113 research outputs found
CENGO: a web-based serious game to increase the programming knowledge levels of computer engineering students
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
Usefulness of Crossword Puzzles in Helping First-Year BVSc Students Learn Veterinary Terminology
FLASH Modalities Track (Oral Presentations) OVERVIEW AND CURRENT STATUS OF THE JOINT RESEARCH PROJECT UHDPULSE: “METROLOGY FOR ADVANCED RADIOTHERAPY USING PARTICLE BEAMS WITH ULTRA-HIGH PULSE DOSE RATES”
A serious game for improving the decision making skills and knowledge levels of Turkish football referees according to the laws of the game
Health-related quality of life and clinical outcomes following medial open wedge high tibial osteotomy: a prospective study
Experiential Learning – A Case Study of the Use of Computerised Stock Market Trading Simulation in Finance Education
The association between comorbidities and pain, physical function and quality of life following hip and knee arthroplasty
The aim of the study was to examine the relationship between comorbidities and pain, physical function and health-related quality of life (HRQoL) after total hip arthroplasty (THA) and total knee arthroplasty (TKA). A cross-sectional retrospective survey was conducted including 19 specific comorbidities, administered in patients who underwent THA or TKA in the previous 7–22 months in one of 4 hospitals. Outcome measures included pain, physical functioning, and HRQoL. Of the 521 patients (281 THA and 240 TKA) included, 449 (86 %) had ≥1 comorbidities. The most frequently reported comorbidities (>15 %) were severe back pain; neck/shoulder pain; elbow, wrist or hand pain; hypertension; incontinence of urine; hearing impairment; vision impairment; and cancer. Only the prevalence of cancer was significantly different between THA (n = 38; 14 %) and TKA (n = 52; 22 %) (p = 0.01). The associations between a higher number of comorbidities and worse outcomes were stronger in THA than in TKA. In multivariate analyses including all comorbidities with a prevalence of >5 %, in THA dizziness in combination with falling and severe back pain, and in TKA dizziness in combination with falling, vision impairments, and elbow, wrist or hand pain was associated with worse outcomes in most of the analyses. A broad range of specific comorbidities needs to be taken into account with the interpretation of patients’ health status after THA and TKA. More research including the ascertainment of comorbidities preoperatively is needed, but it is conceivable that in particular, the presence of dizziness with falling, pain in other joints, and vision impairments should be assessed and treated in order to decrease the chance of an unfavorable outcome
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