116 research outputs found
Sunzen To Make Food Safer For Consumption - It is also developing non antibiotic animal feed additives
ANIMAL biotechnology specialist and feed additives manufacturer Sunzen Biotech Bhd plans to develop more green or non antibiotic animal healthcare products to improve food safety for consumers
Creating opportunities to learn social skills at school using digital games
Acquiring skills for social and emotional well-being is important for inclusive societies and academic achievement. Studies have demonstrated the beneficial link between prosocial behaviours and improved results in curriculum topics. This paper describes a Prosocial Learning (PSL) process for creation and delivery of digital games for children (7-10 yrs) within educational systems that support learning of prosocial skills. The approach combines prosocial pedagogies with advanced ICT technologies and cloud delivery models to create attractive and exciting learning opportunities for children; produce novel digital game-based pedagogies and simplify deployment.Prosociality is a concept that refers to an individual’s propensity towards positive social behaviours. Individuals with prosocial skills are, for example, able to join in conversations, talk nicely, identifying feelings and emotions in themselves and others, identify someone needs help and ask for help. PSL classifies these skills in terms of Friendship, Feelings and Cooperation. By using interactive digital games supported by additional instructive and reflective activities, PSL allows children to learn social skills that can be generalised to real life situations in the classroom, playground and at home.PSL is implemented through a technology platform offering systematic pedagogical support for prosocial games developed by an ecosystem of teachers and games companies. Capabilities include multi-modal sensors to observe emotional affect, game interaction and decision-making. Information is acquired through standard protocols (e.g. xAPI) and evaluated by learning analytics algorithms to provide real-time feedback on player behaviours that are be used for in-game feedback and adaptation, and by teachers to shape follow-up activities. PSL is validated through short and longitudinal studies at European schools to gather evidence for effectiveness. This paper provides early evidence from short studies that will steer larger pan-European trials to test hypotheses, promote to policy makers and to increase adoption of game-based learning in school
Non-covalent conjugates of single-walled carbon nanotubes and folic acid for interaction with cells overexpressing folate receptors
Reversible Metal-Semiconductor Transition of ssDNA-Decorated Single-Walled Carbon Nanotubes
A field effect transistor (FET) measurement of a SWNT shows a transition from
a metallic one to a p-type semiconductor after helical wrapping of DNA. Water
is found to be critical to activate this metal-semiconductor transition in the
SWNT-ssDNA hybrid. Raman spectroscopy confirms the same change in electrical
behavior. According to our ab initio calculations, a band gap can open up in a
metallic SWNT with wrapped ssDNA in the presence of water molecules due to
charge transfer.Comment: 13 pages, 6 figure
Efficacy of the 4F Feedback Model:A Game-Based Assessment in University Education
Feedback is a critical aspect of optimised learning design, but there are few, if any, feedback models that map different types of feedback and how they may assist students to increase performance and enhance their learning experience. This research paper outlines a feedback model as an extension of the four-dimensional framework which includes a consideration of the type, the content, the format, and the frequency of feedback, as well as the agent which delivers it. This model is based upon an understanding of learning in the context of designing learning experiences and utilises a game-based model of learning to understand the importance of motivation and autonomy in learners to enhance and accelerate learning. The framework is developed and reflected upon by analysing two cases: a medical triage case in which the timing and frequency of feedback proved critical, and a business simulation which illuminated the need for a range of types of feedback and to be aware of the possibility of different agents (instructor peer and game) that can deliver feedback. The extended model may help game and learning designers alike to discern different types of feedback, both in games and more generally, in more explicit and nuanced ways
Acquiring 21st Century Skills: gaining insight in the design and applicability of a serious game with 4C-ID
Acquiring 21st Century Skills: gaining insight in the design and applicability of a serious game with 4C-ID
Despite the growth of interest in serious games, there is little systematic guidance on how to assure a game fits the instruction required. Game design frameworks are still under development and do not help to articulate the educational merits of a game to a teacher nor fit with their background. In this paper we discuss the results of a GaLA workshop which examined how a widely applied instructional design model, 4C-ID, can ease the uptake of serious games by offering teachers a model fitting their background to assess games on the applicability for their learning contexts. The paper will introduce the 4C-ID model and its use
in the CHERMUG project with the design of mini-games for research methods and statistics. Next, we will
discuss how workshop participants used the 4C-ID model to evaluate two games on their applicability for a given learning context. The participants indicated that the approach can support teachers in deciding if and
how to use a given serious game.The work described in this paper was partially supported by the European Community under the Lifelong Learning Programme project CHERMUG nr. 519023-LLP-1-2011-1-UK-KA3-KA3MP. The paper does not represent the opinion of the European Community, and the European Community is not responsible for any use that might be made of its content
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