2 research outputs found
Learning Entrepreneurship with Serious Games - A Classroom Approach
The use of educational games for pedagogical practice can provide new
conceptions of teaching-learning in an interactive environment stimulating the
acquisition of new knowledge. The so-called serious games are focused on the
goal of transmitting educational content or training to the user. In the
context of entrepreneurship, serious games appear to have greater importance
due to the multidisciplinary of the knowledge needed. Therefore, we propose the
adoption of the Entrexplorer game in the context of a university classroom. The
game is a cloud-based serious game about the theme of entrepreneurship where
users can access learning contents that will assist them in the acquisition of
entrepreneurial skills. The organization of the game in eight levels with six
additional floors let students learn the different dimensions of an
entrepreneurship project while progressing during the gameplay.Comment: 6 page
Additional file 8: of Effects of a social stimulus on gene expression in a mouse model of fragile X syndrome
Upstream Regulator results for RNAseq data. Upstream regulator analysis revealed regulatory molecules known to affect a certain network of molecules, overlapping with genes that were differentially expressed in each comparison. The genotype and stimulus condition comparison is shown on the left, with the name of the top 10 upstream regulators, the predicted direction of activation or inhibition based on the up/down-regulation of differentially expressed genes that overlap with the affected network, and the adjusted p value shown from left to right. Analyses from each brain region are shown on separate sheets, accessed by the tabs at the bottom. (XLSX 12 kb