13 research outputs found

    Validation of Serious Games Attributes Using the Technology Acceptance Model

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    The paper introduces a conceptual model for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. A specially developed game introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learner to accept and to use the serious game for learning. These findings are relevant in helping game designers and educational practitioners design serious games for effective learning

    A Conceptual Teacher-Learner Model for a Collaborative Learning with Serious Games

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    This paper introduces a conceptual Teacher-Learner framework for a collaborative learning with serious games. An initial study identified twelve attributesof educational serious games that can be used to support effective learning. These attributes are used in the conceptual framework to support learning and pedagogy in combination with a game. A considerable number of serious games have been developed over the last ten years, with varying degrees of success. Due to a lack of clear standards and guidelines for game developers; it is difficult to justify claims that a specific game meets the learner’s requirements and/or expectations. This paper defines a conceptual model for serious games that will contribute to their design and the measurement of achievement in meeting the learners’ requirements

    Shipping management simulation game for teaching and learning in higher education: A quasi-experimental study

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    Purpose - This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developedaccording to the syllabus of the Shipping Management course at Universiti Utara Malaysia.The course core content in the game covers two main services—liner services and tramp services in the shipping industry.Methodology - A quasi-experimental research design was adopted to measure the effectiveness of the board game in giving students some understanding about shipping operations. Data were gathered from a sample of 73 undergraduate students enrolled in a Shipping Management course, using a non-equivalent control group design. The data were analysed using the McNemar Test to determine the level of understanding in shipping operations.Findings - It was found that using the board game in learning activities contributed to the improvement of students’ knowledge and skills. A performance comparison indicated that there were differences in students’ achievement for the tramp services and liner services contents.Significance - The framework for the shipping management board game aims to provide the best learning experience for students when they immerse themselves in solving problems and making decisions in the game. The framework can be used as a benchmark in the practice of game-based learning, particularly by affording students the opportunity to engage in learning by doing. Furthermore, this frameworkintroduces a tangible problem space through the board game, encouraging students to discover knowledge at their own pace in a non-threatening environment

    Doctor, is it incomplete Kawasaki disease? A case report

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    Background: Kawasaki Disease (KD) is an acute systemic vascular disease that affects medium sized vessels. It is the most common cause of acquired heart disease in children. Incomplete KD is established if clinical presentation suggestive for KD but not meeting the full diagnostic criteria. Objective of this case report is to present a difficult case of incomplete KD with normal echo findings that give good response to IVIG and aspirin treatment. Case: A 10-month-old girl had history of high grade fever for 6 days and persistent despite 5 days of antibiotic. There were generalized maculopapular rashes, edema and erythema of hands and feet, and shotty cervical lymph node. Otherwise there were no conjunctivitis or mucosal changes. Echocardiography was normal but the C-reactive protein and erythrocyte sedimentation rate were increased. There were leucocytosis, anemia, thrombocytopenia, raised liver tranaminases, and hypoalbuminemia. Abdominal ultrasound showed distended gallbladder with thickened wall. After started IVIG and aspirin, fever was resolved and patient was discharged. Conclusion: In case of incomplete KD with normal echocardiogram, positive three supplemental criteria such as increased CRP or ESR, leucocytosis, anemia, thrombocytosis, hypoalbuminemia, increased liver transaminase, and leucocyturia is can be used to establish diagnosis and start treatment

    Effects of petroleum-based oils as dispersing aids on physicochemical characteristics of magnetorheological elastomers

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    This paper investigated the effects of petroleum-based oils (PBOs) as a dispersing aid on the physicochemical characteristics of natural rubber (NR)-based magnetorheological elastomers (MREs). The addition of PBOs was expected to overcome the low performance of magnetorheological (MR) elastomers due to their inhomogeneous dispersion and the mobility of magnetic particles within the elastomer matrix. The NR-based MREs were firstly fabricated by mixing the NR compounds homogeneously with different ratios of naphthenic oil (NO), light mineral oil (LMO), and paraffin oil (PO) to aromatic oil (AO), with weight percentage ratios of 100:0, 70:30, 50:50, and 30:70, respectively. From the obtained results, the ratios of NO mixed with low amounts of AO improved the material physicochemical characteristics, such as thermal properties. Meanwhile, LMO mixed the AO led to the best results for curing characteristics, microstructure observation, and magnetic properties of the MREs. We found that the LMO mixed with a high content of AO could provide good compatibility between the rubber molecular and magnetic particles due to similar chemical structures, which apparently enhance the physicochemical characteristics of MREs. In conclusion, the 30:70 ratio of LMO:AO is considered the preferable dispersing aid for MREs due to structural compounds present in the oil that enhance the physicochemical characteristics of the NR-based MREs

    A conceptual framework for serious games and its validation

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    This research introduces a conceptual framework for the design of serious games and uses the Technology Acceptance Model (TAM) for its validation. An initial study identified 12 attributes of educational serious games that can be used to support effective learning. These attributes are used in the conceptual framework to support learning and pedagogy in combination with the games. The Serious-Games-TAM was used to confirm that serious games, based on the proposed framework, would both be accepted by the learner and be useful for learning. Validation involved the collection and analysis of data from learners using a specially developed serious game that introduced international students to public transport in Southampton. After completing the game, participants completed a short questionnaire and the data was analysed using structural equation modelling (SEM). The results identified the attributes and combinations of attributes that led the learners to accept and to use the serious game for learning. These findings significantly contribute to helping game designers and educational practitioners design serious games for effective learning

    Taguchi Method Approach for Recyling Chip Waste from Machining Aluminum (AA6061) Using Hot Press Forging Process

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    This paper investigates the recycling waste aluminum alloy 6061 from high speed machine (HSM) machine using hot forging process. Hot forging process was able to recover the grain structure of material by controlling certain pressure and temperature. The experiments conducted adopted Taguchi method design. Three factors selected are chip size, operating temperature and operating pressure with three levels for each factor. Both factors for operating temperature and pressure were directly controlled from hot forging machine. The chip sizes were prepared from HSM machine using three machining parameters with constant cutting speed and manipulate three levels for each parameter for feed rate and depth of cut. The final result between reference and experiment specimen showed the close gap in the tensile test. The main effect, signal to noise ratio and analysis of variance were employed to investigate the results and to establish the optimum parameters for hot forging process. It can be concluded that the hot forging process was able to recycle waste (chip) aluminum compared to the current recycling aluminum process

    A REASSESSMENT OF THE ROLE PLAYED BY A 5D VIRTUAL BOUND-STATE IN THE DETERMINATION OF CRYSTAL FIELDS FOR HEAVY RARE-EARTH IONS IN GOLD AND SILVER

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    A considerable number of serious games have been developed over the last ten years, with varying degrees of success. Due to a lack of clear standards and guidelines for game developers, it is difficult to justify claims that a specific game meets the learner’s requirements and/or expectations. This paper defines a conceptual model for serious games that will contribute to their design and the measurement of achievement in meeting their learning outcomes
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