260 research outputs found

    Shoctool

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    For descriptive article see: <a href="http://hdl.handle.net/1820/117">http://hdl.handle.net/1820/117</a>A tool that supports the learning design of educational software. The tool stimulates the re-use of existing design and code segments. Resulting designs can be accessed for completeness, allow for comparisons among designs and are relatively easy to read for others than the designer himself. The idea is that the use of such a tool can make the development process more efficient and can lead to a more professional approach of the didactic design of educational software in general

    Promoting physical activity using an activity monitor and a tailored web-based advice

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    Mechelen, W. van [Promotor]Seidell, J.C. [Promotor]Chin A Paw, J.M.M. [Copromotor]Schuit, A.J. [Copromotor

    MACE Mobile Client for Windows Mobile 1.0

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    Slootmaker, A. (2009). MACE Mobile Client for Windows Mobile. Presentation given at ICT developers group of CELSTEC. June, 8, 2009, Heerlen, The Netherlands: Open University of the Netherlands.A presentation of MACE Mobile Client for Windows Mobile given to the ICT developers group of CELSTEC.MACE-projec

    OH main line masers in the M82 starburst

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    A study of the distribution of OH gas in the central region of the nearby active starburst galaxy M82 has confirmed two previously known bright masers and revealed several new main line masers. Three of these are seen only at 1665 MHz, one is detected only at 1667 MHz, while the rest are detected in both lines. Observations covering both the 1665 and 1667 MHz lines, conducted with both the Very Large Array (VLA) and the Multi-Element Radio Linked Interferometer Network (MERLIN), have been used to accurately measure the positions and velocities of these features. This has allowed a comparison with catalogued continuum features in the starburst such as HII regions and supernova remnants, as well as known water and satellite line OH masers. Most of the main line masers appear to be associated with known HII regions although the two detected only at 1665 MHz are seen along the same line of sight as known supernova remnants.Comment: MNRAS accepted. 16 pages, 13 figure

    Probing the mass-loss history of AGB and red supergiant stars from CO rotational line profiles - II. CO line survey of evolved stars: derivation of mass-loss rate formulae

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    We aim to (1) set up simple and general analytical expressions to estimate mass-loss rates of evolved stars, and (2) from those calculate estimates for the mass-loss rates of asymptotic giant branch (AGB), red supergiant (RSG), and yellow hypergiant stars in our galactic sample. Rotationally excited lines of CO are a very robust diagnostic in the study of circumstellar envelopes (CSEs). When sampling different layers of the CSE, observations of these molecular lines lead to detailed profiles of kinetic temperature, expansion velocity, and density. A state-of-the-art, nonlocal thermal equilibrium, and co-moving frame radiative transfer code that predicts CO line intensities in the CSEs of late-type stars is used in deriving relations between stellar and molecular-line parameters, on the one hand, and mass-loss rate, on the other. We present analytical expressions for estimating the mass-loss rates of evolved stellar objects for 8 rotational transitions of the CO molecule, apply them to our extensive CO data set covering 47 stars, and compare our results to those of previous studies. Our expressions account for line saturation and resolving of the envelope, thereby allowing accurate determination of very high mass-loss rates. We argue that, for estimates based on a single rotational line, the CO(2-1) transition provides the most reliable mass-loss rate. The mass-loss rates calculated for the AGB stars range from 4x10^-8 Msun/yr up to 8x10^-5 Msun/yr. For RSGs they reach values between 2x10^-7 Msun/yr and 3x10^-4 Msun/yr. The estimates for the set of CO transitions allow time variability to be identified in the mass-loss rate. Possible mass-loss-rate variability is traced for 7 of the sample stars. We find a clear relation between the pulsation periods of the AGB stars and their derived mass-loss rates, with a levelling off at approx. 3x10^-5 Msun/yr for periods exceeding 850 days.Comment: Accepted for publication by Astronomy and Astrophysics, 24 pages + 28 pages appendix, 20 figure

    Yield loase" in barley caused by mildew attack.

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    A yield trial with five replicates was carried out with 2 cv. of spring barley, one suceptible and the other resistant to mildew. Both were treated with two specific mildew-controlling fungicides, one (BASF F 2201) applied as a leaf spray, the other (ICI PP 149) as a seed dressing. From the seedling stage onwards, the susceptible cv. was heavily attacked by mildew; a 20% reduction in yield was found compared with the potential yield. F.s.-A.G.G.H. (Abstract retrieved from CAB Abstracts by CABI’s permission

    The Playground Game:: Inquiry‐Based Learning About Research Methods and Statistics

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    The Playground Game is a web-based game that was developed for teaching research methods and statistics to nursing and social sciences students in higher education and vocational training. The complexity and abstract nature of research methods and statistics poses many challenges for students. The Playground Game aims to address this issue and bridge the gap between theory and practice by providing students with a playful practical problem case that they have to analyse and evaluate: the player’s task is to make substantiated judgements about a study that was carried out to decide upon the most suitable location for laying out a children’s playground in a fictitious town. This paper reports about the evaluation of the Playground Game among 103 students of the bachelor psychology programme from Leuven University. A pre-questionnaire preceding the game was used to collect information about the students´ individual characteristics and included a self-assessment. A post-questionnaire collected the students´ appreciations and comments, and included the same self-assessment as well as five additional test questions. This set-up allowed us to not only collect the players’ judgements and appreciations about the game, but also to assess achieved learning gains. All student activities were carried out online. As an additional step we have set up a quasi-experiment for exploring to what extent score mechanisms and audio cueing could be used for influencing (reducing) the players’ trial-and-error behaviours. The students were randomly distributed over 4 groups each of which was linked to a different version of the game. We implemented two different game score mechanisms and either used short audio cues indicating a correct or incorrect decision, or omitted these. Technically the Playground Game was implemented on the EMERGO platform, which is an open source educational gaming platform developed by the Open University of the Netherlands (www.emergo.cc). The game (so far only a Dutch language version is available) is an outcome of the CHERMUG project (Continuing and Higher Education in Research Methods Using Games), which was sponsored by the Lifelong Learning Programme of the European Commission

    Evaluating the usability of authoring environments for serious games

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    Background. The EMERGO method and online platform enable the development and delivery of scenario-based serious games that foster students to acquire professional competence. One of the main goals of the platform is to provide a user-friendly authoring environment for creating virtual environments where students can perform authentic tasks. Aim. We present the findings of an in-depth qualitative case study of the platform´s authoring environment and compare our findings on usability with those found for comparable environments in literature. Method. We carried out semi-structured interviews, with two experienced game developers who have authored a game for higher education, and a literature review of comparable environments. Findings. The analysis shows that the usability of the authoring environment is problematic, especially regarding understandability and learnability, which is in line with findings of comparable environments. Other findings are that authoring is well integrated with the EMERGO method and that functionality and reliability of the authoring environment are valued. Practical implications. The lessons learned are presented in the form of general guidelines to improve the understandability and learnability of authoring environments for serious games
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