160 research outputs found
Evaluating the efficacy of digital games to develop communication skills in an arts environment
Much has been written about the theoretical potential of
digital games to transform teaching and learning and to offer new forms of digital assessment; yet the education system in the United Kingdom
(UK) is arguably still focused exclusively on the assessment and reward
of individual effort and achievement. This can be at odds with the
requirements of twenty-first century working environments and in the
requirements for developing the personal employability characteristics of
students. Engaging students in authentic collaborative project work that
requires sophisticated and coordinated communication can present real
challenges.
Employers are increasingly demanding as prerequisite that graduates have
highly developed communication and collaborative team working skills for
opportunities in the digital industries such as Games Design, however
Games Design students are often quite isolated in their personal industry
related practice, working methods and their online lifestyles and lack
the "soft skills" which would enable them to work successfully within a
team. The authors elaborate on how Hull School of Art and Design has
attempted to address this problem through the implementation of an
Applied Game, the "Watercooler Game", for their Games Industry
undergraduates. They present their reflections on the rationale behind
the pedagogic approach, the decision to develop an applied game to
address their pedagogic challenges and their experience of working with a
commercial Games Developer in producing the game. Using a sophisticated
evaluation framework, devised as part of the EU Horizon 2020 funded
Realising an Applied Gaming Eco-system (RAGE) project, the authors
present the initial findings of their evaluation of game from a
multidimensional perspective. The pedagogic approach, the technical
approach adopted by the developers of the game (an open source asset
based approach) and the pedagogic efficacy of the game through evaluation
of the learning objectives achieved and how these finding may be
applicable in a wider educational context
The "Water Cooler" game
Much has been written about the theoretical potential of digital games to transform teaching and learning and to offer new forms of digital assessment; yet the education system in the United Kingdom (UK) is arguably still focused exclusively on the assessment and reward of individual effort and achievement. This can be at odds with the requirements of twenty-first century working environments and in the requirements for developing the personal employability characteristics of students. Engaging students in authentic collaborative project work that requires sophisticated and coordinated communication can present real challenges. Employers are demanding, as prerequisite, that graduates have highly developed communication and collaborative team working skills for opportunities in the digital industries such as Games Design, however Games Design students are often quite isolated in their personal industry related practice, working methods and their online lifestyles and lack the âsoft skillsâ which would enable them to work successfully within a team. In this paper, the authors elaborate on how Hull School of Art and Design has attempted to address this problem through the implementation of an Applied Game, the âWatercooler Gameâ, for their Games Industry undergraduates. They present their reflections on the rationale behind the pedagogic approach, the decision to develop an applied game to address their pedagogic challenges and their experience of working with a commercial Games Developer in producing the game. The authors present the initial findings of their evaluation of game from a multidimensional perspective. The pedagogic approach (using applied games with a selected small cohort of students), the technical approach adopted by the developers of the game (an open source asset based approach) and the pedagogic efficacy of the game through evaluation of the learning objectives achieved by a cohort of seventy learners situated in the Collegeâs School of Art and Design
Oxygen reduction at the silver/hydroxide-exchange membrane interface
A solid-state cell is used to study the electrocatalysis of oxygen reduction at the silver/hydroxide-exchange membrane interface. The catalyst/membrane interface exhibits improved performance in comparison to a catalyst/aqueous sodium hydroxide interface. Surprisingly, the half-wave potential for oxygen reduction is shown to shift 185Â mV higher at the silver/hydroxide-exchange membrane interface than for the silver/aqueous hydroxide solution interface, and the exchange current density is significantly higher at 1.02Â ĂÂ 10â6Â AÂ mâ2. On a cost per performance basis, silver electrocatalysts in a hydroxide-exchange membrane fuel cell may provide better performance than platinum in a proton-exchange membrane fuel cell. Keywords: Oxygen reduction reaction, Electrocatalyst, Alkaline membrane, Solid-state cell, Silve
Mg/O<sub>2</sub> Battery Based on the Magnesium-Aluminum Chloride Complex (MACC) Electrolyte
Mg/O<sub>2</sub> cells employing
a MgCl<sub>2</sub>/AlCl<sub>3</sub>/DME (MACC/DME) electrolyte are
cycled and compared to cells with
modified Grignard electrolytes, showing that performance of magnesium/oxygen
batteries depends strongly on electrolyte composition. Discharge capacity
is far greater for MACC/DME-based cells, while rechargeability in
these systems is severely limited. The Mg/O<sub>2</sub>-MACC/DME discharge
product comprises a mixture of MgÂ(ClO<sub>4</sub>)<sub>2</sub> and
MgCl<sub>2</sub>, with the latter likely formed from slow decomposition
of the former. The presence of Cl in these compounds suggests that
the electrolyte participates in the cell reaction or reacts readily
with the initial electrochemical products. A rate study suggests that
O<sub>2</sub> diffusion in the electrolyte limits discharge capacities
at higher currents. Formation of an insulating product film on the
positive electrodes of Mg/O<sub>2</sub>-MACC/DME cells following deep
discharge increases cell impedance substantially and likely explains
the poor rechargeability. An additional impedance rise consistent
with film formation on the Mg negative electrode suggests the presence
of detrimental O<sub>2</sub> crossover. Minimizing O<sub>2</sub> crossover
and bypassing charge transfer through the discharge product would
improve battery performance
Room temperature ionic liquid electrolytes for redox flow batteries
Redox flow batteries (RFBs) usually contain aqueous or organic electrolytes. The aim of this communication is to explore the suitability of room temperature ionic liquids (RTILs) as solvents for RFBs containing metal complexes. Towards this aim, the electrochemistry of the metal acetylacetonate (acac) complexes Mn(acac)3, Cr(acac)3, and V(acac)3 was studied in imidazolium-based RTILs. The V2+/V3+, V3+/V4+, and V4+/V5+ redox couples are quasi-reversible in 1-ethyl-3-methylimidazolium bis(trifluoromethanesulfonyl)imide, [C2C1Im][N(Tf2)]. The Mn(acac)3 and Cr(acac)3 voltammetry, on the other hand, is irreversible in [C2C1Im][N(Tf2)] at glassy carbon (GC) but the rate of the Mn2+/Mn3+ reaction increases if Au electrodes are used. Chargeâdischarge measure- ments show that a coulombic efficiency of 72% is achievable using a V(acac)3/[C2C1Im][N(Tf2)]/GC cell
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