260 research outputs found
Shoctool
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
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
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
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
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.
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
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
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
- …
