18 research outputs found
State-of-the-Art report of industry requirements
Research report of the ProLearn Network of Excellence (IST 507310), Deliverable 8.7Report based on analyzed and verified requirements in the area of professional training and qualification
Workshop: Tutorial on Serious Games for Entrepreneurship
AbstractThe principal objective of this tutorial is to explore existing solutions designed to stimula te business entrepreneurship and develop best practice strategies for their use in this area
Serious Games to support Reflection in the HealthCare Sector
This paper describes two serious games designed for care homes and hospitals to support reflection in learning in the frame of the MIRROR project. The games aim to empower and engage employees to reflect on past work performances and personal learning experiences in order to learn in ‘real-time’ and to creatively solve pressing problems. The games, designed for new nurses and carers, were tested with more than 200 users with different methods (quantitative and qualitative). Results collected so far seem to underline how the various gaming characteristics and supports offered by the Virtual Tutor (within the games) create favorable conditions so as to allow learners to adopt a reflective attitude towards their own past/present acts and experiences
Business intelligence for strategic marketing : predictive modelling of customer behaviour using fuzzy logic and evolutionary algorithms
This paper describes an application of evolutionary algorithms to the predictive modelling of customer behaviour in a business environment. Predictive models are represented as fuzzy rule bases, which allows for intuitive human interpretability of the results obtained, while providing satisfactory accuracy. An empirical case study is presented to show the effectiveness of the approach