of the impact of musculoskeletal health in multimorbidity is essential when planning support for people living with multimorbidity
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