2 research outputs found

    Learning Entrepreneurship with Serious Games - A Classroom Approach

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    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

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    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
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