Sayenko, D G; Masani, K; Milosevic, M; Robinson, M F; Vette, A H; McConville, K M V; Popovic, M R
A video game-based training system was designed to integrate neuromuscular electrical stimulation (NMES) and visual feedback as a means to improve strength and endurance of the lower leg muscles, and to increase the range of motion (ROM) of the ankle joints. The system allowed the participants to perform isotonic concentric and isometric contractions in both the plantarflexors and dorsiflexors using NMES. In the proposed system, the contractions were performed against exterior resistance, and the angle of the ankle joints was used as the control input to the video game. To test the practicality of the proposed system, an individual with chronic complete spinal cord injury (SCI) participated in the study. The system provided a progressive overload for the trained muscles, which is a prerequisite for successful muscle training. The participant indicated that he enjoyed the video game-based training and that he would like to continue the treatment. The results show that the training resulted in a significant improvement of the strength and endurance of the paralyzed lower leg muscles, and in an increased ROM of the ankle joints. Video game-based training programs might be effective in motivating participants to train more frequently and adhere to otherwise tedious training protocols. It is expected that such training will not only improve the properties of their muscles but also decrease the severity and frequency of secondary complications that result from SCI. Copyright © 2010 IPEM. All rights reserved.
ONLY 2. REPORT DATE June 2016 3. REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE TOWARDS A GAME -BASED PERISCOPE SIMULATOR...career to learn and practice these skills. Following an instructional system design process, this thesis developed a 3D, game -based periscope tactical...experience. Results of this thesis support the use of game -based simulation as training tools and that feedback type could be tailored to individuals based
Full Text Available Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.
Hung Tamin; Sun Tienlung; Yang Chihwei; Yang Lichen; Cheng Tsungchieh; Wang Jyhgang
Nuclear power plant's safety is very important problem. In this very conscientious environment if operator has a little mistake, they may threaten with many people influence their safety. Therefore, operating training of control room is very important. However, the operator training is in limited space and time. Each operator must go to simulative control room do some training. If we can let each trainee having more time to do training and does not go to simulative control room. It may have some advantages for trainee. Moreover, in the traditional training ways, each operator may through the video, teaching manual or through the experienced instructor to learn the knowledge. This training way may let operator feel bored and stressful. So, in this paper aims, we hope utilizing virtual reality technology developing a game-based virtual training environment of control room. Finally, we will use presence questionnaire evaluating realism and feasibility of our virtual training environment. Expecting this initial concept of game-based virtual training environment can attract trainees having more learning motivation to do training in off-hour. (author)
Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu
The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…
Bahreini, Kiavash; Nadolski, Rob; Qi, Wen; Westera, Wim
Bahreini, K., Nadolski, R., Qi, W., & Westera, W. (2012, October). FILTWAM - A Framework for Online Game-based Communication Skills Training. Poster presented at reaseach day in Pretoria building at the Open University of the Netherlands, Heerlen, The Netherlands.
Jones, Phillip N.; Cuper, Taryn
An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.
Full Text Available Educational games may improve learning by taking advantage of the new knowledge and skills of todayÃ¢Â€Â™s students obtained from extensive use of interactive games. This paper describes how interactive dynamic simulators of advanced technical systems and phenomena can be shaped and adapted as games and competitions supporting technical education and training. Some selected examples at different educational levels are shown, from vocational training to university level courses. The potential benefit and perceived learning effect of this approach is also described and underpinned from comprehensive user feedback.
Kalz, Marco; Schmitz, Birgit; Biermann, Henning; Klemke, Roland; Ternier, Stefaan; Specht, Marcus
Kalz, M., Schmitz, B., Biermann, H., Klemke, R., Ternier, S., & Specht, M. (2013). Design of a game-based pre-hospital resuscitation training for first responders. In A. Holzinger, M. Ziefle, & V. Glavinić (Eds.), SouthCHI 2013, LNCS 7946 (pp. 363-372). Germany: Springer, Heidelberg.
Luo, L.; Yin, H.; Cai, W.; Zhong, J.; Lees, M.
Generating suitable game scenarios that can cater for individual players has become an emerging challenge in procedural content generation. In this paper, we propose a data-driven scenario generation framework for game-based training. An evolutionary scenario generation process is designed with a
Nadolski, Rob; Bahreini, Kiavash; Westera, Wim
This paper presentation describes how our FILTWAM software artifacts for face and voice emotion recognition will be used for assessing learners' progress and providing adequate feedback in an online game-based communication skills training. This constitutes an example of in-game assessment for
Bahreini, Kiavash; Nadolski, Rob; Westera, Wim
This paper describes how our FILTWAM software artifacts for face and voice emotion recognition will be used for assessing learners' progress and providing adequate feedback in an online game-based communication skills training. This constitutes an example of in-game assessment for mainly formative
Bahreini, Kiavash; Nadolski, Rob; Qi, Wen; Westera, Wim
Bahreini, K., Nadolski, R., Qi, W., & Westera, W. (2012). FILTWAM - A Framework for Online Game-based Communication Skills Training - Using Webcams and Microphones for Enhancing Learner Support. In P. Felicia (Ed.), The 6th European Conference on Games Based Learning - ECGBL 2012 (pp. 39-48). Cork,
Luteberget, Live S; Trollerud, Hege P; Spencer, Matt
Game-based training drills are popular in team sports. This study compared two game-based training conditions and official matches in team handball. Thirty-one women players wore inertial measurement units in five training sessions and five official matches. In training, 3vs3 and 6vs6 game-based training conditions were performed with a 5-min duration. PlayerLoad™ and high-intensity events (HIEs; >2.5 m · s -1 ) were extracted from the raw data. Data were analysed using magnitude-based inferences and reported with effect sizes (ESs). PlayerLoad™ · min -1 from all positions combined was 11.37 ± 0.49 (mean ± 90% confidence limits) and 9.71 ± 0.3 for the 3vs3 and 6vs6 conditions, respectively. Backs (ES: 1.63), wings (ES: 1.91), and pivots (ES: 1.58) had greater PlayerLoad™ in 3vs3 than 6vs6. Substantially greater HIE · min -1 in 3vs3 occurred for all positions. There was substantially greater PlayerLoad™ · min -1 in 3vs3 and 6vs6 than match play for backs, wings, and pivots. Wings (ES: 1.95), pivots (ES: 0.70), and goalkeeper (ES: 1.13) had substantially greater HIE · min -1 in 3vs3 than match play. This study shows greater PlayerLoad™ and HIE in 3vs3 than 6vs6. Both game-based training conditions investigated in this study provide an overload in overall PlayerLoad™; however, additional exercises might be needed to overload HIE, especially for backs and pivots.
There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).
Su,Chung-Ho; Cheng, Ching-Hsue
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Wernhuar Tarng; Weichian Tsai
The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to...
Lai, Chien-Hung; Peng, Chih-Wei; Chen, Yu-Luen; Huang, Ching-Ping; Hsiao, Yu-Ling; Chen, Shih-Ching
This study evaluated the effects of interactive video-game based (IVGB) training on the balance of older adults. The participants of the study included 30 community-living persons over the age of 65. The participants were divided into 2 groups. Group A underwent IVGB training for 6 weeks and received no intervention in the following 6 weeks. Group B received no intervention during the first 6 weeks and then participated in training in the following 6 weeks. After IVGB intervention, both groups showed improved balance based on the results from the following tests: the Berg Balance Scale (BBS), Modified Falls Efficacy Scale (MFES), Timed Up and Go (TUG) test, and the Sway Velocity (SV) test (assessing bipedal stance center pressure with eyes open and closed). Results from the Sway Area (SA) test (assessing bipedal stance center pressure with eyes open and closed) revealed a significant improvement in Group B after IVGB training. Group A retained some training effects after 6 weeks without IVGB intervention. Additionally, a moderate association emerged between the Xavix measured step system stepping tests and BBS, MFES, Unipedal Stance test, and TUG test measurements. In conclusion, IVGB training improves balance after 6 weeks of implementation, and the beneficial effects partially remain after training is complete. Further investigation is required to determine if this training is superior to traditional physical therapy. Copyright © 2012 Elsevier B.V. All rights reserved.
Szalma, J L; Daly, T N; Teo, G W L; Hancock, G M; Hancock, P A
The capacity for superior vigilance can be trained by using knowledge of results (KR). Our present experiments demonstrate the efficacy of such training using a first-person perspective movement videogame-based platform in samples of students and Soldiers. Effectiveness was assessed by manipulating KR during a training phase and withdrawing it in a subsequent transfer phase. Relative to a no KR control condition, KR systematically improved performance for both Soldiers and students. These results build upon our previous findings that demonstrated that a video game-based platform can be used to create a movement-centred sustained attention task with important elements of traditional vigilance. The results indicate that KR effects in sustained attention extend to a first person perspective movement based paradigm, and that these effects occur in professional military as well as a more general population. Such sustained attention training can save lives and the present findings demonstrate one particular avenue to achieve this goal. Practitioner Summary: Sustained attention can be trained by means of knowledge of results using a videogame-based platform with samples of students and Soldiers. Four experiments demonstrate that a dynamic, first-person perspective video game environment can serve to support effective sustained attention training in professional military as well as a more general population.
Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu
This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…
Proske, Antje; Roscoe, Rod D.; McNamara, Danielle S.
Achieving sustained student engagement with practice in computer-based writing strategy training can be a challenge. One potential solution is to foster engagement by embedding practice in educational games; yet there is currently little research comparing the effectiveness of game-based practice versus more traditional forms of practice. In this…
de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel
Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…
Full Text Available Game-based training are popular in team-sports; however there is a lack of research specific to team handball. The aim of this study was to assess i the test-retest reliability of heart rate (HR, time spent in HR zone intensities and rating of perceived exertion of a novel small-sided game, ii and whether it is comparable to that of generic intermittent shuttle running and match play with team handball players. Fourteen elite male handball players completed each exercise comprising two periods of 10min interspersed with 2min recovery in separate occasions and repeated them one week apart. Exercises consisted of intermittent 30s-30s shuttle running (ISR, intermittent 30s-30s small-sided game (with 3-a-side field players, 3vs3 and match play (with 6-a-side field players, 6vs6. Mean HR demonstrated high level of reproducibility for the three drills (r = 0.86-0.89, TEM = 2.21-2.63 bpm, CV = 1.23-1.55%. For time spent in heart rate zones TEMs reached up 1.12, 1.40 and 2.48 min for ISR, 6vs6 and 3vs3, respectively. Specifically for HR zone higher than 90% of HRmax, CVs showed wide extent of scores with 9.73 (ISR, 27.39 (6vs6 and 108.29% (3vs3. Mean HR results suggest that physiological response was consistent between sessions. Because of the poor reproducibility for time spent in the target zone higher than 90% of HRmax, the efficiency of both 3vs3 and 6vs6 in improving aerobic power should be analysed with caution. The present results suggest that reproducibility of physiological demand of ball-drills should be considered before prescribing them as conditioning training.
Hendrix, Maurice; Al-Sherbaz, Ali; Victoria, Bloom
Security research and training is attracting a lot of investment and interest from governments and the private sector. Most efforts have focused on physical security, while cyber security or digital security has been given less importance. With recent high-profile attacks it has become clear that training in cyber security is needed. Serious Games have the capability to be effective tools for public engagement and behavioural change and role play games, are already used by security profession...
Full Text Available Chun-Ming Chang,1,* Yen-Ching Chang,2,3 Hsiao-Yun Chang,4 Li-Wei Chou5,6,* 1Department of Applied Informatics and Multimedia, Asia University, Taichung, Taiwan; 2Department of Medical Informatics, Chung Shan Medical University, Taichung, Taiwan; 3Department of Medical Imaging, Chung Shan Medical University Hospital, Taichung, Taiwan; 4Department of Biotechnology, Asia University, Taichung, Taiwan; 5Department of Physical Medicine and Rehabilitation, China Medical University Hospital, Taichung, Taiwan; 6School of Chinese Medicine, College of Chinese Medicine, China Medical University, Taichung, Taiwan*These authors contributed equally to this workBackground: Increases in the aging population and in the number of accidents have resulted in more people suffering from physical impairments or disabilities. Rehabilitation therapy thus attracts greater attention as a means of helping patients recover and return to a normal life. With the extremely long and tedious nature of traditional rehabilitation, patients are reluctant to continue the entire process, thus the expected effects of the therapy cannot be obtained. Games are well known to help patients improve their concentration and shift their attention away from the discomfort of their injuries during rehabilitation. Thus, incorporating game technology into a rehabilitation program may be a promising approach.Methods: In this study, a gaming system used for shoulder rehabilitation was developed. The mechanical parts and electric circuits were integrated to mimic the functionalities of a shoulder wheel. Several games were also designed to suit the rehabilitation needs of the patients based on the age and gender differences among the individual users, enabling individuals to undergo the rehabilitation process by playing games. Two surveys were conducted to evaluate the satisfaction of the participants regarding the gaming system.Results: The results of the online survey among a larger population
Olfers, Kerwin J. F.; Band, Guido P. H.
There is a demand for ways to enhance cognitive flexibility, as it can be a limiting factor for performance in daily life. Video game training has been linked to advantages in cognitive functioning, raising the question if training with video games can promote cognitive flexibility. In the current study, we investigated if game-based computerized cognitive training (GCCT) could enhance cognitive flexibility in a healthy young adult sample (N = 72), as measured by task-switch performance. Thre...
Full Text Available Security research and training is attracting a lot of investment and interest from governments and the private sector. Most efforts have focused on physical security, while cyber security or digital security has been given less importance. With recent high-profile attacks it has become clear that training in cyber security is needed. Serious Games have the capability to be effective tools for public engagement and behavioural change and role play games, are already used by security professionals. Thus cyber security seems especially well-suited to Serious Games. This paper investigates whether games can be effective cyber security training tools. The study is conducted by means of a structured literature review supplemented with a general web search.While there are early positive indications there is not yet enough evidence to draw any definite conclusions. There is a clear gap in target audience with almost all products and studies targeting the general public and very little attention given to IT professionals and managers. The products and studies also mostly work over a short period, while it is known that short-term interventions are not particularly effective at affecting behavioural change.
Full Text Available The video game-based therapy emerged as a potential valid tool in improving balance in several neurological conditions with controversial results, whereas little information is available regarding the use of this therapy in subacute stroke patients. The aim of this study was to investigate the efficacy of balance training using video game-based intervention on functional balance and disability in individuals with hemiparesis due to stroke in subacute phase. Fifty adult stroke patients participated to the study: 25 subjects were randomly assigned to balance training with Wii Fit, and the other 25 subjects were assigned to usual balance therapy. Both groups were also treated with conventional physical therapy (40 min 2 times/day. The main outcome was functional balance (Berg Balance Scale-BBS, and secondary outcomes were disability (Barthel Index-BI, walking ability (Functional Ambulation Category, and walking speed (10-meters walking test. Wii Fit training was more effective than usual balance therapy in improving balance (BBS: 53 versus 48, P=0.004 and independency in activity of daily living (BI: 98 versus 93, P=0.021. A balance training performed with a Wii Fit as an add on to the conventional therapy was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke.
playing any video game on a computer in the last 6 months (non-console, Xbox , PS3)? (e.g., hours, days, weeks, months, etc.) Participant...COVE) shiphandling trainer. Students were later evaluated in COVE on their ability to maneuver a Guided Missile Destroyer, a similarly configured but...characteristics of one model and learning a new one through the course of their instruction. Our findings suggest that an individually accessible, game based
Ilg, Winfried; Schatton, Cornelia; Schicks, Julia; Giese, Martin A; Schöls, Ludger; Synofzik, Matthis
Degenerative ataxias in children present a rare condition where effective treatments are lacking. Intensive coordinative training based on physiotherapeutic exercises improves degenerative ataxia in adults, but such exercises have drawbacks for children, often including a lack of motivation for high-frequent physiotherapy. Recently developed whole-body controlled video game technology might present a novel treatment strategy for highly interactive and motivational coordinative training for children with degenerative ataxias. We examined the effectiveness of an 8-week coordinative training for 10 children with progressive spinocerebellar ataxia. Training was based on 3 Microsoft Xbox Kinect video games particularly suitable to exercise whole-body coordination and dynamic balance. Training was started with a laboratory-based 2-week training phase and followed by 6 weeks training in children's home environment. Rater-blinded assessments were performed 2 weeks before laboratory-based training, immediately prior to and after the laboratory-based training period, as well as after home training. These assessments allowed for an intraindividual control design, where performance changes with and without training were compared. Ataxia symptoms were significantly reduced (decrease in Scale for the Assessment and Rating of Ataxia score, p = 0.0078) and balance capacities improved (dynamic gait index, p = 0.04) after intervention. Quantitative movement analysis revealed improvements in gait (lateral sway: p = 0.01; step length variability: p = 0.01) and in goal-directed leg placement (p = 0.03). Despite progressive cerebellar degeneration, children are able to improve motor performance by intensive coordination training. Directed training of whole-body controlled video games might present a highly motivational, cost-efficient, and home-based rehabilitation strategy to train dynamic balance and interaction with dynamic environments in a large variety of young-onset neurologic
use of a multiplayer game to train infantry company commanders. Proceedings of the 2009 Interservice/Industry Training, Simulation, and Education...Gigabyte RAM Video/Graphics Card NVIDIA Geforce 7900 GTX Audio Legacy audio; stereo sound (non-3D) Software Version VBS2 VTK Release 1.4 - BIA
Olfers, Kerwin J F; Band, Guido P H
There is a demand for ways to enhance cognitive flexibility, as it can be a limiting factor for performance in daily life. Video game training has been linked to advantages in cognitive functioning, raising the question if training with video games can promote cognitive flexibility. In the current study, we investigated if game-based computerized cognitive training (GCCT) could enhance cognitive flexibility in a healthy young adult sample (N = 72), as measured by task-switch performance. Three GCCT schedules were contrasted, which targeted: (1) cognitive flexibility and task switching, (2) attention and working memory, or (3) an active control involving basic math games, in twenty 45-min sessions across 4-6 weeks. Performance on an alternating-runs task-switch paradigm during pretest and posttest sessions indicated greater overall reaction time improvements after both flexibility and attention training as compared to control, although not related to local switch cost. Flexibility training enhanced performance in the presence of distractor-related interference. In contrast, attention training was beneficial when low task difficulty undermined sustained selective attention. Furthermore, flexibility training improved response selection as indicated by a larger N2 amplitude after training as compared to control, and more efficient conflict monitoring as indicated by reduced Nc/CRN and larger Pe amplitude after training. These results provide tentative support for the efficacy of GCCT and suggest that an ideal training might include both task switching and attention components, with maximal task diversity both within and between training games.
Full Text Available Many important tasks depend upon the ability of personnel to be able to extract information from verbal communication in suboptimal conditions. However, there is little guidance in how best to train people to improve this skill, specifically regarding the most effective combination of human or synthesized speech with or without text captions. In this study, we examined two competing theories, the cognitive theory of multimedia learning versus resilient listening, to determine best practices for designing a game to train active listening skills in complex environments. One-hundred and nineteen U.S. Navy recruits (53% male, average age of 21.5 years participated in this study. The results indicated that games with degraded auditory conditions did not improve listening abilities in a transfer condition. Games using recorded human voices resulted in the best performance.
Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien
This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.
Full Text Available In this contribution we present a game-based learning concept which is based on mobile devices. It focuses a joyful stabilization of knowledge and the engagement of students using the Gamification approach and its game mechanics. Previous findings how to promote students’ motivation are adapted in the mobile context and discussed. A pre-evaluation of the prototype is described with its findings.
Lee, Myung Mo; Lee, Kyeong Jin; Song, Chang Ho
BACKGROUND Virtual reality (VR) training with motion-controlled console games can be incorporated into stroke rehabilitation programs. The use of a variety of gaming software can provide the patient with an opportunity to perform activities that are exciting, entertaining, and that may not be feasible in clinical environments. The aim of this preliminary randomized controlled study was to investigate the effects of game-based VR canoe paddling training, when combined with conventional physical rehabilitation programs, on postural balance and upper extremity function in 30 patients with subacute stroke. MATERIAL AND METHODS Thirty patients, who were within six months following the diagnosis of stroke, were randomly allocated to either the experimental group (n=15) or the control group (n=15). All participants participated in a conventional rehabilitation program. Also, the experimental group (n=15) performed the VR canoe paddling training for 30 minutes each day, three times per week, for five weeks. After five weeks, outcomes of changes in postural balance and upper extremity function were evaluated and compared between the two groups. RESULTS At five weeks, postural balance and upper extremity function showed significant improvements in both patients groups when compared with the baseline measurements (pGame-based VR canoe paddling training is an effective rehabilitation therapy that enhances postural balance and upper extremity function in patients with subacute stroke when combined with conventional physical rehabilitation programs.
Bliemel, Michael; Ali-Hassan, Hossam
For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…
Briceno, Simon Ignacio
This dissertation describes the development of a game-based methodology that facilitates the exploration and selection of research and development (R&D) projects under uncertain competitive scenarios. The proposed method provides an approach that analyzes competitor positioning and formulates response strategies to forecast the impact of technical design choices on a project's market performance. A critical decision in the conceptual design phase of propulsion systems is the selection of the best architecture, centerline, core size, and technology portfolio. This selection can be challenging when considering evolving requirements from both the airframe manufacturing company and the airlines in the market. Furthermore, the exceedingly high cost of core architecture development and its associated risk makes this strategic architecture decision the most important one for an engine company. Traditional conceptual design processes emphasize performance and affordability as their main objectives. These areas alone however, do not provide decision-makers with enough information as to how successful their engine will be in a competitive market. A key objective of this research is to examine how firm characteristics such as their relative differences in completing R&D projects, differences in the degree of substitutability between different project types, and first/second-mover advantages affect their product development strategies. Several quantitative methods are investigated that analyze business and engineering strategies concurrently. In particular, formulations based on the well-established mathematical field of game theory are introduced to obtain insights into the project selection problem. The use of game theory is explored in this research as a method to assist the selection process of R&D projects in the presence of imperfect market information. The proposed methodology focuses on two influential factors: the schedule uncertainty of project completion times and
This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....
Lange, B; Flynn, Sheryl M; Rizzo, A A
This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.
Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole
The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…
Thomas , Pradeepa; Labat , Jean-Marc; Muratet , Mathieu; Yessad , Amel
International audience; Serious games are increasingly used in schools, universities or in vocational training. When they are used in the classroom, teachers often have to deal with the lack of tools for monitoring the students during the game and assessing them after the game. So they often tend to add assessment questionnaires to the fun sequence of " learning by playing " , to ensure that students have learned during the session. Our goal is to enable the teacher to do without this type of...
Feng, Steve; Woo, Min-jae; Kim, Hannah; Kim, Eunso; Ki, Sojung; Shao, Lei; Ozcan, Aydogan
We developed an easy-to-use and widely accessible crowd-sourcing tool for rapidly training humans to perform biomedical image diagnostic tasks and demonstrated this platform's ability on middle and high school students in South Korea to diagnose malaria infected red-blood-cells (RBCs) using Giemsa-stained thin blood smears imaged under light microscopes. We previously used the same platform (i.e., BioGames) to crowd-source diagnostics of individual RBC images, marking them as malaria positive (infected), negative (uninfected), or questionable (insufficient information for a reliable diagnosis). Using a custom-developed statistical framework, we combined the diagnoses from both expert diagnosticians and the minimally trained human crowd to generate a gold standard library of malaria-infection labels for RBCs. Using this library of labels, we developed a web-based training and educational toolset that provides a quantified score for diagnosticians/users to compare their performance against their peers and view misdiagnosed cells. We have since demonstrated the ability of this platform to quickly train humans without prior training to reach high diagnostic accuracy as compared to expert diagnosticians. Our initial trial group of 55 middle and high school students has collectively played more than 170 hours, each demonstrating significant improvements after only 3 hours of training games, with diagnostic scores that match expert diagnosticians'. Next, through a national-scale educational outreach program in South Korea we recruited >1660 students who demonstrated a similar performance level after 5 hours of training. We plan to further demonstrate this tool's effectiveness for other diagnostic tasks involving image labeling and aim to provide an easily-accessible and quickly adaptable framework for online training of new diagnosticians.
Hahn, Ernst Moritz; Norman, Gethin; Parker, David
We consider a class of hybrid systems that involve random phenomena, in addition to discrete and continuous behaviour. Examples of such systems include wireless sensing and control applications. We propose and compare two abstraction techniques for this class of models, which yield lower and upper...... bounds on the optimal probability of reaching a particular class of states. We also demonstrate the applicability of these abstraction techniques to the computation of long-run average reward properties and the synthesis of controllers. The first of the two abstractions yields more precise information......, while the second is easier to construct. For the latter, we demonstrate how existing solvers for hybrid systems can be leveraged to perform the computation....
Kamnardsiri, Teerawat; Hongsit, Ler-on; Khuwuthyakorn, Pattaraporn; Wongta, Noppon
This paper investigated students' achievement for learning American Sign Language (ASL), using two different methods. There were two groups of samples. The first experimental group (Group A) was the game-based learning for ASL, using Kinect. The second control learning group (Group B) was the traditional face-to-face learning method, generally…
Feng, Steve; Woo, Minjae; Chandramouli, Krithika; Ozcan, Aydogan
Over the past decade, crowd-sourcing complex image analysis tasks to a human crowd has emerged as an alternative to energy-inefficient and difficult-to-implement computational approaches. Following this trend, we have developed a mathematical framework for statistically combining human crowd-sourcing of biomedical image analysis and diagnosis through games. Using a web-based smart game (BioGames), we demonstrated this platform's effectiveness for telediagnosis of malaria from microscopic images of individual red blood cells (RBCs). After public release in early 2012 (http://biogames.ee.ucla.edu), more than 3000 gamers (experts and non-experts) used this BioGames platform to diagnose over 2800 distinct RBC images, marking them as positive (infected) or negative (non-infected). Furthermore, we asked expert diagnosticians to tag the same set of cells with labels of positive, negative, or questionable (insufficient information for a reliable diagnosis) and statistically combined their decisions to generate a gold standard malaria image library. Our framework utilized minimally trained gamers' diagnoses to generate a set of statistical labels with an accuracy that is within 98% of our gold standard image library, demonstrating the "wisdom of the crowd". Using the same image library, we have recently launched a web-based malaria training and educational game allowing diagnosticians to compare their performance with their peers. After diagnosing a set of ~500 cells per game, diagnosticians can compare their quantified scores against a leaderboard and view their misdiagnosed cells. Using this platform, we aim to expand our gold standard library with new RBC images and provide a quantified digital tool for measuring and improving diagnostician training globally.
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Birner, Ulrich Walter; Oberhauser, Cornelia; Nowak, Dennis; Sabariego, Carla
Background To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. Objective The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. Methods We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. Results We found a positive impact of the Web-based training program on managers’ knowledge of mental health and mental illness (Pemployee mental health, which was initially high. Conclusions Results provide first evidence of the effectiveness of LMHP to positively affect managers’ skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. PMID:28778839
Hanisch, Sabine Elisabeth; Birner, Ulrich Walter; Oberhauser, Cornelia; Nowak, Dennis; Sabariego, Carla
To counteract the negative impact of mental health problems on business, organizations are increasingly investing in mental health intervention measures. However, those services are often underused, which, to a great extent, can be attributed to fear of stigmatization. Nevertheless, so far only a few workplace interventions have specifically targeted stigma, and evidence on their effectiveness is limited. The objective of this study was to develop and evaluate a digital game-based training program for managers to promote employee mental health and reduce mental illness stigma at work. We describe the empirical development of Leadership Training in Mental Health Promotion (LMHP), a digital game-based training program for leaders. A 1-group pre-post design and a 3-month follow-up were used for training evaluation. We applied multilevel growth models to investigate change over time in the dependent variables knowledge, attitudes, self-efficacy, and intentions to promote employee mental health in 48 managers of a global enterprise in the United Kingdom. Participants were mainly male (44/48, 92%) and ranged in age from 32 to 58 (mean 46.0, SD 7.2) years. We found a positive impact of the Web-based training program on managers' knowledge of mental health and mental illness (Pemployee mental health, which was initially high. Results provide first evidence of the effectiveness of LMHP to positively affect managers' skills to promote employee mental health at work. Furthermore, the high rate of participation in LMHP (48/54, 89%) supports the use of digital game-based interventions to increase user engagement and user experience in mental health programs at work. ©Sabine Elisabeth Hanisch, Ulrich Walter Birner, Cornelia Oberhauser, Dennis Nowak, Carla Sabariego. Originally published in JMIR Mental Health (http://mental.jmir.org), 04.08.2017.
accepted that game-based flight simulators cannot approach the complexity and realism of the high fidelity avionics simulations employed in...modern Air Force training systems. However, low cost Commercial Off the Shelf (COTS) gaming technology is rapidly approaching many of the...pitch, and yaw) then converts this position to WGS84 geocentric coordinates to conform to DIS standards prior to broadcast. The position data of
Savely, Robert T.; Loftin, R. Bowen
Training is a major endeavor in all modern societies. Common training methods include training manuals, formal classes, procedural computer programs, simulations, and on-the-job training. NASA's training approach has focussed primarily on on-the-job training in a simulation environment for both crew and ground based personnel. NASA must explore new approaches to training for the 1990's and beyond. Specific autonomous training systems are described which are based on artificial intelligence technology for use by NASA astronauts, flight controllers, and ground based support personnel that show an alternative to current training systems. In addition to these specific systems, the evolution of a general architecture for autonomous intelligent training systems that integrates many of the features of traditional training programs with artificial intelligence techniques is presented. These Intelligent Computer Aided Training (ICAT) systems would provide much of the same experience that could be gained from the best on-the-job training.
Mautone, Tricia; Spiker, Alan; karp, Ron
.... This report describes how we began developing and evaluating such a tool. We created a taxonomy of serious game elements and integrated it with a taxonomy of cognitive functions derived from a task analysis of a flight...
Hooshyar, Danial; Ahmad, Rodina Binti; Yousefi, Moslem; Fathi, Moein; Abdollahi, Abbas; Horng, Shi-Jinn; Lim, Heuiseok
Nowadays, intelligent tutoring systems are considered an effective research tool for learning systems and problem-solving skill improvement. Nonetheless, such individualized systems may cause students to lose learning motivation when interaction and timely guidance are lacking. In order to address this problem, a solution-based intelligent…
A. V. Matokhina
Full Text Available According to the State Educational Standard of the Russian Federation, the main objectives of teaching Russian as a foreign language are training communication and independent working skills, learning neutral and scientific styles of speech, motivating to study at Russian universities, preparing to pass certification and qualification examinations, adapting to live in Russia, etc. One of the promising trends in teaching foreign languages is the use of educational computer games. By now, digital gamebased technologies for studying Russian as a foreignlanguage have been implemented in a number of desktop and mobile applications, however, they are all intended for teaching Russian language as a discipline, and are not focused on adapting international students who have come to a new language environment. In this article, a learning game is presentedfor studying Russian as a foreign language with immersing a user into a virtual language environment in different life situations. The game includes seven game levels; each level consists of several sections, devoted to a specific real life situation with a set of assignments of increasing complexity for writing or translating some words, phrases or sentences. For each type of assignment a template with empty text fields is used, for importing files with corresponding data and their on-screen display special functions are implemented. Such approach allows to use the same template several times for the same type of assignment or to load different files for filling out the assignment text fields, depending on the number of player’s attempts. The database of tasks, level scripts and graphical content for each section are developed. Each level is matched with a game character, accompanying the player and helping him to complete the assignments. The player can choose a character, andchoose any section of the level. The assignments are stored in a coded format, for uploading files with data matched to
Shin, Joon-Ho; Ryu, Hokyoung; Jang, Seong Ho
Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR gaming systems may have mixed effects in patients with stroke. Therefore, we developed RehabMaster™, a task-specific interactive game-based VR system for post-stroke rehabilitation of the upper extremities, and assessed its usability and clinical efficacy. A participatory design and usability tests were carried out for development of RehabMaster with representative user groups. Two clinical trials were then performed. The first was an observational study in which seven patients with chronic stroke received 30 minutes of RehabMaster intervention per day for two weeks. The second was a randomised controlled trial of 16 patients with acute or subacute stroke who received 10 sessions of conventional occupational therapy only (OT-only group) or conventional occupational therapy plus 20 minutes of RehabMaster intervention (RehabMaster + OT group). The Fugl-Meyer Assessment score (FMA), modified Barthel Index (MBI), adverse effects, and drop-out rate were recorded. The requirements of a VR system for stroke rehabilitation were established and incorporated into RehabMaster. The reported advantages from the usability tests were improved attention, the immersive flow experience, and individualised intervention. The first clinical trial showed that the RehabMaster intervention improved the FMA (P = .03) and MBI (P = .04) across evaluation times. The second trial revealed that the addition of RehabMaster intervention tended to enhance the improvement in the FMA (P = .07) but did not affect the improvement in the MBI. One patient with chronic stroke left the trial, and no adverse effects were reported. The RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke.
Johnstone, Stuart J; Roodenrys, Steven J; Johnson, Kirsten; Bonfield, Rebecca; Bennett, Susan J
Previous studies report reductions in symptom severity after combined working memory (WM) and inhibitory control (IC) training in children with AD/HD. Based on theoretical accounts of the role of arousal/attention modulation problems in AD/HD, the current study examined the efficacy of combined WM, IC, and neurofeedback training in children with AD/HD and subclinical AD/HD. Using a randomized waitlist control design, 85 children were randomly allocated to a training or waitlist condition and completed pre- and post-training assessments of overt behavior, trained and untrained cognitive task performance, and resting and task-related EEG activity. The training group completed twenty-five sessions of training using Focus Pocus software at home over a 7 to 8-week period. Trainees improved at the trained tasks, while enjoyment and engagement declined across sessions. After training, AD/HD symptom severity was reduced in the AD/HD and subclinical groups according to parents, and in the former group only according to blinded teachers and significant-others. There were minor improvements in two of six near-transfer tasks, and evidence of far-transfer of training effects in four of five far-transfer tasks. Frontal region changes indicated normalization of atypical EEG features with reduced delta and increased alpha activity. It is concluded that technology developments provide an interesting a vehicle for delivering interventions and that, while further research is needed, combined WM, IC, and neurofeedback training can reduce AD/HD symptom severity in children with AD/HD and may also be beneficial to children with subclinical AD/HD. Copyright © 2017 Elsevier B.V. All rights reserved.
Hautopp, Heidi; Hanghøj, Thorkild
experiences with the central goals in communicative language teaching (CLT). The paper is based on a study of The Danish Simulator when integrated in a game‐based language course with 15 students at a language center in Copenhagen during spring, 2013. The Danish Simulator consists of language drills......, the analysis presents preliminary findings in relation to students’ different experiences of The Danish Simulator and the teacher’s redesign of the game based teaching. It is concluded that the meaningful use of The Danish Simulator in a game‐based language course for bilingual adults depends on the students......What happens when a single‐player training game enters a classroom context? The use of training activities in game‐based learning (GBL) has often been criticized for letting players perform mechanical operations with no reflection upon the learning experiences involved (e.g. Egenfeldt‐Nielsen, 2005...
Prahm, Cosima; Vujaklija, Ivan; Kayali, Fares; Purgathofer, Peter; Aszmann, Oskar C
A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. Results showed a significant improvement in fine accuracy electrode activation (Pgames when collecting items and facing challenging game play. Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by
Chin, Jui-Chih; Tsuei, Mengping
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
Jacovina, Matthew E.; Jackson, G. Tanner; Snow, Erica L.; McNamara, Danielle S.
Game-based practice within Intelligent Tutoring Systems (ITSs) can be optimized by examining how properties of practice activities influence learning outcomes and motivation. In the current study, we manipulated when game-based practice was available to students. All students (n = 149) first completed lesson videos in iSTART-2, an ITS focusing on…
Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
and the environment behaves. Synthesis of strategies in games can thus be used for automatic generation of correct-by-construction programs from specifications. We consider verification and synthesis problems for several well-known game-based models. This includes both model-checking problems and satisfiability...... can be extended to solve finitely-branching turn-based games more efficiently. Further, the novel concept of winning cores in parity games is introduced. We use this to develop a new polynomial-time under-approximation algorithm for solving parity games. Experimental results show that this algorithm...... corresponds directly to a program for the corresponding entity of the system. A strategy for a player which ensures that the player wins no matter how the other players behave then corresponds to a program ensuring that the specification of the entity is satisfied no matter how the other entities...
Milashenko, A.; Afanasiev, A.
This paper reports that the computer system for NPP personnel training was developed for training centers in the Soviet Union. The system should be considered as the first step in training, taking into account that further steps are to be devoted to part-task and full scope simulator training. The training room consists of 8-12 IBM PC/AT personal computers combined into a network. A trainee accesses the system in a dialor manner. Software enables the instructor to determine the trainee's progress in different subjects of the program. The quality of any trainee preparedness may be evaluated by Knowledge Control operation. Simplified dynamic models are adopted for separate areas of the program. For example, the system of neutron flux monitoring has a dedicated model. Currently, training, requalification and support of professional qualifications of nuclear power plant operators is being emphasized. A significant number of emergency situations during work are occurring due to operator errors. Based on data from September-October 1989, more than half of all unplanned drops in power and stoppages of power plants were due to operator error. As a comparison, problems due to equipment malfunction accounted for no more than a third of the total. The role of personnel, especially of the operators, is significant during normal operations, since energy production costs as well as losses are influenced by the capability of the staff. These facts all point to the importance of quality training of personnel
Ceclan, Mihail; Ionescu, Tudor Basarab; Ceclan, Rodica Elena; Tatar, Florin; Tiron, Cristian; Georgescu, Luisa Maria
The paper aims to present the results of the Cernavoda NPP Training Department modernization project. In order to achieve a knowledge society training system, in the first stage of the project a Computer Based Training (CBT) or E-Learning software platform and several CBT objects/courses have been implemented. The conceived solution is called CBTCenter which is a complete E-Learning and CBT system, offering a variety of teaching and learning tools and services to its users. CBT and/or E-Learning always mean two things: a software platform and content authoring. Ideally, a software platform should be able to import any type of flat documentation and integrate it into a structured database which keeps track of pedagogically meaningful information like the student's progress in studying materials, tests and quizzes, grades, etc. At the same time, the materials, the study and the tests have to be organized around certain objectives which play the role of guidelines during the entire educational activity. An example of such a course which has been successfully integrated into CBTCenter is Labour safety - code name BB-001. The implementation of the CBT technology at NPP Cernavoda Training Department has brought several advantages: the technology improves overall communication between all individuals which take part in the educational process; the classroom space problem has been considerably reduced; students can access training materials from their own desk using the NPP intranet; the logistics problems will decrease with the conversion of more and more conventional courses and materials into CBT objects/courses. (authors)
eLearning will motivate younger personnel to use these mobile devices and gain the training benefits; Utilizing Stress Productively The key...cognitive performance is high. Athletes call this THE ZONE. Game-Based eLearning It is clear that many of the effects of combat and...game-based eLearning framework. In Phase II the major development steps will be: (1) to implement the complete system on a mobile handheld device
Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…
Schmitz, Birgit; Czauderna, André; Klemke, Roland; Specht, Marcus
Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011). Game based learning for computer science education. In G. van der Veer, P. B. Sloep, & M. van Eekelen (Eds.), Computer Science Education Research Conference (CSERC '11) (pp. 81-86). Heerlen, The Netherlands: Open Universiteit.
Sørensen, Birgitte Holm; Meyer, Bente
This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... of web 2.0 and integrates theories of learning, didactics, games, play, communication, multimodality and different pedagogical approaches. In relation to the introduced model the teacher role is discussed.......This paper focuses on the challenges related to the design of game based learning platforms for formal learning contexts that are inspired by the pupil's leisure time related use of web 2.0. The paper is based on the project Serious Games on a Global Market Place (2007-2011) founded by the Danish...... Council for Strategic Research, in which an online game-based platform for English as a foreign language in primary school is studied. The paper presents a model for designing for game based learning platforms. This design is based on cultural and ethnographic based research on children's leisure time use...
Kelle, Sebastian; Sigurðarson, Steinn; Westera, Wim; Specht, Marcus
Kelle, S., Sigurðarson, S., Westera, W., & Specht, M. (2011). Game-Based Life-Long Learning. In G. D. Magoulas (Ed.), E-Infrastructures and Technologies for Lifelong Learning: Next Generation Environments (pp. 337-349). Hershey, PA: IGI Global.
Helga Dís Sigurdardottir
Full Text Available This paper analyses the use of digital game-based learning (DGBL in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience that practice. Digital game-based learning is being widely employed throughout Norway as a result of the increased focus on digital skills in Norwegian education. This paper analyses that development by way of focus group interviews with a total of sixty-four pupils at four schools. Drawing upon domestication and actor-network theory, the paper provides a novel approach to the study of DGBL. The broad empirical investigation into DGBL practices furthermore provides a contribution to scholarly literature on the subject. A noteworthy finding of this study is the diversity of games employed in schools—around 30 different titles— indicating that the choice of games lies at the discretion of individual teachers. Findings from this research show that the domestication of digital game-based learning occurs through the construction of complex game-based learning assemblages. This includes the classroom and home as gaming sites, group work and individual assignments as practices, and PCs and iPads as platforms.
Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
Sapronov, V.G.; Issupov, V.I.
Khmelnitsky nuclear power plant personnel training system improvement is described, including creation of Training center, development of training courses based on SAT methodology, development of training hardware
Full Text Available There is accumulating evidence that engagement with digital math games can improve students’ learning. However, in what way individual variables critical to game-based learning influence students' learning success still needs to be explored. Therefore, the aim of this study was to investigate the influence of students’ acceptance of game-based learning (e.g., perceived usefulness of a game as a learning tool, perceived ease of use, as well as their intrinsic motivation for math (e.g., their math interest, self-efficacy and quality of playing experience on learning success in a game-based rational number training. Additionally, we investigated the influence of the former variables on quality of playing experience (operationalized as perceived flow. Results indicated that the game-based training was effective. Moreover, students’ learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math. These findings indicated that learning success in game-based learning approaches are driven by students’ acceptance of the game as a learning tool and content-specific intrinsic motivation. Therefore, the present work is of particular interest to researchers, developers, and practitioners working with game-based learning environments.
Kubota, Rhuji; Iyadomi, Motomi.
In order to train the specialist such as operator or maintenance stuff of large scale plant such as nuclear power plant or thermal power plant, a high grade teaching and training support system is required as well as in training pilot of aeroplane. The specialist in such large scale plant is also a researcher in the field of machinery, electricity and physics at first, and is grown up a expert operator or maintenance stuff through learning of CAI system or OTJ used training material for teaching tool in addition of training used operating or maintenance training device imitating actual plant after acquiring determined knowledges by receiving fundamental education on nuclear and thermal power plants. In this paper, the teaching and training support systems of the nuclear and thermal power plants for a system supporting such teaching and training, respectively, were introduced. (G.K.)
Webb, J. T.
A new approach to the training, certification, recertification, and proficiency maintenance of the Shuttle launch team is proposed. Previous training approaches are first reviewed. Short term program goals include expanding current training methods, improving the existing simulation capability, and scheduling training exercises with the same priority as hardware tests. Long-term goals include developing user requirements which would take advantage of state-of-the-art tools and techniques. Training requirements for the different groups of people to be trained are identified, and future goals are outlined.
Game Based Learning (GBL) adoption model for universities: cesim simulation. ... The global market has escalated the need of Game Based Learning (GBL) to offer a wide range of courses since there is a ... AJOL African Journals Online.
8 Figure 2. Waterfall Process Model. ...........................................................................11 Figure 3. Spiral ...training system (WFTS). The third chapter in this section provides an overview of the purpose and methodology of the future training system. Chapter...Waterfall Process Model. b. Spiral Model The second systems engineering process model is the spiral process model. According to Blanchard and Fabrycky
Best, Brad; Lovett, Marsha
.... Using an optimal model of task performance subject to human constraints may be a more efficient way to develop models of skilled human performance for use in training, especially since optimal models...
Sasaki, Makoto; Onishi, Kohei; Nakayama, Atsushi; Kamata, Katsuhiro; Stefanov, Dimitar; Yamaguchi, Masaki
In this paper, we introduce a new tongue-training system that can be used for improvement of the tongue's range of motion and muscle strength after dysphagia. The training process is organized in game-like manner. Initially, we analyzed surface electromyography (EMG) signals of the suprahyoid muscles of five subjects during tongue-training motions. This test revealed that four types tongue training motions and a swallowing motion could be classified with 93.5% accuracy. Recognized EMG signals during tongue motions were designed to allow control of a mouse cursor via intentional tongue motions. Results demonstrated that simple PC games could be played by tongue motions, achieving in this way efficient, enjoyable and pleasant tongue training. Using the proposed method, dysphagia patients can choose games that suit their preferences and/or state of mind. It is expected that the proposed system will be an efficient tool for long-term tongue motor training and maintaining patients' motivation.
In the ALICE experiment hundreds of users are analyzing big datasets on a Grid system. High throughput and short turn-around times are achieved by a centralized system called the LEGO trains. This system combines analysis from different users in so-called analysis trains which are then executed within the same Grid jobs thereby reducing the number of times the data needs to be read from the storage systems. The centralized trains improve the performance, the usability for users and the bookkeeping in comparison to single user analysis. The train system builds upon the already existing ALICE tools, i.e. the analysis framework as well as the Grid submission and monitoring infrastructure. The entry point to the train system is a web interface which is used to configure the analysis and the desired datasets as well as to test and submit the train. Several measures have been implemented to reduce the time a train needs to finish and to increase the CPU efficiency.
Cornacchione Jr.,Edgard B.
This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented...
Larsen, Lasse Juel
to ground the student’s reason to learn. This paper proposes a different approach: using visualisation in immersive 3D worlds as both documentation of learning progress and as a reward system which motivates further learning. The overall design idea is to build a game based learning system from three......This paper puts forward a new design perspective for gamebased learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject......-based learning system, but will also confront aspects of modern learning theory, especially the notion of reference between the content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way of tackling the common experience of the average...
Rerucha, F.; Odehnal, J.
Basic scheme of the training system for NPP personnel of CEZ-EDU personnel training system is described in detail. This includes: specific training both basic and periodic, and professional training meaning specialized and continuous training. The following schemes are shown: licence acquisition and authorisation for PWR-440 Control Room Personnel; upgrade training for job positions of Control Room personnel; maintaining and refresh training; module training for certificate acquisition of servicing shift and operating personnel
The first three phases of Training System Development (TSD) -- job and task analysis, curriculum design, and training material development -- are time consuming and labor intensive. The use of personal computers with a combination of commercial and custom-designed software resulted in a significant reduction in the man-hours required to complete these phases for a Health Physics Technician Training Program at a nuclear power station. This paper reports that each step in the training program project involved the use of personal computers: job survey data were compiled with a statistical package, task analysis was performed with custom software designed to interface with a commercial database management program. Job Performance Measures (tests) were generated by a custom program from data in the task analysis database, and training materials were drafted, edited, and produced using commercial word processing software
Henriksen, Thomas Duus
The four categories labelled game-design, didactic design, organisational design and business design each constitute a set of challenges, each requiring a particular set of competencies. The key conclusion of the paper is that even though the learning game design constitutes the core of establish......The four categories labelled game-design, didactic design, organisational design and business design each constitute a set of challenges, each requiring a particular set of competencies. The key conclusion of the paper is that even though the learning game design constitutes the core...... of establishing game based business (GBB), the subsequent stages of development call for other kinds of competencies in order to become a viable GBB....
Curry, B.; Smith, D. G.
A case study of a South Wales manufacturer illustrates the need for companies to adopt an integrated strategy for computerization and information systems. Lack of management training blending computing and business skills can have a crippling effect on system development and organizational health. (SK)
Shah, Mamta; Foster, Aroutis
Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…
Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…
Admiraal, W.; Huizenga, J.; Heemskerk, I.; Kuiper, E.; Volman, M.; ten Dam, G.
Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a
This PhD thesis presents research on digital game-based learning in secondary education. The main research question is: How do digital games contribute to learning, engagement and motivation to learn? The thesis contains seven chapters. Chapter one is an introduction to digital game-based learning
Jin, Ge; Tu, Manghui; Kim, Tae-Hoon; Heffron, Justin; White, Jonathan
The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW) launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to...
first year efforts in CTES development were Cecil Wakelin, Gavin Livingstone, Ray Walsh« Peter Weddle, David Herlihy, Laurel Brown, Drs. Paul Ronco...and Society, 1980, pp. 1067-1974. David , J., Price, J. Successful communication in full scale engineering development statements of work. Air Force...1980, U.S. Army Engineering Laboratory. Shrier , S. Algorithms for system design. Proceedings of the International Conference on Cybernetics and
Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami
Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…
Ceclan, M.; Ionescu, T.B.; Ceclan, Rodica Elena; Tatar, Florin; Tiron, C.; Georgescu, Luisa Maria
Full text: The paper aims at presenting the results of Cernavoda NPP Training Department modernization project. In order to achieve a training system of knowledge society in the first stage of the project a Computer Based Training (CBT) or E-Learning platform and several CBT objects/courses were worked out. The conceived E-Learning solution is called CBT Center and it is a complete system offering a variety of teaching and learning services to its users. CBT and/or E-Learning always mean two things: a software platform and content authoring. Ideally, a software platform should be able to import any type of flat documentation and integrate it into a structured database which keeps track of pedagogically meaningful information like the student's progress in studying materials, tests and quiz, marks, etc. At the same time, the materials, the study and the tests have to be organized around certain objectives which play the role of guidelines during the entire educational activity. An example of such a course which has been successfully integrated into CBT Center is the 'Thermodynamics'. CBT technology implementation at NPP Cernavoda Training Department has brought several advantages: the technology improves overall communication between all individuals which are part of the educational process; there is no space problem any more; students can access training materials from their own desk using the NPP intranet; the logistics problem will decrease, while more and more disciplines will be transformed as CBT objects. (authors)
Sakaguchi, Junichi; Komatsu, Yasuki
The importance of operator training using operator training simulator has been recognized intensively. Since 1986, we have been developing and providing many PWR simulators in Japan. We also have developed some training support systems connected with the simulator and the integrated training support system to improve training effect and to reduce instructor's workload. This paper describes the concept and the effect of the integrated training support system and of the following sub-systems. We have PES (Performance Enhancement System) that evaluates training performance automatically by analyzing many plant parameters and operation data. It can reduce the deviation of training performance evaluation between instructors. PEL (Parameter and Event data Logging system), that is the subset of PES, has some data-logging functions. And we also have TPES (Team Performance Enhancement System) that is used aiming to improve trainees' ability for communication between operators. Trainee can have conversation with virtual trainees that TPES plays automatically. After that, TPES automatically display some advice to be improved. RVD (Reactor coolant system Visual Display) displays the distributed hydraulic-thermal condition of the reactor coolant system in real-time graphically. It can make trainees understand the inside plant condition in more detail. These sub-systems have been used in a training center and have contributed the improvement of operator training and have gained in popularity. (author)
Pope, Alan T.; Bogart, Edward H.
Attention Deficit Disorder (ADD) is a behavioral disorder characterized by the inability to sustain attention long enough to perform activities such as schoolwork or organized play. Treatments for this disorder include medication and brainwave biofeedback training. Brainwave biofeedback training systems feed back information to the trainee showing him how well he is producing the brainwave pattern that indicates attention. The Extended Attention Span Training (EAST) system takes the concept a step further by making a video game more difficult as the player's brainwaves indicate that attention is waning. The trainee can succeed at the game only by maintaining an adequate level of attention. The EAST system is a modification of a biocybernetic system that is currently being used to assess the extent to which automated flight management systems maintain pilot engagement. This biocybernetic system is a product of a program aimed at developing methods to evaluate automated flight deck designs for compatibility with human capabilities. The EAST technology can make a contribution in the fields of medical neuropsychology and neurology, where the emphasis is on cautious, conservative treatment of youngsters with attention disorders.
del Moral Pérez, M. Esther; Duque, Alba P. Guzmán; García, L. Carlota Fernández
Game-based learning is an innovative methodology that takes advantage of the educational potential offered by videogames in general and serious games in particular to boost training processes, thus making it easier for users to achieve motivated learning. The present paper focuses on the description of the Game to Learn Project, which has as its…
Schmitz, Birgit; Kelle, Sebastian
Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.
Mar 5, 2018 ... faced while adopting Game Based Learning (GBL) model, its benefits and ... preferred traditional lectures styles, 7% online class and. 34% preferred .... students in developing problem-solving skills which in return may help ...
Carlos Vaz de Carvalho
Full Text Available The first number of the second volume of the EAI Transactions on Serious Games focuses on the results presented on the European Conference on Game-Based Learning. This event, already on the 8th edition, has set standards in terms of presentation of research and practice and in the pointing out of new and future trends in the development of Game-Based Learning. As such, we are quite thrilled to be able to report them here.
Chien-Hung Lai; Yu-Chang Lin; Bin-Shyan Jong; Yen-Teh Hsia
Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenario...
Gamification Summit 2012 Mensa Colloquium 2012.2: Social and Video Games Seattle Science Festival TED Salon Vancouver : http...From - To) 6/1/2012 – 6/30/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b...Popović ENGAGE: A Game Based Learning and Problem Solving Framework (Task 1 Month 4) Progress, Status and Management Report Monthly Progress
Santarelli, Thomas; Stagl, Kevin C.
Cross-cultural competency, and the underlying communication and affective skills required to develop such expertise, is becoming increasingly important for a wide variety of domains. To address this need, we developed a blended learning platform which combines virtual role-play with tutorials, assessment and feedback. A Middle-Eastern Curriculum (MEC) exemplar for cross-cultural training U.S. military personnel was developed to guide the refinement of an existing game-based training platform. To complement this curriculum, we developed scenario authoring tools to enable end-users to define training objectives, link performance measures and feedback/remediation to these objectives, and deploy experiential scenarios within a game-based virtual environment (VE). Lessons learned from the design and development of this exemplar cross-cultural competency curriculum, as well as formative evaluation results, are discussed. Initial findings suggest that the underlying training technology promotes deep levels of semantic processing of the key information of relevant cultural and communication skills.
To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.
Vu, L.; Kim, H.; Benson, E.; Amonette, W. E.; Barrera, J.; Perera, J.; Rajulu, S.; Hanson, A.
The purpose of this study was to develop and evaluate a virtual exercise training software system (VETSS) capable of providing real-time instruction and exercise feedback during exploration missions. A resistive exercise instructional system was developed using a Microsoft Kinect depth-camera device, which provides markerless 3-D whole-body motion capture at a small form factor and minimal setup effort. It was hypothesized that subjects using the newly developed instructional software tool would perform the deadlift exercise with more optimal kinematics and consistent technique than those without the instructional software. Following a comprehensive evaluation in the laboratory, the system was deployed for testing and refinement in the NASA Extreme Environment Mission Operations (NEEMO) analog.
Hung, Ya-Xuan; Huang, Pei-Chen; Chen, Kuan-Ta; Chu, Woei-Chyn
Abstract Stroke is one of the most common causes of physical disability, and early, intensive, and repetitive rehabilitation exercises are crucial to the recovery of stroke survivors. Unfortunately, research shows that only one third of stroke patients actually perform recommended exercises at home, because of the repetitive and mundane nature of conventional rehabilitation exercises. Thus, to motivate stroke survivors to engage in monotonous rehabilitation is a significant issue in the therapy process. Game-based rehabilitation systems have the potential to encourage patients continuing rehabilitation exercises at home. However, these systems are still rarely adopted at patients’ places. Discovering and eliminating the obstacles in promoting game-based rehabilitation at home is therefore essential. For this purpose, we conducted a study to collect and analyze the opinions and expectations of stroke patients and clinical therapists. The study is composed of 2 parts: Rehab-preference survey – interviews to both patients and therapists to understand the current practices, challenges, and expectations on game-based rehabilitation systems; and Rehab-compatibility survey – a gaming experiment with therapists to elaborate what commercial games are compatible with rehabilitation. The study is conducted with 30 outpatients with stroke and 19 occupational therapists from 2 rehabilitation centers in Taiwan. Our surveys show that game-based rehabilitation systems can turn the rehabilitation exercises more appealing and provide personalized motivation for various stroke patients. Patients prefer to perform rehabilitation exercises with more diverse and fun games, and need cost-effective rehabilitation systems, which are often built on commodity hardware. Our study also sheds light on incorporating the existing design-for-fun games into rehabilitation system. We envision the results are helpful in developing a platform which enables rehab-compatible (i.e., existing
Hung, Ya-Xuan; Huang, Pei-Chen; Chen, Kuan-Ta; Chu, Woei-Chyn
Stroke is one of the most common causes of physical disability, and early, intensive, and repetitive rehabilitation exercises are crucial to the recovery of stroke survivors. Unfortunately, research shows that only one third of stroke patients actually perform recommended exercises at home, because of the repetitive and mundane nature of conventional rehabilitation exercises. Thus, to motivate stroke survivors to engage in monotonous rehabilitation is a significant issue in the therapy process. Game-based rehabilitation systems have the potential to encourage patients continuing rehabilitation exercises at home. However, these systems are still rarely adopted at patients' places. Discovering and eliminating the obstacles in promoting game-based rehabilitation at home is therefore essential. For this purpose, we conducted a study to collect and analyze the opinions and expectations of stroke patients and clinical therapists. The study is composed of 2 parts: Rehab-preference survey - interviews to both patients and therapists to understand the current practices, challenges, and expectations on game-based rehabilitation systems; and Rehab-compatibility survey - a gaming experiment with therapists to elaborate what commercial games are compatible with rehabilitation. The study is conducted with 30 outpatients with stroke and 19 occupational therapists from 2 rehabilitation centers in Taiwan. Our surveys show that game-based rehabilitation systems can turn the rehabilitation exercises more appealing and provide personalized motivation for various stroke patients. Patients prefer to perform rehabilitation exercises with more diverse and fun games, and need cost-effective rehabilitation systems, which are often built on commodity hardware. Our study also sheds light on incorporating the existing design-for-fun games into rehabilitation system. We envision the results are helpful in developing a platform which enables rehab-compatible (i.e., existing, appropriately
Norton, Andrew Lawrence; Coulson-Thomas, Yvette May; Coulson-Thomas, Colin Joseph; Ashurst, Colin
Purpose: There is a lack of research covering the training requirements of organisations implementing highly demanding information systems (HDISs). The aim of this paper is to help in the understanding of appropriate training requirements for such systems. Design/methodology/approach: This research investigates the training delivery within a…
Erwin, 2000). Several studies support the notion that GBT increases learners’ motivation. Massively multiple online role-playing games ( MMORPGs ) are...synthetic arenas where players interact, collaborate, and strategize with others. The nature of MMORPGs challenges players to think critically and...online role-playing games ( MMORPGs ) foster intrinsic motivation. Educational Technology Research and Development, 55, 253-273. Dondi, C., & Moretti
Bremholm, Jesper; Brok, Lene Storgaard
methodology, and the interventions will be carried out at 20 schools in Denmark and will consist of 4 specially designed game-based units in each of the subjects Danish (as L1), mathematics, and science in both 5th and 7th grade. Games include digital as well as analogue games, and we understand game...... in the 21st Century (GBL21), a five years large-scale intervention project launched in December 2017. The overall aim is to explore how and to what degree students develop 21st century skills through a game-based pedagogy in different school subjects. The GBL21 project is based on a mixed methods......-based learning as relating to the process of designing games, exploring game worlds, and reflecting on game activities in an educational context. The purpose of the qualitative strand is to explore how the game-based learning activities influence the literacy practices in the different classrooms. This includes...
Virtual Squad Training System ( VSTS ). Like some of its predecessors, VSTS included a combination of man-wearable, tethered, and desktop interfaces...Simulator Bayonet w/Omni Directional Treadmill TRAC-WSMR Soldier Station Soldier Visualization Station V-IMTS SVS2-DI, DAGGERS, ASWETS VSTS Dismounted...Simulation, VSTS – Virtual Squad Training System 4 and microphone. The VSMM utilizes radio frequency identification (RFID) tags and hand sensors to
Full Text Available Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.
It is an essential prerequisite to design for motivation in game-based learning applications, tools and activities. However, how is it possible to design and evaluate motivational game-based learning scenarios in a systematic process-oriented manner based on conation and player engagement? While...... of ‘continuation desire’ such as interfacing with the scenario, exploration and socialising. This paper aims to combine the concepts of Player Engagement, Conation and Continuation Desire by focusing on the conative aspects which are the essential drivers for the desire to continue any learning activity......-based learning scenarios....
Edgard B. Cornacchione Jr.
Full Text Available This study explores educational technology and management education by analyzing fidelity in game-basedmanagement education interventions. A sample of 31 MBA students was selected to help answer the researchquestion: To what extent do MBA students tend to recognize specific game-based academic experiences, interms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 andBG2 with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelitylevels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collectedshortly after their experiences, related to the overall perceived quality of game-based interventions. The findingsreveal a higher overall perception of quality towards BG1: (a better for testing strategies, (b offering betterbusiness and market models, (c based on a pace that better stimulates learning, and (d presenting a fidelity levelthat better supports real world performance. This study fosters the conclusion that MBA students tend torecognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to theirmanagerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready andmotivated to explore the new, to try and err, and to learn collaboratively in order to perform.
Carenys, Jordi; Moya, Soledad
This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL's effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital…
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe
Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…
Jan, Mingfong; Gaydos, Matthew
This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…
Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…
Admiraal, W.; Huizenga, J.; Reitenbach, M.; Rosenthal, S.; Volman, M.; ten Dam, G.; Vanthournout, G.; Coertjens, L.; Donche, V.; Gijbels, D.; Evans, C.; Cools, E.; Pedrosa de Jesus, H.
In the Netherlands, differences in school motivation and performance between boys and girls are a major issue in political debates. In the first years of secondary education in the Netherlands, boys tend to underachieve and to be disengaged from school. Game-based learning might improve the school
The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initiative that aims to offer an ecosystem to support serious games’ development and use. Its two main objectives are to provide technologies for computer game-based pedagogy and learning and to establish
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…
Engerman, Jason A.; Carr-Chellman, Alison
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou
The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…
Crespo, Miguel; Reid, Machar M.; Miley, Dave
In this article, the authors reveal that tennis has been increasingly taught with a tactical model or game-based approach, which emphasizes learning through practice in match-like drills and actual play, rather than in practicing strokes for exact technical execution. Its goal is to facilitate the player's understanding of the tactical, physical…
This report analyzes training requirements and school delivery of training in the Total Army School System, focusing on the system's ability to meet its training requirements in Reserve Component Training Institutions...
Li, Jinhui; Theng, Yin-Leng; Foo, Schubert
The aim of this study was to review the existing literature on game-based digital interventions for depression systematically and examine their effectiveness through a meta-analysis of randomized controlled trials (RCTs). Database searching was conducted using specific search terms and inclusion criteria. A standard meta-analysis was also conducted of available RCT studies with a random effects model. The standard mean difference (Cohen's d) was used to calculate the effect size of each study. Nineteen studies were included in the review, and 10 RCTs (eight studies) were included in the meta-analysis. Four types of game interventions-psycho-education and training, virtual reality exposure therapy, exercising, and entertainment-were identified, with various types of support delivered and populations targeted. The meta-analysis revealed a moderate effect size of the game interventions for depression therapy at posttreatment (d=-0.47 [95% CI -0.69 to -0.24]). A subgroup analysis showed that interventions based on psycho-education and training had a smaller effect than those based on the other forms, and that self-help interventions yielded better outcomes than supported interventions. A higher effect was achieved when a waiting list was used as the control. The review and meta-analysis support the effectiveness of game-based digital interventions for depression. More large-scale, high-quality RCT studies with sufficient long-term data for treatment evaluation are needed.
Briefly described is the activity of the Centre for the Research of Instruction Methods and Aids and experiences gained by the centre presented. The Centre is oriented to the research and testing of instruction and training objectives and content (curricula, programmes, professiograms), new methods (methodologies of individual subjects) and educational technologies (teaching aids, simulators, microcomputer Hvezda 1). Research works are carried out also Dukovany nuclear power plant training centre. (B.S.)
Choi, Yoon-Hee; Ku, Jeonghun; Lim, Hyunmi; Kim, Yeo Hyung; Paik, Nam-Jong
Virtual reality (VR) has the potential to provide intensive, repetitive, and task-oriented training, and game-based therapy can enhance patients' motivation and enjoyment. The objective of the present study was to develop a mobile game-based upper extremity VR program for patients who have experienced stroke, and to evaluate the feasibility and effectiveness of the program. This randomized, double-blind, controlled trial included 24 patients with ischemic stroke. The intervention group (n = 12) received 30 min of conventional occupational therapy (OT) and 30 min of the mobile upper extremity rehabilitation program using a smartphone and a tablet PC (MoU-Rehab). The controls (n = 12) received conventional OT alone for 1 h per day. Rehabilitation consisted of 10 sessions of therapy, 5 days per week, for 2 weeks. The outcome measures (Fugl-Meyer Assessment of the upper extremity [FMA-UE], Brunnström stage [B-stage] for the arm and the hand, manual muscle testing [MMT], modified Barthel index [MBI], EuroQol-5 Dimension [EQ-5D], and Beck Depression Inventory [BDI]) were assessed at the beginning and end of treatment, and at 1 month. User satisfaction was evaluated by a questionnaire. A greater improvement in the FMA-UE, B-stage, and MMT was found after treatment with the MoU-Rehab than with conventional therapy. The extent of improvements in the MBI, EQ-5D, and BDI was not significantly different between the two groups. Patients in the experimental group completed the 2-weeks treatment without adverse effects, and they were generally satisfied with MoU-Rehab. This mobile game-based VR rehabilitation program appears to be feasible and effective for promoting upper limb recovery after ischemic stroke.
Cordell, Curtis C.; And Others
A training effectiveness evaluation of the Navy Advanced Fire Fighting Training System was conducted. This system incorporates simulated fires as well as curriculum materials and instruction. The fires are non-pollutant, computer controlled, and installed in a simulated shipboard environment. Two teams of 15 to 16 persons, with varying amounts of…
Full Text Available The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to teach social engineering, cyber-attack and defense methods, secure online behavior, and cybersecurity principles. Survey result of 154 camp participants indicated that the cybersecurity education games were very effective in cybersecurity awareness training. Further analysis of survey data revealed that the gamification of cybersecurity education to raise students’ interests in computer science and cybersecurity was more effective in male high school students than in female students.
studies a framework that anchors the curriculum in game-based role-play scenarios and offers affordances for the learners to immerse themselves in the multiple perspectives of the roles. In this way of introducing problem based learning in immersive narrative environments, the learners are provided......-based role-play scenarios as a learning tool that can integrate the curriculum in meaningful context, and how it has impacted on the interaction and creative learning experiences in the class....
Full Text Available The objective of the current research was to examine whether one potentially effective gaming strategy—achievements—has a positive impact on learning in a game-based environment. An achievement in a video game is a reward or recognition earned by players for an in-game accomplishment. This paper describes a series of studies to evaluate the effects of achievement types on learning in a game designed to teach about health resources. The Game “Phone Dash” was used as the testbed for the following studies. The following questionnaires were utilized in this study: Video Game Self-Efficacy Scale (VGSES questionnaire, Relevance and Usefulness questionnaire, Game Engagement Questionnaire (GEQ, and the Intrinsic Motivation Inventory (IMI. Four studies were conducted. Results indicated that while in unison, the achievements were not as potent in motivating performance, certainly when combined they produced measurable changes in behavior. The four studies described in this paper provide important information regarding the optimal design of achievements in game-based health education. Developers of future game-based learning can use this information to enhance the potential effectiveness of their products.
The Hazard Ranking System (HRS) training course is a four and ½ day, intermediate-level course designed for personnel who are required to compile, draft, and review preliminary assessments (PAs), site inspections (SIs), and HRS documentation records/packag
Cillan, T.F.; Hodgson, M.A.
This is the software user's guide for the Training Requirements and Information Management System. This guide defines and describes the software operating procedures as they apply to the end user of the software program. This guide is intended as a reference tool for the user who already has an indepth knowledge of the Training Requirements and Information Management System functions and data reporting requirement.
Vladimir A. Romanov
Full Text Available The aim of the investigation is development of innovative strategy of quality control training of engineers and skilled workers (hereinafter – future specialists in educational professional organizations on the principles of social partnership.Methods. Theoretic: theoretic and methodological analysis, polytheoretic synthesis, modeling. Empirical: research and generalization of the system, process and competence – based approaches experience, experiment, observation, surveys, expert evaluation, SWOT-analysis as a method of strategic planning which is to identify the internal and external factors (socio-cultural of the organization surrounding.Results. The strategy of the development of the process of quality control training in educational professional organizations and a predictive model of the system of quality control training for future engineers and workers have been created on the analysis and synthesis of a quantitative specification of the quality, the obtained experience and success in control training of future specialists in educational professional organizations in recent economic and educational conditions.Scientific novelty. There has been built a predicative model of quality control training of future specialists to meet modern standards and the principles of social partnership; the control algorithm of the learning process, developed in accordance with the standards (international of quality ISO in the implementation of the quality control systems of the process approach (matrix-based responsibility, competence and remit of those responsible for the education process in the educational organization, the «problem» terms and diagnostic tools for assessing the quality of professional training of future specialists. The perspective directions of innovation in the control of the quality of future professionals training have been determined; the parameters of a comprehensive analysis of the state of the system to ensure the
Proper operator training is needed to help ensure the safe operation of fusion facilities by personnel who are qualified to carry out their assigned responsibilities. Operators control and monitor the Tritium Systems Test Assembly (TSTA) during normal, emergency, and maintenance phases. Their performance is critical both to operational safety, assuring no release of tritium to the atmosphere, and to the successful simulation of the fusion reaction progress. Through proper training we are helping assure that TSTA facility operators perform their assignments in a safe and efficient manner and that the operators maintain high levels of operational proficiency through continuing training, retraining, requalification, and recertification
Zajtsev, K.S.; Serov, A.A.; Ajnutdinov, V.A.
One of the approaches to arrangement of training process an automated trainning systems (ATS) based on actjve use of knowledge of experienced operators is presented. Problems of mathematical model simulatjon of decision process by people not having special knowledge in mathematics are considered. A language of solution tables based on indistinct tables is suggested to the used as a simulation language. The problem of automation of decision process simulation in ATS is solued
Wagner, Herbert; Orwat, Matthias; Hinz, Matthias; Pfusterschmied, Jürgen; Bacharach, David W; von Duvillard, Serge P; Müller, Erich
Wagner, H, Orwat, M, Hinz, M, Pfusterschmied, J, Bacharach, DW, von Duvillard, SP, and Müller, E. Testing game-based performance in team-handball. J Strength Cond Res 30(10): 2794-2801, 2016-Team-handball is a fast paced game of defensive and offensive action that includes specific movements of jumping, passing, throwing, checking, and screening. To date and to the best of our knowledge, a game-based performance test (GBPT) for team-handball does not exist. Therefore, the aim of this study was to develop and validate such a test. Seventeen experienced team-handball players performed 2 GBPTs separated by 7 days between each test, an incremental treadmill running test, and a team-handball test game (TG) (2 × 20 minutes). Peak oxygen uptake (V[Combining Dot Above]O2peak), blood lactate concentration (BLC), heart rate (HR), sprinting time, time of offensive and defensive actions as well as running intensities, ball velocity, and jump height were measured in the game-based test. Reliability of the tests was calculated using an intraclass correlation coefficient (ICC). Additionally, we measured V[Combining Dot Above]O2peak in the incremental treadmill running test and BLC, HR, and running intensities in the team-handball TG to determine the validity of the GBPT. For the test-retest reliability, we found an ICC >0.70 for the peak BLC and HR, mean offense and defense time, as well as ball velocity that yielded an ICC >0.90 for the V[Combining Dot Above]O2peak in the GBPT. Percent walking and standing constituted 73% of total time. Moderate (18%) and high (9%) intensity running in the GBPT was similar to the team-handball TG. Our results indicated that the GBPT is a valid and reliable test to analyze team-handball performance (physiological and biomechanical variables) under conditions similar to competition.
Kernberg, Otto F
This paper briefly reviews challenges to psychoanalysis at this time, including those derived from both external, societal origins and internal psychoanalytic problems. It focuses attention on serious conflicts around psychoanalytic education, and refers to the training analysis system as a central problem determining fundamental constraints on present-day psychoanalytic education. These constraints are examined in some detail, and the general advantages and disadvantages of the training analysis system are outlined. The effects of all these dynamics on the administrative organization of the American Psychoanalytic Association are explored, and a proposal for a fundamental reorganization of our educational system to resolve the correspondent problems is outlined.
Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj
This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a three......-year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based...
A power system simulator (PSS) for training system operators has been opened at the Pacific Gas and Electric Training Center at San Ramon, California. The simulator was designed as an instructional aid and is part of a larger, more comprehensive operating training facility. It has the capability of duplicating both routine and emergency situations for transmission and distribution lines, power plants, and substations. Modeled after nuclear plant simulators, the PSS utilizes state-of-the-art technology and is believed to be on the leading edge of power system simulators. The new operator training facility covers 10,000 ft/sup 2/ and is divided into four classrooms, two labs, three simulated dispatch centers, and various administrative offices. Ten full- and part-time instructors are on staff to train the over 900 system, power plant, agency, and trainee personnel. The simulator is considered the heart of the complex and covers over half of the available floor space. It is divided into two large rooms and further separated by the dispatch centers. The indoor room represents the high-voltage transmission and generating stations, the outdoor room is for both the lower-voltage distribution system and simulated physical equipment. In each room, full-size control boards (equipped with actual relay protection and automatic schemes) are arranged into various stations and lines
Training Systems Acquisition IDA Document D-4648 Log: H 12-001032 July 2012 Approved for public release; distribution is unlimited...Background The Patriot system began because of the need to replace an aging and limited air defense system in the 1970s, the Nike -Hercules, and...simulation technology, embedded training and distributed learning (DoD Instruction 1322.26), and instrumentation systems that provide “anytime, anyplace
Alasdair G. Thin
Full Text Available Virtualized reality games offer highly interactive and engaging user experience and therefore game-based approaches (GBVR may have significant potential to enhance clinical rehabilitation practice as traditional therapeutic exercises are often repetitive and boring, reducing patient compliance. The aim of this study was to investigate if a rehabilitation training programme using GBVR could simultaneously improve both motor skill (MS and confidence (CON, as they are both important determinants of daily living and physical and social functioning. The study was performed using a nondominant hand motor deficit model in nonambidextrous healthy young adults, whereby dominant and nondominant arms acted as control and intervention conditions, respectively. GBVR training was performed using a commercially available tennis-based game. CON and MS were assessed by having each subject perform a comparable real-world motor task (RWMT before and after training. Baseline CON and MS for performing the RWMT were significantly lower for the nondominant hand and improved after GBVR training, whereas there were no changes in the dominant (control arm. These results demonstrate that by using a GBVR approach to address a MS deficit in a real-world task, improvements in both MS and CON can be facilitated and such approaches may help increase patient compliance.
Smets, N. J. J. M.; Abbing, M. S.; Neerincx, M. A.; Lindenberg, J.; van Oostendorp, H.
The Mission Execution Crew Assistant (MECA) is developing a distributed system of electronic partners (ePartners) to support astronauts performing nominal and off- nominal actions in long duration missions. The ePartners' support should adequately deal with the dynamics of the context, operations, team and personal conditions, which will change over time substantially. Such support—with the concerning context effects—should be thoroughly tested in all stages of the development process. A major question is how to address the context effects of in-space operations for evaluations of crew support prototypes. Via game-technology, the prototype can be tested with astronauts or their representatives, immersed in the envisioned, simulated context. We investigated if a game-based evaluation better addresses the context effects by producing a more elaborate, in-depth and realistic user experience than a "classical" storyboard-based evaluation. In the game-based evaluation, the participants showed higher arousal levels where expected, a more intense feeling of spatial presence, better situation awareness, and faster performance where needed. Such an evaluation can be used as an alternative or complement of field or micro-world tests when context dynamics cannot be simulated in these last tests cost-efficiently.
Gordon, Susanna P.; Evans, John A.
The present invention provides methods for preventing low train voltages and managing interference, thereby improving the efficiency, reliability, and passenger comfort associated with commuter trains. An algorithm implementing neural network technology is used to predict low voltages before they occur. Once voltages are predicted, then multiple trains can be controlled to prevent low voltage events. Further, algorithms for managing inference are presented in the present invention. Different types of interference problems are addressed in the present invention such as "Interference During Acceleration", "Interference Near Station Stops", and "Interference During Delay Recovery." Managing such interference avoids unnecessary brake/acceleration cycles during acceleration, immediately before station stops, and after substantial delays. Algorithms are demonstrated to avoid oscillatory brake/acceleration cycles due to interference and to smooth the trajectories of closely following trains. This is achieved by maintaining sufficient following distances to avoid unnecessary braking/accelerating. These methods generate smooth train trajectories, making for a more comfortable ride, and improve train motor reliability by avoiding unnecessary mode-changes between propulsion and braking. These algorithms can also have a favorable impact on traction power system requirements and energy consumption.
The purpose of this study is to develop automobile starting and lighting system maintenance training manual for technical college students. Research and Development (R and D) design was adopted for the study. The population of the study is 348, comprising of 76 auto-mechanics teachers, 36 automobile supervisors and ...
Buiël, E.F.T.; Lubbers, J.
TNO Defence, Security & Safety has a long history of applied research in the area of automated simulator-based training by means of Computer-Assisted Instruction (CAI). Traditionally, a CAI system does not enable a true dialogue between the learner and the virtual instructor. Most frequently, the
Peterson, Dennis C. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)
This document will detail the training curriculum for the Counter-Trafficking System Development (CTSD) Analysis Modules and Lesson Plans are derived from the United States Military, Department of Energy doctrine and Lawrence Livermore National Laboratory (LLNL), Global Security (GS) S Program.
Kim, Young Taek; Park, Jong Kyun; Lee, Eui Jin; Lee, Han Young; Choi, Nan Young
This report describes on technical contents related cyber training system construct on KAERI Nuclear Training Center, and on using cases of cyber education in domestic and foreign countries. Also realtime training system through the internet and cyber training management system for atomic fields is developed. All users including trainee, course managers and lecturers can use new technical for create new paradigm
Tarykin, V. [Operation Personnel Training Department, Khmelnitsky NPP, Training Center, Neteshin 30100, Khmelnitsky region (Ukraine)]. E-mail: email@example.com
Modern personnel training and retraining system is a guarantee of NPPs safe reliable operation. Since the time when independence of Ukraine was proclaimed personnel training system was created directly at NPPs. This system is based on the latest legislation framework, developed subject to IAEA recommendations, gained international experience in the field of personnel training in view of increased demands to personnel qualification. Training Centers, formed at each plant, form one of the main components of NPP personnel training. Personnel training at Training Centers is performed in accordance with standard programmes. Simulator training base was created by joint efforts of specialists from the USA, Russia and Ukraine. Establishing manager training system and replacement reserves for National Nuclear Energy Generating Company 'ENERGOATOM' (NNEGC 'ENERGOATOM') managerial personnel, including training programme and training materials development, teacher selection and training, is under way. (author)
Considers fundamentals of effective training and focuses on the evaluation of training. Describes the 3 Box System, which provides a framework for discussing: (1) basic training needs and priorities; (2) added value training, including ROI (return on investment); evaluation; and (3) prioritizing training budgets. (LRW)
Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone
Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962
Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone
Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.
Robert C. Lorenz
Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.
Full Text Available Several research programs are tackling the use of Wireless Sensor Networks (WSN at specific fields, such as e-Health, e-Inclusion or e-Sport. This is the case of the project “Ambient Intelligence Systems Support for Athletes with Specific Profiles”, which intends to assist athletes in their training. In this paper, the main developments and outcomes from this project are described. The architecture of the system comprises a WSN deployed in the training area which provides communication with athletes’ mobile equipments, performs location tasks, and harvests environmental data (wind speed, temperature, etc.. Athletes are equipped with a monitoring unit which obtains data from their training (pulse, speed, etc.. Besides, a decision engine combines these real-time data together with static information about the training field, and from the athlete, to direct athletes’ training to fulfill some specific goal. A prototype is presented in this work for a cross country running scenario, where the objective is to maintain the heart rate (HR of the runner in a target range. For each track, the environmental conditions (temperature of the next track, the current athlete condition (HR, and the intrinsic difficulty of the track (slopes influence the performance of the athlete. The decision engine, implemented by means of (m; s-splines interpolation, estimates the future HR and selects the best track in each fork of the circuit. This method achieves a success ratio in the order of 80%. Indeed, results demonstrate that if environmental information is not take into account to derive training orders, the success ratio is reduced notably.
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Abdul Jabbar, Azita Iliya; Felicia, Patrick
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…
Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan
This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…
Bellotti, Francesco; Bottino, Rosa Maria; Nadolski, Rob; Fernández Manjón, Baltasar
Bellotti, F., Bottino, R. M., Nadolski, R. J., & Fernández Manjón, B. (2012, 4-6 July). Game based learning for 21st century transferable skills: challenges and opportunities. Presentation at the Workshop Game based learning for 21st century transferable skills: challenges and opportunities, 12th
In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…
Spires, Hiller A.
Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…
Yoneyama, Mitsuru; Kubota, Ryuji; Fujiwara, Tadashi; Sakuma, Hitoshi
The education and training system for Accident Management was developed by the Japanese BWR group and Hitachi Ltd. The education and training system is composed of two systems. One is computer aided instruction (CAI) education system and the education and training system with computer simulations. Both systems are designed to be executed on personal computers. The outlines of the CAI education system and the education and training system with simulator are reported below. These systems provides plant operators and technical support center staff with the effective education and training for accident management. (author)
Murakami, Yohei; Sugimoto, Yuki; Ishida, Toru
Constructing highly realistic agents is essential if agents are to be employed in virtual training systems. In training for collaboration based on face-to-face interaction, the generation of emotional expressions is one key. In training for guidance based on one-to-many interaction such as direction giving for evacuations, emotional expressions must be supplemented by diverse agent behaviors to make the training realistic. To reproduce diverse behavior, we characterize agents by using a various combinations of operation rules instantiated by the user operating the agent. To accomplish this goal, we introduce a user modeling method based on participatory simulations. These simulations enable us to acquire information observed by each user in the simulation and the operating history. Using these data and the domain knowledge including known operation rules, we can generate an explanation for each behavior. Moreover, the application of hypothetical reasoning, which offers consistent selection of hypotheses, to the generation of explanations allows us to use otherwise incompatible operation rules as domain knowledge. In order to validate the proposed modeling method, we apply it to the acquisition of an evacuee's model in a fire-drill experiment. We successfully acquire a subject's model corresponding to the results of an interview with the subject.
... 49 Transportation 4 2010-10-01 2010-10-01 false System, automatic train control. 236.825 Section..., INSPECTION, MAINTENANCE, AND REPAIR OF SIGNAL AND TRAIN CONTROL SYSTEMS, DEVICES, AND APPLIANCES Definitions § 236.825 System, automatic train control. A system so arranged that its operation will automatically...
Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander
When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching
Full Text Available BACKGROUND: When compared with more traditional instructional methods, Game-based e-learning (GbEl promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. OBJECTIVES: To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. METHODS: A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group and 69 subjects for conventional training with a written script-based approach (script group. Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. RESULTS: The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis. Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. CONCLUSIONS: Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on
Poplavskij, I.A.; Pribysh, P.I.; Karpej, A.L.
This paper describer the server side of automated management training system. This system will increase the efficiency of planning and accounting training activities, simplifies the collecting the necessary documentation and analysis of the results. (authors)
Guo Lifeng; Zhou Gang; Yu Lei
In order to satisfy new requirements about operators of nuclear power system, which are brought up by development and changes of social environment, science and technology, we do research on and make analysis of the problem of operator training. This paper focuses on development and changes of operator training system and content, mentality training, application of new technology to training, feedback of experience and so on. Analysis showed that the content of operator training is also confronted with some new requirements. So we bring up the new requirements to the operator, such as mentality training, cognizance ability training, adaptability training of special environment and endurance training. Besides, it is important for perfecting operator cultivation mechanism and improving training effect to feed back experience and apply new technology. So the trainer must improve training content and cultivation mechanism continuously. (authors)
Grassley, Jane S; Connor, Kelley C; Bond, Laura
The aim of this study was to evaluate the effect of the Healthy Moms intervention on antenatal breastfeeding self-efficacy and intention and to determine the feasibility of using an online game-based learning platform to deliver antenatal breastfeeding education. The Internet has potential for improving breastfeeding rates through improving women's access to antenatal breastfeeding education. Twelve computer-based breastfeeding education modules were developed using an online learning platform. Changes in participants' breastfeeding self-efficacy and intention pre- and post-intervention were measured using descriptive statistics and a one-way ANOVA. Of the 25 women submitting the pretest, four completed zero quests; seven, orientation only; eight, one to six breastfeeding quests; and six, 10 to 12 breastfeeding quests. No significant differences in breastfeeding self-efficacy and intention were found among the groups. Online antenatal breastfeeding education is feasible; however, further research is warranted to determine if it can affect breastfeeding outcomes. Copyright © 2016 Elsevier Inc. All rights reserved.
Full Text Available The didactical game can be considered part of an educational scenario in teaching and learning. This article aims to show how fundamental concepts from the economicmathematical modeling area can be visualized, how to organize knowledge in coherent scenarios, presented in an educational game manner, to gain the attention and influence students' spirit of competition. At the same time, benefitting from the 3D visualizations, the graphical interfaces for navigating in multidimensional spaces or projections are defined and thus imagination used for mental models construction is stimulated and human intuition is capitalized in the process of knowledge discovery, assisted by computer with analytic algorithms type. Exploration becomes a game feature and can be pursued both numerically and visually. 3D environments give realism to visualizations that are found in games, facilitating realimaginary relationship throughout the game and enhancing learning motivation. The innovative character of teaching is given by the method in which the teacher creates his own educational scenario by considering specific learning objectives, age particularities of students, time and space-related resources, the technical requirements of the game and the evaluation method. The paper makes several references to such projects, developed by the authors and implemented in working with students. Game based on demonstration (using simulation, modelling or visualization coordinates users to obtain relevant information; the multiple representations of knowledge are so used and compared through a multitude of examples.
This report documents the methodology and lessons learned in the development of the Innovative Tools and Techniques for Brigade and Below Staff Training II - Battle Staff Training System II (ITTBBST-BSTS II...
Cox, Daryl [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Nimbalkar, Sachin U. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Wenning, Thomas J. [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Thirumaran, Kiran [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States); Guo, Wei [Oak Ridge National Lab. (ORNL), Oak Ridge, TN (United States)
Compressed air system, industrial refrigeration system, chilled water system, pump system, fan system, steam system, process heating system, and combined heat and power system are the major industrial energy systems. By helping enhance knowledge and skills of workforce, training and certification programs on these systems are essential to improve energy efficiency of manufacturing facilities. A literature survey of currently available training and certification programs on these systems was conducted.
Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…
Full Text Available Train control systems ensure the safety of railways. This paper begins with a summary of the typical train control systems in Japan and Europe. Based on this summary, the author then raises the following question regarding current train control systems: What approach should be adopted in order to enhance the functionality, safety, and reliability of train control systems and assist in commercial operations on railways? Next, the author provides a desirable architecture that is likely to assist with the development of new train control systems based on current information and communication technologies. A new unified train control system (UTCS is proposed that is effective in enhancing the robustness and competitiveness of a train control system. The ultimate architecture of the UTCS will be only composed of essential elements such as point machines and level crossing control devices in the field. Finally, a processing method of the UTCS is discussed.
Gabbett, Tim J; Carius, Josh; Mulvey, Mike
This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field
Aerial System (UAS) Four-Dimensional Gunnery Training Device: Training Effectiveness Assessment (James & Miller, in press). 31 Technical ...Research Product 2018-05 Unmanned Aerial System Four-Dimensional Gunnery Training Device Development David R. James...for the Department of the Army by Northrop Grumman Corporation. Technical review by Thomas Rhett Graves, Ph.D., U.S. Army Research Institute
W. L. Santos
Full Text Available Investigation and laboratory analyses are the major working areas of graduates from Biomedicine. Studying and recognizing medical symptoms, developing and interpreti ng clinical exams are some of the desired routines of these young students to their future professional lives. Recent TV series about hospitals daily work and challenges, criminal investigations and modern techniques of scientists from intelligence agencies bring out fantasies of job (impossibilities. But also, it creates a desire for more study so as to reach the characters brilliance. Based on these interests, we prepared a game based on the classic Scotland Yard®game, which is developed over the resolv ing of crimes. In our version of the game, which was called Equilibrium, the clues hidden on specific sites of the game board are not the common ones, but clinical results or objects that can be related to the medical cause of the death. One can also reach the laboratory on the board and get specific exams to help solving the mystery. The game was developed after a whole semester of Basic Biochemistry classes and was used by the professor as a method of testing students learnings.Developing this showed ho w much the ludic activities can enhance students’ experience with biochemistry and its relation to physiology, pathology and other areas. This game was presented to a Biomedicine class and a board ofbiochemistry teachers of our college. All the spectatorsacknowledged the usefulness of this tool to the teaching -learning process in medical biochemistry.
Christensen, Jan; Valentiner, Laura Staun; Petersen, Rikke Juelsgaard
on the effect of game-based interventions on HbA1c, diabetes-related knowledge, and physical outcomes in rehabilitation of diabetes patients. METHODS: We conducted a systematic literature search in MEDLINE, EMBASE, PEDro, Scopus, Cochrane Central Register of Controlled Trials, CINAHL, and Psych INFO in October...... 2014 based on a priori defined inclusion criteria: patients with diabetes (type 1 or type 2), game-based interventions, and randomized controlled trials. RESULTS: The database search identified 1,101 potential articles for screening, four of which were eligible for the present systematic review. Game......). No difference was found between game-based interventions and usual care or waiting lists in terms of diabetes-related knowledge (one study). DISCUSSION: PA is important for diabetes management. The present review indicates that game-based interventions are not superior to ordinary PA in controlling HbA1c. Due...
Full Text Available In computer-supported collaborative learning (CSCL environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances for learning, especially in collaborative learning activities. Therefore, in this paper, related literature on wikis and how game & instructional designers can leverage from wikis in game-based learning settings for enhancing students’ collaborative learning activities are examined. Based on the reviewed literature, two main suggestions are given in this paper with their underlying reasons. First, using wikis as a support tool for enhancing collaboration in digital game-based learning (DGBL environments, and second using wikis as an assessment tool in DGBL are suggested.
Suzuki, Koichi; Noji, Kunio
The BWR Operator Training Center Corporation (BTC) has introduced an advanced training system called the Simulator Training Replay System. The intention of introducing this system is to enhance the effectiveness of simulator training synthetically by means of; (i) sufficient analytical pre- and post-studies in the classroom, thus, enabling instructors to use the classroom as a means of explanation and discussion with an optimized system which is closely correlated with the full-scope simulator and (ii) sufficient practical operation training using a full-scope simulator without excessive suppression of time. With this system, operational data and video images during simulator training can be reproduced in the classroom. Instructors use this system with their trainees before and after simulator training for pre- and post-studies in the classroom. (author)
Arjona, O.; Venegas, M.; Rodriguez, L.; Lopez, M.
This paper describe the criteria considered to design the GESAT system, the elements considered to select the relational model, selection of the database language and the main features and possibilities of this system. GESAT allow the management of training programs based on the Systematic Approach to Training. Include the information related with all SAT phases, the results of the job analysis, training plans design, development of materials, training implementation, and the subsequent evaluation
A. Imbellone; G. Marinensi; C.M. Medaglia
The paper presents the empirical results obtained from a study conducted on a game-based online course that took place in 2014 with 47 participants. The study evidenced the benefits of the learning games mechanics on learners’ willingness to continue the course. Assuming the interest for the subject of the course as a fundamental condition for student persistence within the course, it is shown how it can be significantly enhanced by the presence of both ludic and narrative game-based elements.
Manley, A; Whitaker, L; Patterson, L
Objective: To extend recent research examining the impact of game-based activities on the learning experience of undergraduate psychology students. Design: A counterbalanced repeated measures design was employed to evaluate students’ learning experiences following their involvement in active game-based learning activities. Method: Students on a Level 5 sport psychology module (N=134) were asked to participate in four practical classes demonstrating the impact of psychological factors (e.g. an...
ALYAZ, Yunus; GENC, Zubeyde Sinem
New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of game-based learning pedagogy through helping teachers experience digital games themselves before they are expected to use them in teaching. This st...
Wang, D; Li, T; Zhang, Y; Hou, J
Compared with traditional dental training methods, virtual reality training systems integrated with multisensory feedback possess potentials advantages. However, there exist many technical challenges in developing a satisfactory simulator. In this manuscript, we systematically survey several current dental training systems to identify the gaps between the capabilities of these systems and the clinical training requirements. After briefly summarising the components, functions and unique features of each system, we discuss the technical challenges behind these systems including the software, hardware and user evaluation methods. Finally, the clinical requirements of an ideal dental training system are proposed. Future research/development areas are identified based on an analysis of the gaps between current systems and clinical training requirements. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
government funded research project studying the use of commercial computer games in schools. This includes the scientific analysis of the experience of teachers as well as students during the pilot projects. The results of this study indicate the need of a new media pedagogical professionalization of teachers with respect to the didactic challenges of computer game based formal education.
Kerr, Don; Murray, Peter A.; Burgess, Kevin
The information systems' literature outlines how training is a critical factor to successful Enterprise Resource Planning (ERP) implementations. Yet, types of training are not discussed in the literature and there is little indication if existing training is effective and whether relevant contextual factors have been considered. Without…
Interested in learning about innovative ways to improve the efficiency of your plant's steam, electric motor, and compressed air systems? This US Department of Energy Office of Industrial Technologies fact sheet offers information regarding training sessions, teleconferences, and various training materials to teach you and your company ways to reduce energy use, save money, and reduce waste and pollution through system optimization
Sae-Kee, Bundit; Riener, Robert; Frey, Martin; Pröll, Thomas; Burgkart, Rainer
In this paper, we propose a new interactive simulation system for dental treatment training. The system comprises a virtual reality environment and a force-torque measuring device to enhance the capabilities of a passive phantom of tooth anatomy in dental treatment training processes. The measuring device is connected to the phantom, and provides essential input data for generating the graphic animations of physical behaviors such as drilling and bleeding. The animation methods of those physical behaviors are also presented. This system is not only able to enhance interactivity and accessibility of the training system compared to conventional methods but it also provides possibilities of recording, evaluating, and verifying the training results.
Housley, E.A.; Stevenson, J.L.
The major activity of the Bell System Training Center is to develop and deliver technical training. Experts in various technical areas are selected as course developers or instructors, usually on rotational assignments. Through a series of workshops, described in this paper, combined with coaching, use of job aids and working with more experienced peers, they become competent developers or instructors. There may be similarities between the mission of the Bell System Training Center and other contexts where criticality of job performance and technical subject matter are training characteristics
Le Brocq, Anne
Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.
Lin, Feng; Heffner, Kathi L; Ren, Ping; Tadin, Duje
Vision-based speed of processing (VSOP) training can result in broad cognitive improvements in older adults with amnestic mild cognitive impairment (aMCI). What remains unknown, however, is what neurophysiological mechanisms account for the observed training effect. Much of the work in this area has focused on the central nervous system, neglecting the fact that the peripheral system can contributes to changes of the central nervous system and vice versa. We examined the prospective relationship between an adaptive parasympathetic nervous system response to cognitive stimuli and VSOP training-induced plasticity. Twenty-one participants with aMCI (10 for VSOP training, and 11 for mental leisure activities (MLA) control) were enrolled. We assessed high-frequency heart rate variability (HF-HRV) during training sessions, and striatum-related neural networks and cognition at baseline and post-training. Compared to MLA, the VSOP group showed a significant U-shaped pattern of HF-HRV response during training, as well as decreases in connectivity strength between bilateral striatal and prefrontal regions. These two effects were associated with training-induced improvements in both the trained (attention and processing speed) and transferred (working memory) cognitive domains. This work provides novel support for interactions between the central and the peripheral nervous systems in relation to cognitive training, and motivates further studies to elucidate the causality of the observed link. Copyright© Bentham Science Publishers; For any queries, please email at firstname.lastname@example.org.
Miller, Brad; Lim, Audrey N; Heidbreder, Arnold F; Black, Kevin J
A variety of approaches has been used to minimize head movement during functional brain imaging studies in awake laboratory animals. Many laboratories expend substantial effort and time training animals to remain essentially motionless during such studies. We could not locate an "off-the-shelf" automated training system that suited our needs. We developed a time- and labor-saving automated system to train animals to hold still for extended periods of time. The system uses a personal computer and modest external hardware to provide stimulus cues, monitor movement using commercial video surveillance components, and dispense rewards. A custom computer program automatically increases the motionless duration required for rewards based on performance during the training session but allows changes during sessions. This system was used to train cynomolgus monkeys (Macaca fascicularis) for awake neuroimaging studies using positron emission tomography (PET) and functional magnetic resonance imaging (fMRI). The automated system saved the trainer substantial time, presented stimuli and rewards in a highly consistent manner, and automatically documented training sessions. We have limited data to prove the training system's success, drawn from the automated records during training sessions, but we believe others may find it useful. The system can be adapted to a range of behavioral training/recording activities for research or commercial applications, and the software is freely available for non-commercial use.
ACADEMIC TRAINING LECTURE SERIES 28, 29, 30, 31 March from 11:00 to 12:00 - Main Auditorium, bldg. 500 Toward Sustainable Energy Systems? F. Tellez / CIEMAT, Madrid, E and D.Martinez / CIEMAT-PSA, Almeria, E Recent work on alternative energies go in the direction of proving the feasibility of solar energy as one of the best alternatives into the future. Europe, as everybody else, has understandably vested interests in insourcing energetic demands as far as affordable. The good news is that solar energy may be its deciding straw, because it has remarkable facilities and projects probing the possibilities of this option. Two european research centers are at the leading edge in this area: ENEA, which is leading 'Archimede', a vast solar array project in Sicily, and CIEMAT, with its Plataforma Solar de Almeria (PSA, www.psa.es), a major solar energy facility at the south of Spain. Both will become basic poles of the planned 'EURO-MED'electricity interconnection, intending to carry solar electricity fro...
ACADEMIC TRAINING LECTURE SERIES 28, 29, 30, 31 March from 11:00 to 12:00 - Main Auditorium, bldg. 500 Toward Sustainable Energy Systems? F. Tellez / CIEMAT, Madrid, E and D.Martinez / CIEMAT-PSA, Almeria, E Recent work on alternative energies go in the direction of proving the feasibility of solar energy as one of the best alternatives into the future. Europe, as everybody else, has understandably vested interests in insourcing energetic demands as far as affordable. The good news is that solar energy may be its deciding straw, because it has remarkable facilities and projects probing the possibilities of this option. Two european research centers are at the leading edge in this area: ENEA, which is leading 'Archimede', a vast solar array project in Sicily, and CIEMAT, with its Plataforma Solar de Almeria (PSA, www.psa.es) ,a major solar energy facility at the south of Spain. Both will become basic poles of the planned 'EURO-MED' electricity interconnection, intending to carry solar electricity f...
Telner, Deanna; Bujas-Bobanovic, Maja; Chan, David; Chester, Bob; Marlow, Bernard; Meuser, James; Rothman, Arthur; Harvey, Bart
To evaluate family physicians' enjoyment of and knowledge gained from game-based learning, compared with traditional case-based learning, in a continuing medical education (CME) event on stroke prevention and management. An equivalence trial to determine if game-based learning was as effective as case-based learning in terms of attained knowledge levels. Game questions and small group cases were developed. Participants were randomized to either a game-based or a case-based group and took part in the event. Ontario provincial family medicine conference. Thirty-two family physicians and 3 senior family medicine residents attending the conference. Participation in either a game-based or a case-based CME learning group. Scores on 40-item immediate and 3-month posttests of knowledge and a satisfaction survey. Results from knowledge testing immediately after the event and 3 months later showed no significant difference in scoring between groups. Participants in the game-based group reported higher levels of satisfaction with the learning experience. Games provide a novel way of organizing CME events. They might provide more group interaction and discussion, as well as improve recruitment to CME events. They might also provide a forum for interdisciplinary CME. Using games in future CME events appears to be a promising approach to facilitate participant learning.
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.
Wang, Yanfang; Ali, Zaria; Subramani, Siddharth; Biswas, Susmito; Fenerty, Cecilia; Henson, David B; Aslam, Tariq
The aim of this study was to demonstrate and explore the ability of novel game-based perimetry to establish normal visual field thresholds in children. One hundred and eighteen children (aged 8.0 ± 2.8 years old) with no history of visual field loss or significant medical history were recruited. Each child had one eye tested using a game-based visual field test 'Caspar's Castle' at four retinal locations 12.7° (N = 118) from fixation. Thresholds were established repeatedly using up/down staircase algorithms with stimuli of varying diameter (luminance 20 cd/m 2 , duration 200 ms, background luminance 10 cd/m 2 ). Relationships between threshold and age were determined along with measures of intra- and intersubject variability. The Game-based visual field test was able to establish threshold estimates in the full range of children tested. Threshold size reduced with increasing age in children. Intrasubject variability and intersubject variability were inversely related to age in children. Normal visual field thresholds were established for specific locations in children using a novel game-based visual field test. These could be used as a foundation for developing a game-based perimetry screening test for children.
Ravi Kumar Rathore
Full Text Available Proposed student prediction system is most vital approach which may be used to differentiate the student data/information on the basis of the student performance. Managing placement and training records in any larger organization is quite difficult as the student number are high; in such condition differentiation and classification on different categories becomes tedious. Proposed fuzzy inference system will classify the student data with ease and will be helpful to many educational organizations. There are lots of classification algorithms and statistical base technique which may be taken as good assets for classify the student data set in the education field. In this paper, Fuzzy Inference system has been applied to predict student performance which will help to identify performance of the students and also provides an opportunity to improve to performance. For instance, here we will classify the student’s data set for placement and non-placement classes.
Cort, Pia; Wiborg, Susanne
Analysis of developments in vocational education and training systems in Australia, Canada, Denmark, France, Germany, Korea, Mexico, Morocco, the UK and the US.......Analysis of developments in vocational education and training systems in Australia, Canada, Denmark, France, Germany, Korea, Mexico, Morocco, the UK and the US....
Federal Aviation Administration (DOT), Washington, DC.
The Federal Aviation Administration (FAA) Academy has been using a systems approach as part of its training program since 1969. This booklet describes the general characteristics of an instructional system and explains the steps the FAA goes through in implementing the approach. These steps are: 1) recognize a need for training, 2) specify the…
Bosse, T.; Gerritsen, C.; de Man, J.
Artificial Intelligence techniques are increasingly being used to develop smart training applications for professionals in various domains. This paper presents an intelligent training system that enables professionals in the public domain to practice their aggression de-escalation skills. The system
Ding, D.; Burger, F.; Brinkman, W.P.; Neerincx, M.A.
A number of negotiation training systems have been developed to improve people’s performance in negotiation. They mainly focus on the skills development, and less on negotiation understanding and improving self-efficacy. We propose a virtual reality negotiation training system that exposes users to
Pribysh, P.I.; Poplavskij, I.A.; Karpej, A.L.
This paper describes the client side of automated management training system. This system will optimize the speed of the organization and quality of the training plan; reduce the time of collecting the necessary documentation and facilitate the analysis of the results. (authors)
Full Text Available Virtual Reality (VR is a well-known concept and has been proven to be beneficial in various areas. However, several disadvantages inherent in VR prevent its broad deployment in the educational arena. These limitations include non-realistic representation, lack of customizability and flexibility, financial feasibility, physical and psychological discomforts of the users, simulator sickness, etc. In this paper, an innovative method that uses the Microsoft Kinect as an essential component for developing game-based VR educational laboratories is presented. This technique addresses three different aspects. First, it represents an efficient method for creating the VE using the Kinect as a measuring tool. Second, the Kinect is employed as a substitute DAQ system for acquiring range data and tracking the motion of objects of interest. At last, the Kinect serves as a novel human-computer interface for tracking the users’ entire body motion and recognizing their voices. Using the method described here, three major aspects of educational VR development can be accomplished with an inexpensive and commercially available Kinect.
Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio
Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.
The Petroleum Industry Training Service (PITS), a non-profit organization headquartered in Calgary, Alberta, Canada, has earned a reputation as the most sophisticated training organization of its kind. Backed by such resources as the $25-million Nisku Training Center, located on a 38-acre site near Edmonton, PITS provides present and future petroleum engineers/operators/administrators with on-the-job experience in every facet of oil/gas processing. Nearly 3,000 students attend the Nisku training facility each year. Courses range in length from one day to six months, on topics as diverse as petroleum engineering, field production, drilling and well service, safety, environmental impact and management. Designed to teach skills needed at all levels, the courses fulfill an important educational need for firms with both new hires and seasoned personnel. PITS certificates are well-recognized by industry and government agencies
personal life making him a good social being. Therefore ... which offer training to those who later become primary and upper primary school teachers is a pass .... be this develops the necessary patience and service oriented attitude which are.
Provides water and wastewater system staff and private well owners with training and tools to enhance system operations and management practices, and support EPA’s continuing efforts to protect public health and promote sustainability.
Héctor Alejandro Galvis
Full Text Available This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context especially. This paper also provides solid reasons why the use of video games in education and foreign language education is justified. Additionally, this paper reviews second language acquisition theoretical foundations that provide the rationale for adapting video-game based language instruction in light of important second language acquisition constructs such as culture and identity, among others. Finally, this document provides options for further research to construct and test the efficacy of video-game based language instruction while simultaneously leaving it open for collaborative contributions.
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard
As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…
Rjona, Orison; Venegas, Maria del C.; Rodriguez, Lazaro; Lopez, Miguel A.; Armenteros, Ana L.
In this work are described the fundamental possibilities and characteristics of a software that allows to carry out the management and automatic evaluation of all data gotten during jobs analysis and design, development, implementation and evaluation of personnel training programs of nuclear and radioactive installations and risk industries. The system that is introduced, GESAT, proportion a tool of centralized managerial control of training data and the obtaining of the quality objectives of each installation in the training of their personnel. GESAT includes all phases of SAT method (Systematic Approach to Training). It constitutes the necessary practical support for the elaboration, implementation and evaluation of training programs, allowing the establishment of restrictions and controls and avoiding inconsistencies in the process. It offers the possibility of automatic evaluation that identify fundamental deficiencies in the planning and implementation of training programs. This evaluation facilitates the systematic feed back and the continuous improvement of the training programs.(author)
Full Text Available The paper presents the empirical results obtained from a study conducted on a game-based online course that took place in 2014 with 47 participants. The study evidenced the benefits of the learning games mechanics on learners’ willingness to continue the course. Assuming the interest for the subject of the course as a fundamental condition for student persistence within the course, it is shown how it can be significantly enhanced by the presence of both ludic and narrative game-based elements.
for all types of learners irrespective of their capabilities or their challenges. Within the framework of a research project in Denmark, learning designs were developed that incorporated the entire curriculum for grade 9-10 in a narrative, game-based framework and based on this, design models were...... the opportunity to develop and experience new roles in the classroom that allowed for greater activity, joy of learning and learning experiences. This paper will report on aspects and implications of this type of narrarive game-based design for inclusion in the class-room. keywords: narrative learning, game...
Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel
Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.
Henriksen, Thomas Duus
This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learningemerges in association to game-embedded metaphors.As shown in this chapter, metaphorsseem to play a profound role in game-based learning, both by providing participantswith a suitcase containing...
Henriksen, Thomas Duus
This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learning emerges in association to game-embedded metaphors. As shown in this chapter, metaphors seem to play a profound role in game-based learning, both by providing participants with a suitcase containing...
Trojan, Jörg; Diers, Martin; Fuchs, Xaver; Bach, Felix; Bekrater-Bodmann, Robin; Foell, Jens; Kamping, Sandra; Rance, Mariela; Maaß, Heiko; Flor, Herta
Mirror training and movement imagery have been demonstrated to be effective in treating several clinical conditions, such as phantom limb pain, stroke-induced hemiparesis, and complex regional pain syndrome. This article presents an augmented reality home-training system based on the mirror and imagery treatment approaches for hand training. A head-mounted display equipped with cameras captures one hand held in front of the body, mirrors this hand, and displays it in real time in a set of four different training tasks: (1) flexing fingers in a predefined sequence, (2) moving the hand into a posture fitting into a silhouette template, (3) driving a "Snake" video game with the index finger, and (4) grasping and moving a virtual ball. The system records task performance and transfers these data to a central server via the Internet, allowing monitoring of training progress. We evaluated the system by having 7 healthy participants train with it over the course of ten sessions of 15-min duration. No technical problems emerged during this time. Performance indicators showed that the system achieves a good balance between relatively easy and more challenging tasks and that participants improved significantly over the training sessions. This suggests that the system is well suited to maintain motivation in patients, especially when it is used for a prolonged period of time.
Under the sponsorship of the U.S. Department of Energy's Office of Classification (DOE/OC), Brookhaven National Laboratory/Technical Support Organization (BNL/TSO) has prepared a level-three interactive-laserdisc program for the training of authorized classifiers in the Department of Energy. This training programs consists of six modules presented in several formats. The material is presented in a highly interactive manner with various tests to reinforce and evaluate the trainee's progress in learning the material. A lengthy qualification test is presented at the end of the educational material. The various instructional techniques of scenario presentation, ''talking heads'', graphics, textual material and combinations of the above are used to assure that the training material attracts the trainee's interests and motivates him to understand and use the material. The state-of-the-art interactive laser videodisc with its storage capacity, speed flexibility, and superior training capacity was the logical choice for the training of Authorized Classifiers in the Department of Energy
Appendix A - Discussion of Fundemental Training Analysis Requirements. Appendix B - Data Sources. 9 SECTION II APPROACHES TO TRAINING PRESENT ASSAULT CRAFT...the training system is worth the investment of time and resources required to produce that output. A unique feature which distinguishes ISD from more...when they have been considered in the context of making alternative investment decisions. Investments in technology for certain long high-flow
lessons, together with an estimate of the time required for completion. a. BSCOl0. This lesson in BASIC ( Beginners All Purpose Symbolic Instruction Code...A2-8 FIGURESj Figure A2-1. Training Systems Manager and Training Monitors Responsibility Flowchart ...training at the site. Therefore, the TSM must be knowledgeable in the various tasks required. Figure A2-1 illustrates the position in the flowchart . These
Full Text Available In the sport science fields, for a long time there are various attempts to explore more advanced technology in order to collect kinds of information concerned during athletes training and matches. In the paper, a footwork training and testing system has been developed by adopting the advanced technology of Wireless Sensor Network (WSN. The system is comprised of some wireless senor nodes and gateways, system control software and so on. By means of the system, the daily footwork training methods and modes will be simulated to automatically guide the training of the athletes, at the same time the training data concerned will be automatically recorded, including moving velocity, moving frequency and success average, moving exercise duration and so on, and it is facilitate to evaluate digitally the training and testing effects for coaches and athletes. The system will bring about an auxiliary means in sport science training and research, make coaches and researchers have more options for the technical and information forms, and provide the technology foundation for synchronizing and intermingling the training and testing smoothly.
Full Text Available The benefits of project, program, and portfolio management software toolsets can be enhanced through training. Little is known about the realization of positive, beneficial outcomes and Project Management Information System (PMIS training. This research seeks to improve understanding of project management software toolset training practices and outcomes. This study examines the prevalence, effectiveness, and impact-per-hour efficiency of training in real-world organizations. We further explore relationships between individual and organizational characteristics and training outcomes. Formulae for estimating training costs are derived using regression modeling. Surveys were collected from 1,021 active professionals and analyzed using quantitative methods. Research participants were practitioners recruited by eight different companies, industry groups, and professional organizations within the PMIS community. The findings of this research indicate significant differences in utilization, efficacy, and efficiency of PMIS training in practice. The outcomes and methodologies of this study are being incorporated into ongoing research that focuses on improving PMIS training delivery, evaluation, and planning. The outcomes of this research may result in more effective, efficient, and economical PMIS training that is better tailored to the unique needs of each organization.
... qualification and certification of locomotive engineers, and negotiated rules for roadway worker protection, led... which was breached, releasing about 60 tons of chlorine gas. The train engineer and eight other people...) American Chemistry Council (ACC) American Public Transportation Association (APTA) American Short Line and...
Full Text Available Abstract As the number of people requiring orthopaedic intervention is growing, individualized physiotherapeutic rehabilitation and adequate postoperative care becomes increasingly relevant. The chances of improvement in the patients condition is directly related to the performance and consistency of the physiotherapeutic exercises. In this paper a smart, cost-effective and easy to use Feedback Training System for home rehabilitation based on standard resistive elements is introduced. This ensures high accuracy of the exercises performed and offers guidance and control to the patient by offering direct feedback about the performance of the movements. 46 patients were recruited and performed standard physiotherapeutic training to evaluate the system. The results show a significant increase in the patient's ability to reproduce even simple physiotherapeutic exercises when being supported by the Feedback Training System. Thus physiotherapeutic training can be extended into the home environment whilst ensuring a high quality of training.
Kohler, Fabian; Schmitz-Rode, Thomas; Disselhorst-Klug, Catherine
As the number of people requiring orthopaedic intervention is growing, individualized physiotherapeutic rehabilitation and adequate postoperative care becomes increasingly relevant. The chances of improvement in the patients condition is directly related to the performance and consistency of the physiotherapeutic exercises.In this paper a smart, cost-effective and easy to use Feedback Training System for home rehabilitation based on standard resistive elements is introduced. This ensures high accuracy of the exercises performed and offers guidance and control to the patient by offering direct feedback about the performance of the movements.46 patients were recruited and performed standard physiotherapeutic training to evaluate the system. The results show a significant increase in the patient's ability to reproduce even simple physiotherapeutic exercises when being supported by the Feedback Training System. Thus physiotherapeutic training can be extended into the home environment whilst ensuring a high quality of training.
Garate Abenza, M.; Mercade Seijas, O.; Munoz, J.F.; Ruiz-Andino, J.L.
ASTRO is an integrated software package used to train system operators and is directly applicable to all types of power-generation plant operator training. The following are its salient characteristics: - Installed in work stations with multimedia capabilities a user-friendly interface - Covers various types of instruction on theory, procedure and maintenance allowing the execution of trainee-customized courses. - Includes all the phases of the teaching-learning task: compilation or creation and adaptation of course design information, execution and evaluation. - Combines the capabilities of traditional teaching tools, focusing basically on theoretical training, with the power of necessary real-time simulators for the assimilation of operation and maintenance procedures. Moreover, it provides the capacity to extract information instantly from the simulated system, without existing the simulation process. - It is run on inexpensive platforms (work stations) as compared to the traditional system of simulator training or training at site. (Author)
The training system of BBC Mannheim for technical personnel is divided in different activities, according to the different target groups and tenors. Different departments take care of this activities, which supply one another. Problem, training activities and methods are described. (orig.) [de
Glaze, J. Benton, Jr.; Ahola, Jason K.
One in-service and two train-the-trainer workshops were conducted by University of Idaho Extension faculty, Idaho State Department of Agriculture personnel, and allied industry representatives to increase Extension educators' knowledge and awareness of the National Animal Identification System (NAIS) and related topics. Training sessions included…
Full Text Available Purpose: to consider the direction of training handball team in the annual Ukrainian Superleague macrocycles game seasons in years 2006-2013. Material: in the experiment took part 125 participated highly qualified handballers. The analysis of more than 50 references on multi-year training athletes is conducted. Results: confirmed advisability of constructing the training process handball qualifications based on the structural components of the preparation. According to the requirements of the system approach presented technology of preparation are disclosed management methodology training process in terms of long-term training. Conclusions: it is necessary to compile and optimize long-term training program handball qualifications; raise the level of preparedness of the various parties in strict accordance with the objective laws of the formation of their constituents, and calendar events, to consider specific features of the occurrence of adaptive reactions in improving the various components of sportsmanship.
Lee, Michael C.
The purpose of this quantitative experimental posttest-only control group research study was to determine the degree to which differences exist in outcomes between students using a video game-based instruction and students using a traditional non-video game-based instruction in accelerated degree program courses at a 4-year university in Illinois…
Tham, Raymond; Tham, Lesley
The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in…
Dickey, Michele D.
The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…
Glogowski, Tomasz; Hlosta, Pawel; Stepniak, Slawomir; Swiderski, Waldemar
Multimedia shooting training systems are increasingly being used in the training of security staff and uniformed services. An advanced practicing-training system SPARTAN for simulation of small arms shooting has been designed and manufactured by Autocomp Management Ltd. and Military Institute of Armament Technology for the Polish Ministry of National Defence. SPARTAN is a stationary device designed to teach, monitor and evaluate the targeting of small arms and to prepare soldiers for: • firing the live ammunition at open ranges for combat targets and silhouettes • detection, classification and engagement of real targets upon different terrains, weather conditions and periods during the day • team work as a squad during the mission by using different types of arms • suitable reactions in untypical scenarios. Placed in any room the training set consists of: • the projection system that generates realistic 3D imaging of the battlefield (such as combat shooting range) in high-resolution • system that tracks weapons aiming points • sound system which delivers realistic mapping of acoustic surroundings • operator station with which the training is conducted and controlled • central processing unit based on PC computers equipped with specialist software realizing individual system functions • units of smart weapons equipped with radio communication modules, injection laser diodes and pneumatic reloading system. The system make possible training by firing in dynamic scenarios, using combat weapons and live ammunition against visible targets moving on a screen. The use of infrared camera for detecting the position of impact of a projectile.
Wendel, Viktor Matthias
Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...
Giannakas, Filippos; Kambourakis, Georgios; Papasalouros, Andreas; Gritzalis, Stefanos
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus,…
Li, Ming-Chaun; Tsai, Chin-Chung
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…
Shah, Mamta; Foster, Aroutis
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Hollins, Paul; Whitton, Nicola
This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…
Alaswad, Zina; Nadolny, Larysa
The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game-based learning and reviewed the research on structuring a course with a focus on feedback, goals, and…
Foster, Aroutis; Shah, Mamta
This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…
This paper examines the importance of future kindergarten teachers' beliefs about the usefulness of Games Based Learning in Early Childhood Education. Data were collected by using questionnaires which were given to the participants at the end of an introductory level, Information and Communication Technologies course. The sample of this study was…
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…
Cicchino, Marc I.
Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of…
Liao, Calvin C. Y.; Chang, Wan-Chen; Chan, Tak-Wai
We have observed that many computer-supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game-based learning into the writing environment may be a practical approach that can facilitate…
Walker, A. Adrienne; Engelhard, George, Jr.
"Game-Based Assessments: A Promising Way to Create Idiographic Perspectives" (Adrienne Walker and George Englehard) comments on: "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games" by Russell G. Almond, Yoon Jeon Kim, Gertrudes Velasquez, and Valerie J. Shute. Here, Walker and Englehard write…
Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben
In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…
Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling
This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…
Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H.
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Lara, Miguel Angel
Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…
Loh, Christian Sebastian
Today's economic situation demands that learning organizations become more diligent in their business dealings to reduce cost and increase bottom line for survival. While there are many champions and proponents claiming that game-based learning (GBL) is sure to improve learning, researchers have, thus far, been unable to (re)produce concrete,…
Meredith, Tamara R.
Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…
Mancilla-Caceres, Juan F.; Espelage, Dorothy; Amir, Eyal
Even though previous studies have addressed the relation between face-to-face bullying and cyberbullying, none have studied both phenomena simultaneously. In this article, we present a computer game-based method to study both types of peer aggression among youth. Study participants included fifth graders (N = 93) in two U.S. Midwestern middle…
Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua
At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…
Wang, Feihong; Lockee, Barbara B.; Burton, John K.
The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…
Byun, JaeHwan; Joung, Eunmi
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Chen, Hong-Ren; Lin, You-Shiuan
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
ter Vrugte, Judith; de Jong, Anthonius J.M.; Vandercruysse, Sylke; Wouters, Pieter; van Oostendorp, Herre; Elen, Jan
This study addresses the added value of faded worked examples in a computer game-based learning environment. The faded worked examples were introduced to encourage active selection and processing of domain content in the game. The content of the game was proportional reasoning and participants were
Alyaz, Yunus; Genc, Zubeyde Sinem
New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of…
Barany, Amanda; Shah, Mamta; Foster, Aroutis
Game-based learning researchers have emphasized the importance of teachers' game literacy and knowledge of pedagogical approaches involved in successfully adopting an instructional approach (Bell and Gresalfi, 2017). In this paper, we describe findings from an online resource that teachers used to generate a repository of games for use both during…
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
Ferguson, Terri Lynn Kurley
This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…
ter Vrugte, Judith; de Jong, Anthonius J.M.; Vandercruysse, Sylke; Wouters, Pieter; van Oostendorp, Herre; Elen, Jan
The present study addresses the effectiveness of an educational mathematics game for improving proportional reasoning in students from prevocational education. Though in theory game-based learning is promising, research shows that results are ambiguous and that we should look into ways to support
This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents…
Charlier, Nathalie; De Fraine, Biecke
As educational technology is rapidly changing, greater emphasis has been placed on preparing the next generation of teachers for effective technology integration into the classrooms. In this article, the authors describe the design, implementation, and evaluation of a course on digital game-based learning (DGBL) developed for the preservice…
Franciosi, Stephan J.
In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…
Daubenfeld, Thorsten; Zenker, Dietmar
We designed, implemented, and evaluated a game-based learning approach to increase student motivation and achievement for an undergraduate physical chemistry course. By focusing only on the most important game aspects, the implementation was realized with a production ratio of 1:8 (study load in hours divided by production effort in hours).…
Galvis, Héctor Alejandro
This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…
burnout were assessed before and after an eight week training period. Significant improvement in overall stress was observed; however, there were no...significantly based on location, role, and mission. Regardless of cause, the accumulation of stress over time can lead to burnout (Taris, LeBlanc, Schaufeli...such as hospital floor nurses (28%). 5.4 Post-Traumatic Stress The PTSD Checklist, military version (PCL-M) results indicated that 1 participant (4
The Hazard Ranking System (HRS) training course is a four and ½ day, intermediate-level course designed for personnel who are required to compile, draft, and review preliminary assessments (PAs), site inspections (SIs), and HRS documentation records/packag
Cillan, T.F.; Hodgson, M.A.
This is the software user`s guide for the Training Requirements and Information Management System. This guide defines and describes the software operating procedures as they apply to the end user of the software program. This guide is intended as a reference tool for the user who already has an indepth knowledge of the Training Requirements and Information Management System functions and data reporting requirement.
Arjona Vazquez, Orison; Venegas Bernal, Maria del Carmen; Armeteros Lopez, Ana L.
The system in charge the management of the training process personnel from a nuclear power plant was designed taking into account all the requirements stated in the training guide for nuclear power plant personnel and their evaluation, which were prepared by the IAEA in 1995 in order to implement the SAT in the training programs for nuclear plant personnel. In the preparations of formats and elements that shape the system, account has been taken of the views expressed in such a guide, in some other bibliography that was consulted, and in the authors own opinion mainly with regard to those issues which the guide does not go deeper into
Kim, Ko Ryu; Park, Sun Hee; Choi, Young; Kim, Dong Ha
Recently KAERI has developed the severe accident management guidance to establish the Korea standard severe accident management system. On the other hand the PC-based severe accident training simulator SATS has been developed, which uses the MELCOR code as the simulation engine. The simulator SATS graphically displays and simulates the severe accidents with interactive user commands. Especially the control capability of SATS could make a severe accident training course more interesting and effective. In this paper we will describe the development and functions of the electrical guidance module, HyperKAMG, and the SATS-HyperKAMG linkage system designed for a totally integrated and automated severe accident training. (author)
Kumar, Ajith Kuttannair; Shaffer, Glenn Robert; Houpt, Paul Kenneth; Movsichoff, Bernardo Adrian; Chan, David So Keung
A system for operating a train having one or more locomotive consists with each locomotive consist comprising one or more locomotives, the system including a locator element to determine a location of the train, a track characterization element to provide information about a track, a sensor for measuring an operating condition of the locomotive consist, a processor operable to receive information from the locator element, the track characterizing element, and the sensor, and an algorithm embodied within the processor having access to the information to create a trip plan that optimizes performance of the locomotive consist in accordance with one or more operational criteria for the train.
Mangano, Alberto; Gheza, Federico; Giulianotti, Pier Cristoforo
The number of robotic surgical procedures has been increasing worldwide. It is important to maximize the cost-effectiveness of robotic surgical training and safely reduce the time needed for trainees to reach proficiency. The use of preliminary lab training in robotic skills is a good strategy for the rapid acquisition of further, standardized robotic skills. Such training can be done either by using a simulator or by exercises in a dry or wet lab. While the use of an actual robotic surgical system for training may be problematic (high cost, lack of availability), virtual reality (VR) simulators can overcome many of these obstacles. However, there is still a lack of standardization. Although VR training systems have improved, they cannot yet replace experience in a wet lab. In particular, simulated scenarios are not yet close enough to a real operative experience. Indeed, there is a difference between technical skills (i.e., mechanical ability to perform a simulated task) and surgical competence (i.e., ability to perform a real surgical operation). Thus, while a VR simulator can replace a dry lab, it cannot yet replace training in a wet lab or operative training in actual patients. However, in the near future, it is expected that VR surgical simulators will be able to provide total reality simulation and replace training in a wet lab. More research is needed to produce more wide-ranging, trans-specialty robotic curricula.
Barwick, Melanie A; Urajnik, Diana J; Moore, Julia E
The Child and Adolescent Functional Assessment Scale (CAFAS) is widely used for outcome management, for providing real time client and program level data, and the monitoring of evidence-based practices. Methods of reliability training and the assessment of rater drift are critical for service decision-making within organizations and systems of care. We assessed two approaches for CAFAS training: external technical assistance and internal technical assistance. To this end, we sampled 315 practitioners trained by external technical assistance approach from 2,344 Ontario practitioners who had achieved reliability on the CAFAS. To assess the internal technical assistance approach as a reliable alternative training method, 140 practitioners trained internally were selected from the same pool of certified raters. Reliabilities were high for both practitioners trained by external technical assistance and internal technical assistance approaches (.909-.995, .915-.997, respectively). 1 and 3-year estimates showed some drift on several scales. High and consistent reliabilities over time and training method has implications for CAFAS training of behavioral health care practitioners, and the maintenance of CAFAS as a global outcome management tool in systems of care.
Balmain, Clinton; Fleming, Mark
When developing techniques and products for instruction on manned spaceflight systems, training organizations are often faced with two very different customers: ground operators and onboard crewmembers. Frequently, instructional development focuses on one of these customers with the assumption that the other s needs will be met by default. Experience teaches us that differing approaches are required when developing training tailored to the specific needs of each customer. As a rule, ground operators require focused instruction on specific areas of expertise. Their knowledge should be of the details of the hardware, software, and operational techniques associated with that system. They often benefit from historical knowledge of how their system has operated over its lifetime. Since several different ground operators may be interfacing with the same system, each individual operator must understand the agreed-to principles by which that system will be run. In contrast, onboard crewmembers require a more broad, hands-on awareness of their operational environment. Their training should be developed with an understanding of the physical environment in which they live and work and the day-to-day tasks they are most likely to perform. Rarely do they require a deep understanding of the details of a system; it is often sufficient to teach them just enough to maintain situational awareness and perform basic tasks associated with maintenance and operation of onboard systems. Crewmembers may also develop unique onboard operational techniques that differ from preceding crews. They should be taught what flexibility they have in systems operations and how their specific habits can be communicated to ground support personnel. This paper will explore the techniques that can be employed when developing training for these unique customers. We will explore the history of International Space Station training development and how past efforts can guide us in creating training for users of
Chan, J. C. P.; Leung, H.; Tang, J. K. T.; Komura, T.
In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate…
Yoneyama, Mitsuru; Masuda, Takahiro; Kubota, Ryuji; Fujiwara, Tadashi; Sakuma, Hitoshi
Under severe accident conditions of a nuclear power plant, plant operators and technical support center (TSC) staffs will be under a amount of stress. Therefore, those individuals responsible for managing the plant should promote their understanding about the accident management and operations. Moreover, it is also important to train in ordinary times, so that they can carry out accident management operations effectively on severe accidents. Therefore, the education and training system which works on personal computers was developed by Japanese BWR group (Tokyo Electric Power Co.,Inc., Tohoku Electric Power Co. ,Inc., Chubu Electric Power Co. ,Inc., Hokuriku Electric Power Co.,Inc., Chugoku Electric Power Co.,Inc., Japan Atomic Power Co.,Inc.), and Hitachi, Ltd. The education and training system is composed of two systems. One is computer aided instruction (CAI) education system and the other is education and training system with a computer simulation. Both systems are designed to execute on MS-Windows(R) platform of personal computers. These systems provide plant operators and technical support center staffs with an effective education and training tool for accident management. TEPCO used the simulation system for the emergency exercise assuming the occurrence of hypothetical severe accident, and have performed an effective exercise in March, 2000. (author)
Full Text Available In this paper, the optimal planning of manpower training programmes in a manpower system with two grades is discussed. The planning of manpower training within a given organization involves a trade-off between training costs and expected return. These planning problems are examined through models that reflect the random nature of manpower movement in two grades. To be specific, the system consists of two grades, grade 1 and grade 2. Any number of persons in grade 2 can be sent for training and after the completion of training, they will stay in grade 2 and will be given promotion as and when vacancies arise in grade 1. Vacancies arise in grade 1 only by wastage. A person in grade 1 can leave the system with probability p. Vacancies are filled with persons in grade 2 who have completed the training. It is assumed that there is a perfect passing rate and that the sizes of both grades are fixed. Assuming that the planning horizon is finite and is T, the underlying stochastic process is identified as a finite state Markov chain and using dynamic programming, a policy is evolved to determine how many persons should be sent for training at any time k so as to minimize the total expected cost for the entire planning period T.
At the Integrated Support Center for Nuclear Nonproliferation and Nuclear Security (ISCN) of the Japan Atomic Energy Agency, the virtual reality (VR) training system is under development for providing a practical training environment to implement experience-oriented and interactive lessons on nuclear security for wide range of participants in human resource development assistance program mainly to Asian emerging nuclear-power countries. This system electrically recreates and visualizes nuclear facilities and training conditions in stereoscopic (3D) view on a large-scale display (CAVE system) as virtual reality training facility (VR facility) and it provides training participants with effective environments to learn installation and layout of security equipment in the facility testing and verifying visually the protection performances under various situations such as changes in day-night lighting and weather conditions, which may lead to practical exercise in the design and evaluation of the physical protection system. This paper introduces basic concept of the system and outline of training programs as well as featured aspects in using the VR technology for the nuclear security. (author)
Kuriakose, K.K.; Peter, T.U.; Natarajan, A.
One of the important aspects of radiation emergency preparedness is to impart training to emergency handling staff. Mock exercises are generally used for this purpose. But practical considerations limit the frequency of such exercises. A suitably designed computer software can be effectively used to impart training. With the advent of low cost personal computers, the frequency with which the training programme can be conducted is unlimited. A computer software with monotonic behaviour is inadequate for such training. It is necessary to provide human like tutoring capabilities. With the advances in knowledge based computer systems, it is possible to develop such a system. These systems have the capability of providing individualized training. This paper describes the development of such a system for training and evaluation of agencies associated with the management of radiation emergency. It also discusses the utility of the software as a general purpose tutor. The details required for the preparation of data files and knowledge base files are included. It uses a student model based on performance measures. The software is developed in C under MS-DOS. It uses a rule based expert system shell developed in C. The features of this shell are briefly described. (author). 5 refs
Kim, Seong Jin; Park, Sung Soo; Lee, Jae Ho; Kang, Dong Hoon [Korea Railroad Research Institute, Uiwang (Korea, Republic of)
Train positioning detection information is fundamental for high-speed railroad inspection, making it possible to simultaneously determine the status and evaluate the integrity of railroad equipment. This paper presents the results of measurements and an analysis of an inertial measurement unit (IMU) used as a positioning detection sensors. Acceleration and angular rate measurements from the IMU were analyzed in the amplitude and frequency domains, with a discussion on vibration and train motions. Using these results and GPS information, the positioning detection of a Korean tilting train express was performed from Naju station to Illo station on the Honam-line. The results of a synchronized analysis of sensor measurements and train motion can help in the design of a train location detection system and improve the positioning detection performance.
Pack, R.W.; Lazar, P.M.; Schmidt, R.V.; Gaddy, C.D.
The project described in this paper explored the use of expert systems for plant operations training and assistance. Three computer technologies were reviewed: computer-aided instruction, expert systems, and expert training systems (ETS). The technology of CAI has been developed since the early 1960s, and a wide range of applications are available commercially today. Expert systems have been developed primarily as job performance aids, and the number of commercial applications is increasing. A fully developed ETS has models of the trainer and trainee, in addition to a knowledge base
Freire, José-Manuel; Infante, Alberto; de Aguiar, Adriana Cavalcanti; Carbajo, Pilar
In this paper, we analyse the medical specialty training system in Spain (the so-called "residency system"). In order to do so, we a) summarize its historical evolution; b) describe the five major architectural pillars on which the system is currently based; c) analyse the special contract of the specialist-in-training; d) discuss the three major challenges for the medical specialist training future: the evolution and expansion of the residency system to other health professions, the issue of grouping specialties with a common core trunk and the continuity of the learning process; and e) draw four conclusions that may be relevant for those who are in the process of developing or revising their own medical specialization systems.
Full Text Available Currently, most systems for virtual rehabilitation and motor training require quite complex and expensive hardware and can be used only in clinical settings. Now, a low-cost rehabilitation game training system has been developed for patients with movement disorders; it is suitable for home use under the distant supervision of a therapist. It consists of a patient-side application installed on a home computer and the virtual rehabilitation Game Server in the Internet. System can work with different input gaming devices connected through USB or Bluetooth, such as a Nintendo Wii balance board, a Nintendo Wii remote, a MS Kinect sensor, and custom made rehabilitation gaming devices based on a joystick. The same games can be used with all training devices. Assessment of the Home Rehabilitation Gaming System for balance training was performed on six patients with Cerebral Palsy, who went through daily training sessions for two weeks. Preliminary results showed balance improvement in patients with Cerebral Palsy after they had completed home training courses. Further studies are needed to establish medical requirements and evidence length.
Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong
Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…
Chernyshova, Yulia S.; Gayer, Alexander V.; Sheshkus, Alexander V.
This paper addresses one of the fundamental problems of machine learning - training data acquiring. Obtaining enough natural training data is rather difficult and expensive. In last years usage of synthetic images has become more beneficial as it allows to save human time and also to provide a huge number of images which otherwise would be difficult to obtain. However, for successful learning on artificial dataset one should try to reduce the gap between natural and synthetic data distributions. In this paper we describe an algorithm which allows to create artificial training datasets for OCR systems using russian passport as a case study.
Tang Tao; Li Keping
This paper presents a new cellular automaton (CA) model for train control system simulation. In the proposed CA model, the driver reactions to train movements are captured by some updated rules. The space-time diagram of traffic flow and the trajectory of train movement is used to obtain insight into the characteristic behavior of railway traffic flow. A number of simulation results demonstrate that the proposed CA model can be successfully used for the simulations of railway traffic. Not only the characteristic behavior of railway traffic flow can be reproduced, but also the simulation values of the minimum time headway are close to the theoretical values.
Full Text Available The goal is to determine constructive ways of sequence of constructing components of the training system of the future officers to carry out official questions of managing the physical training in the process of the further military career. The structural logic circuit of the interconnections stages of optimum cycle management and technological sequence of constructing the components of the training system of the future officers to the management of physical training, which provides: definition of requirements to the typical problems of professional activities on the issues of the leadership, organization and conducting of physical training, the creation of the phased system model cadets training, training of the curriculum discipline ″Physical education, special physical training and sport″; model creation and definition of criteria of the integral evaluation of the readiness of the future officers to the management of physical training was determined through the analysis more than thirty documentary and scientific literature.
V. D. Yezhov
Full Text Available We consider the application of embedded microcontrollers and industrial controllers with built-in operating systems.With the development of embedded operating systems and technology of open standard IEC 61131-3 product developer can write their own program management and support staff – to modernize management program.
To evaluate whether a workshop on family systems delivered to medical students could improve participants' understanding of families from a systemic point of view and help them recognise and address systemic issues that may be affecting their patients. Fifth year (senior) medical students ( n = 36) from the University of Auckland participated in a 90-min workshop about family systems. Pre- and post-workshop, self-reported measures of knowledge and confidence were completed and qualitative feedback was also obtained from participants. The workshop was well received and its interactive and role-play based nature were particularly appreciated. Participants reported gains in all explored areas of knowledge and understanding, suggesting that the workshop met its desired aims. This workshop is an educationally effective and expedient way to equip medical students with some knowledge and understanding about family systems. It may benefit their future work with individual patients and families.
Service providers rely on industrial control systems (ICS) to manage the flow of water at dams, open breakers on power grids, control ventilation and cooling in nuclear power plants, and more. In today's interconnected environment, this can present a serious cyber security challenge. To combat this growing challenge, government, private industry, and academia are working together to reduce cyber risks. The Idaho National Laboratory (INL) is a key contributor to the Department of Energy National SCADA Test Bed (NSTB) and the Department of Homeland Security (DHS) Control Systems Security Program (CSSP), both of which focus on improving the overall security posture of ICS in the national critical infrastructure. In support of the NSTB, INL hosts a dedicated SCADA testing facility which consists of multiple control systems supplied by leading national and international manufacturers. Within the test bed, INL researchers systematically examine control system components and work to identify vulnerabilities. In support of the CSSP, INL develops and conducts training courses which are designed to increase awareness and defensive capabilities for IT/Control System professionals. These training vary from web-based cyber security training for control systems engineers to more advanced hands-on training that culminates with a Red Team/Blue Team exercise that is conducted within an actual control systems environment. INL also provides staffing and operational support to the DHS Industrial Control Systems Cyber Emergency Response Team (ICS-CERT) Security Operations Center which responds to and analyzes control systems cyber incidents across the 18 US critical infrastructure sectors
Service providers rely on industrial control systems (ICS) to manage the flow of water at dams, open breakers on power grids, control ventilation and cooling in nuclear power plants, and more. In today's interconnected environment, this can present a serious cyber security challenge. To combat this growing challenge, government, private industry, and academia are working together to reduce cyber risks. The Idaho National Laboratory (INL) is a key contributor to the Department of Energy National SCADA Test Bed (NSTB) and the Department of Homeland Security (DHS) Control Systems Security Program (CSSP), both of which focus on improving the overall security posture of ICS in the national critical infrastructure. In support of the NSTB, INL hosts a dedicated SCADA testing facility which consists of multiple control systems supplied by leading national and international manufacturers. Within the test bed, INL researchers systematically examine control system components and work to identify vulnerabilities. In support of the CSSP, INL develops and conducts training courses which are designed to increase awareness and defensive capabilities for IT/Control System professionals. These trainings vary from web-based cyber security trainings for control systems engineers to more advanced hands-on training that culminates with a Red Team/ Blue Team exercise that is conducted within an actual control systems environment. INL also provides staffing and operational support to the DHS Industrial Control Systems Cyber Emergency Response Team (ICS-CERT) Security Operations Center which responds to and analyzes control systems cyber incidents across the 18 US critical infrastructure sectors.
Service providers rely on industrial control systems (ICS) to manage the flow of water at dams, open breakers on power grids, control ventilation and cooling in nuclear power plants, and more. In today's interconnected environment, this can present a serious cyber security challenge. To combat this growing challenge, government, private industry, and academia are working together to reduce cyber risks. The Idaho National Laboratory (INL) is a key contributor to the Department of Energy National SCADA Test Bed (NSTB) and the Department of Homeland Security (DHS) Control Systems Security Program (CSSP), both of which focus on improving the overall security posture of ICS in the national critical infrastructure. In support of the NSTB, INL hosts a dedicated SCADA testing facility which consists of multiple control systems supplied by leading national and international manufacturers. Within the test bed, INL researchers systematically examine control system components and work to identify vulnerabilities. In support of the CSSP, INL develops and conducts training courses which are designed to increase awareness and defensive capabilities for IT/Control System professionals. These trainings vary from web-based cyber security trainings for control systems engineers to more advanced hands-on training that culminates with a Red Team/ Blue Team exercise that is conducted within an actual control systems environment. INL also provides staffing and operational support to the DHS Industrial Control Systems Cyber Emergency Response Team (ICS-CERT) Security Operations Center which responds to and analyzes control systems cyber incidents across the 18 US critical infrastructure sectors.
M. Galani (Malatsi); P. Yu (Ping); G.W.C. Paas (Fred); P. Chandler (Paul)
textabstractThe attempts to train nurses to effectively use information systems have had mixed results. One problem is that training materials are not adequately designed to guide trainees to gradually learn to use a system without experiencing a heavy cognitive load. This is because training design
Professional development training courses, and a unique promoting appraisal system have been combined in the form of a training matrix and are being used as a culture change agent. This training and system modification is currently being implemented within the Nuclear Materials Processing Division of the Savannah River Site. It is designed to help solve the systems problems of managers and supervisors while enabling subordinates to develop themselves professionally, and starts with a promoting appraisal between a manager and a subordinate. These easy to apply appraisals are becoming an integral part of the business system, and result in giving a manager greater control over business change and greater influence over the work each employee accomplishes
Along with the rise of digital games over the past decades came an increased interest for using games for other purposes than entertainment. Although a few successes are known, much research seems to suggest little evidence for games’ advantages. Existing literature claims that more studies are
The aim of this research was to assess the potential of the envisaged dual system of vocational education and training in South Africa from a comparative perspective, namely, the German prototype and the many attempts to transplant this to other countries. The dual system in Germany is outlined and assessed, followed by ...
Elbæk, Lars; Friis, Jørgen Jakob
science and health education. We therefore ask: Which learning approach and educational factors does a learning model need to provide, in order to establish the best foundation for learning innovation and the design of game-based movement solutions within sport and health education? This paper suggests......As fitness trackers promote the quantifiable self and exergaming and interactive playful installations find their way into the public domain, the design for movement comes into focus. New trends like mobile platforms for gamed-based interaction, such as Pokémon GO, are also attempting to promote...... an active lifestyle. Such digitally supported movement promote health and underlines a need for students to understand that movement design incorporates many aspects: technology, gamification, motivation and understanding of health. To support this, a movement innovation program was needed at our sports...
Deutsch, Judith E
Improving walking for individuals with musculoskeletal and neuromuscular conditions is an important aspect of rehabilitation. The capabilities of clinicians who address these rehabilitation issues could be augmented with innovations such as virtual reality gaming based technologies. The chapter provides an overview of virtual reality gaming based technologies currently being developed and tested to improve motor and cognitive elements required for ambulation and mobility in different patient populations. Included as well is a detailed description of a single VR system, consisting of the rationale for development and iterative refinement of the system based on clinical science. These concepts include: neural plasticity, part-task training, whole task training, task specific training, principles of exercise and motor learning, sensorimotor integration, and visual spatial processing.
Xia, H.; Guo, W. W.; Wu, X.; Pi, Y. L.; Bradford, M. A.
A dynamic model of a coupled train-girder-pier system is developed in this paper. Each vehicle in a train is modeled with 27 degrees-of-freedom for a 4-axle passenger coach or freight car, and 31 for a 6-axle locomotive. The bridge model is applicable to straight and curved bridges. The centrifugal forces of moving vehicles on curved bridges are considered in both the vehicle model and the bridge model. The dynamic interaction between the bridge and train is realized through an assumed wheel-hunting movement. A case study is performed for a test train traversing two straight and two curved multi-span bridges with high piers. The histories of the train traversing the bridges are simulated and the dynamic responses of the piers and the train vehicles are calculated. A field experiment is carried out to verify the results of the analysis, by which the lateral resonant train speed inducing the peak pier-top amplitudes and some other observations are validated.
Cortés-Reyes, Édgar; Escobar-Zabala, Paola; González-García, Laura
Objective. To establish the effect of a game-based exercise programme on Physical Deconditioning Syndrome (PDS) in 5 to 12 year-old children suffering Acute Lymphocytic Leukaemia (ALL). Materials and methods. This was a quasi-experimental study involving seven children being treated for ALL at the National Cancer Institute (NCI) in Bogotá, Colombia. Fitness determinants (aerobic capacity, muscle strength, flexibility, motor skills and proprioception) were initially assessed to establish their...
Gieci, A.; Macko, J.; Mosny, J.; Gese, A.
The operator's mental activity is the most important part of his work. A processing of a large amount of the information by the operator is possible only if he/she possesses appropriate cognitive skills. To facilitate the novice's acquisition of the experienced operator's cognitive skills of the decision-making process a special type of the expert system was developed. The cognitive engineering's models and problem-solving methodology constitutes the basis of this expert system. The article gives an account of the prototype of the mentioned expert system developed to aid the whole mental activity of the nuclear power plant operator during his decision-making process. (author). 6 refs, 6 figs
Stylopoulos, N; Cotin, S; Maithel, S K; Ottensmeye, M; Jackson, P G; Bardsley, R S; Neumann, P F; Rattner, D W; Dawson, S L
There is a large and growing gap between the need for better surgical training methodologies and the systems currently available for such training. In an effort to bridge this gap and overcome the disadvantages of the training simulators now in use, we developed the Computer-Enhanced Laparoscopic Training System (CELTS). CELTS is a computer-based system capable of tracking the motion of laparoscopic instruments and providing feedback about performance in real time. CELTS consists of a mechanical interface, a customizable set of tasks, and an Internet-based software interface. The special cognitive and psychomotor skills a laparoscopic surgeon should master were explicitly defined and transformed into quantitative metrics based on kinematics analysis theory. A single global standardized and task-independent scoring system utilizing a z-score statistic was developed. Validation exercises were performed. The scoring system clearly revealed a gap between experts and trainees, irrespective of the task performed; none of the trainees obtained a score above the threshold that distinguishes the two groups. Moreover, CELTS provided educational feedback by identifying the key factors that contributed to the overall score. Among the defined metrics, depth perception, smoothness of motion, instrument orientation, and the outcome of the task are major indicators of performance and key parameters that distinguish experts from trainees. Time and path length alone, which are the most commonly used metrics in currently available systems, are not considered good indicators of performance. CELTS is a novel and standardized skills trainer that combines the advantages of computer simulation with the features of the traditional and popular training boxes. CELTS can easily be used with a wide array of tasks and ensures comparability across different training conditions. This report further shows that a set of appropriate and clinically relevant performance metrics can be defined and a
The Dutch educational system is highly stratified from secondary education onwards3, and this also applies to MBO. Each MBO course can be followed in two different learning pathways, called the vocationally educating learning pathway (beroepsopleidende leerweg: BOL) and the vocationally guiding
Fletcher, J.D.; Zdybel, Frank
Intelligent instructional systems can be distinguished from more conventional approaches by the automation of instructional interaction and choice of strategy. This approach promises to reduce the costs of instructional materials preparation and to increase the adaptability and individualization of the instruction delivered. Tutorial simulation…
Given the increasing prevalence of dementia and the limited efficacy of pharmacological treatments, it is crucial to improve the knowledge of the factors that might delay the onset of dementia for developing non-pharmacological interventions. Recent studies have provided evidence that game-based interventions, especially the practice of video games, could improve the cognitive functioning (e.g. executive functions) in older adults and in demented patients. The positive effects of these games have also been demonstrated on physical health (e.g. improvement of balance and gait). Video gamed-based interventions may also alleviate mood or behavioral disorders, and increase interactions with friends, family, caregivers or other patients. The positive impact of games on these domains (cognitive and physical decline, social isolation) suggests that game-based interventions might contribute to delay the onset of dementia. Thus, playing games might be considered as a protective factor in dementia and even more as a potential non-pharmacological strategy in dementia rather than leisure activity.
Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Orzalli, Sarah; Saper, Carolyn; Dudley, Jessyca; Wilson, Claire
To assess the feasibility and acceptability of a game-based sexuality education curriculum. Curriculum evaluation used descriptive statistics, observation, and qualitative and quantitative data collection. The study was conducted in eighth grade classrooms in Chicago, Illinois. Students from 3 eighth grade classrooms from a school using a game-based curriculum. The intervention had 11 modules and used an ecological model informed by the extant literature. The intervention was developed by the Game Changer Chicago Design Lab and featured a card game designed with youth participation. The study outcomes of interest included learning, feasibility, and acceptability of the curriculum. Students highly rated frank conversation via "Ask the Doctor" sessions and role-playing. Students raised concerns about the breadth of activities, preferring to explore fewer topics in greater depth. A game-based curriculum was feasible, yet students placed the highest value on frank discussion about sexuality. Copyright © 2016 North American Society for Pediatric and Adolescent Gynecology. Published by Elsevier Inc. All rights reserved.
Full Text Available New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of game-based learning pedagogy through helping teachers experience digital games themselves before they are expected to use them in teaching. This study was conducted to investigate educational digital games in foreign language teaching, to identify the determining reasons behind the pittfalls in applications and to explore the contribution of a serious game to the development of professional language skills of pre-service teachers. Pre- and post-tests were applied to measure the contribution of the game to the development of their language skills. In addition, a game diary and semi-structured interviews were used to elicit information about the problems pre-service teachers had and their perceptions on the whole process. The analysis of the data illustrated that there was great improvement in pre-service teachers’ professional language skills and attitudes towards using these games while teaching in the future. This is important in foreign language teacher education in terms of enhancing digital game-based language learning pedagogy for teachers.
Full Text Available n this study, we examine what and how intermediate age students learned from playing in a health-focused game-based digital learning environment, Epidemic. Epidemic is a playful interactive environment designed to deliver factual knowledge, invite critical understanding, and encourage effective self-care practices in dealing with viral contagious diseases, using a social networking interface to integrate both serious games and game-like multimodal design projects. Epidemic invites a playful approach to its deadly serious core concern – communicable disease – in order to see what happens when students are encouraged to critically approach information from multiple or contradictory perspectives. To identify what participants learned while interacting within Epidemic, we deployed two instructional and assessment models, noting the differences each instructional approach could potentially make, and what approach to assessment might help us evaluate game-based learning. We found that each approach provided importantly different perspectives on what and how students learned, and on the very meaning of student success. Recognizing that traditional assessment tools based in print-cultural literacy may prove increasingly ill-suited for assessing emergent multimodal literacies in game-based learning environments, this study seeks to contribute to a growing body of work on the development of novel assessments for learning.
Tong, K Y; Ho, S K; Pang, P K; Hu, X L; Tam, W K; Fung, K L; Wei, X J; Chen, P N; Chen, M
A novel design of a hand functions task training robotic system was developed for the stroke rehabilitation. It detects the intention of hand opening or hand closing from the stroke person using the electromyography (EMG) signals measured from the hemiplegic side. This training system consists of an embedded controller and a robotic hand module. Each hand robot has 5 individual finger assemblies capable to drive 2 degrees of freedom (DOFs) of each finger at the same time. Powered by the linear actuator, the finger assembly achieves 55 degree range of motion (ROM) at the metacarpophalangeal (MCP) joint and 65 degree range of motion (ROM) at the proximal interphalangeal (PIP) joint. Each finger assembly can also be adjusted to fit for different finger length. With this task training system, stroke subject can open and close their impaired hand using their own intention to carry out some of the daily living tasks.
Ribeiro, Carlos Henrique Costa
Complex networks are often organized in groups or communities of agents that share the same features and/or functions, and this structural organization is built naturally with the formation of the system. In social networks, we argue that the dynamic of linguistic interactions of agreement among people can be a crucial factor in generating this community structure, given that sharing opinions with another person bounds them together, and disagreeing constantly would probably weaken the relationship. We present here a computational model of opinion exchange that uncovers the community structure of a network. Our aim is not to present a new community detection method proper, but to show how a model of social communication dynamics can reveal the (simple and overlapping) community structure in an emergent way. Our model is based on a standard Naming Game, but takes into consideration three social features: trust, uncertainty and opinion preference, that are built over time as agents communicate among themselves. We show that the separate addition of each social feature in the Naming Game results in gradual improvements with respect to community detection. In addition, the resulting uncertainty and trust values classify nodes and edges according to role and position in the network. Also, our model has shown a degree of accuracy both for non-overlapping and overlapping communities that are comparable with most algorithms specifically designed for topological community detection. PMID:28797097
Kalman filtering approach for neural network training is described. Its extended form is used as an adaptive filter in a nonlinear environment of the form a feedforward neural network. Kalman filtering approach generally provides fast training as well as avoiding excessive learning which results in enhanced generalization capability. The network is used in a process monitoring application where the inputs are measurement signals. Since the measurement errors are also modelled in Kalman filter the approach yields accurate training with the implication of accurate neural network model representing the input and output relationships in the application. As the process of concern is a dynamic system, the input source of information to neural network is time dependent so that the training algorithm presents an adaptive form for real-time operation for the monitoring task. (orig.)
Durlach, Paula J.; Priest, Heather; Martin, Glenn A.; Saffold, Jay
The projected use of small unmanned aerial systems (SUAS) in military operations will produce training requirements which go beyond current capabilities. The paper describes the development of prototype training procedures and accompanying research simulations to address this need. We initially constructed a testbed to develop simulation-based training for an SUAS operator equipped with a simulated vertical-lift and land SUAS. However, the required training will go beyond merely training an operator how to pilot an SUAS. In addition to tactics, techniques, and procedures for employment of SUASs, collective training methods must be trained. Moreover, the leader of a unit equipped with SUAS will need to learn how to plan missions which incorporate the SUAS, and take into account air space and frequency management considerations. The demands of the task require the leader to allocate personnel to the SUAS mission, communicate and coordinate with those personnel during the mission, and make use of the information provided. To help address these training issues, we expanded our research testbed to include a command and control node (C2 node), to enable communications between a leader and the SUAS operator. In addition, we added a virtual environment in which dismounted infantry missions can be conducted. This virtual environment provides the opportunity for interactions among human-controlled avatars and non-player characters (NPCs), plus authoring tools to construct scenarios. Using these NPCs, a collective exercise involving friendly, enemy, and civilian personnel can be conducted without the need for a human role-player for every entity. We will describe the results of our first experiment, which examined the ability of players to negotiate use of the C2 node and the virtual environment at the same time, in order to see if this is a feasible combination of tools for training development.
Lorenz, R.; Gleich, T.; Gallinat, J.; Kühn, S.
Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors ...
María Esther Del Moral Pérez
Full Text Available Game-based learning is an innovative methodology that takes advantage of the educational potential offered by videogames in general and serious games in particular to boost training processes, thus making it easier for users to achieve motivated learning. The present paper focuses on the description of the Game to Learn Project, which has as its aim not only to promote the use of serious games and digital mini-games for the development of Multiple Intelligences, but also to analyse whether this methodology results in increased learning. Teachers assessed the level achieved by primary education students (N=119 in each learning category, before and after participating in the project, by means of a qualitative instrument. Finally, after corresponding analysis through descriptive statistical techniques, bivariate correlations, and ANOVA, the results showed significant differences between children’s learning levels in logical-mathematical, naturalistic and linguistic abilities before and after their participation in this innovative project, thus revealing a widespread increase in every indicator.
Kim, Kwanguk; Kim, Jaehun; Ku, Jeonghun; Kim, Deog Young; Chang, Won Hyek; Shin, Dong Ik; Lee, Jang Han; Kim, In Young; Kim, Sun I
Patients with unilateral neglect have problems reporting, responding, or orienting to novel or meaningful stimuli that is presented to the side opposite to that of a brain lesion. This creates a serous problem in regards to daily living activities. However, the established methods for assessing and training of unilateral neglect patients have several deficits. Recently, virtual reality (VR) technologies have been used as an assessment and treatment tool for rehabilitation. Hence, this study designed a VR system to assess and train unilateral neglect patients. In addition, the suitability and feasibility of our VR system for unilateral neglect patients was verified.
Nakashima, Satoru; Inada, Kuninobu; Matsushima, Akihito; Koba, Ryoji; Teramoto, Hiroaki; Yamasaki, Naomi; Shizuma, Kiyoshi
A Virtual Reality System was introduced into the Education and Training Course. This system covers a 2 hr lesson in the safe handling of radioisotopes. Students took this course with great interest. Questionnaires revealed that they learned how to handle radioisotopes safely. Some students, however, did not understand the meaning of the experiments, because they did not know the kind of radiation from radioisotopes used. It was suggested that the system combined with an effective lecture would have a greater effect. (author)
Cooper, Simon B; Dring, Karah J; Morris, John G; Sunderland, Caroline; Bandelow, Stephan; Nevill, Mary E
An acute bout of exercise elicits a beneficial effect on subsequent cognitive function in adolescents. The effect of games-based activity, an ecologically valid and attractive exercise model for young people, remains unknown; as does the moderating effect of fitness on the acute exercise-cognition relationship. Therefore, the aim of the present study was to examine the effect of games-based activity on subsequent cognition in adolescents, and the moderating effect of fitness on this relationship. Following ethical approval, 39 adolescents (12.3 ± 0.7 year) completed an exercise and resting trial in a counterbalanced, randomised crossover design. During familiarisation, participants completed a multi-stage fitness test to predict VO 2 peak. The exercise trial consisted of 60-min games-based activity (basketball), during which heart rate was 158 ± 11 beats∙min - 1 . A battery of cognitive function tests (Stroop test, Sternberg paradigm, trail making and d2 tests) were completed 30-min before, immediately following and 45-min following the basketball. Response times on the complex level of the Stroop test were enhanced both immediately (p = 0.021) and 45-min (p = 0.035) post-exercise, and response times on the five item level of the Sternberg paradigm were enhanced immediately post-exercise (p = 0.023). There were no effects on the time taken to complete the trail making test or any outcome of the d2 test. In particular, response times were enhanced in the fitter adolescents 45-min post-exercise on both levels of the Stroop test (simple, p = 0.005; complex, p = 0.040) and on the three item level of the Sternberg paradigm immediately (p = 0.017) and 45-min (p = 0.008) post-exercise. Games-based activity enhanced executive function and working memory scanning speed in adolescents, an effect particularly evident in fitter adolescents, whilst the high intensity intermittent nature of games-based activity may be too demanding for
Bockhold, G. Jr.; Roth, D.R.
In the first project phase, the project team has designed, installed, and test run on the Browns Ferry nuclear power plant training simulator a performance measurement system capable of automatic recording of statistical information on operator actions and plant response. Key plant variables and operator actions were monitored and analyzed by the simulator computer for a selected set of four operating and casualty drills. The project has the following objectives: (1) To provide an empirical data base for statistical analysis of operator reliability and for allocation of safety and control functions between operators and automated controls; (2) To develop a method for evaluation of the effectiveness of control room designs and operating procedures; and (3) To develop a system for scoring aspects of operator performance to assist in training evaluations and to support operator selection research. The performance measurement system has shown potential for meeting the research objectives. However, the cost of training simulator time is high; to keep research program costs reasonable, the measurement system is being designed to be an integral part of operator training programs. In the pilot implementation, participating instructors judged the measurement system to be a valuable and objective extension of their abilities to monitor trainee performance
Full Text Available The Approximate Number System (ANS is thought to support non-symbolic representations of numerical magnitudes in humans. Recently much debate has focused on the causal direction for an observed relation between ANS acuity and arithmetic fluency. Here we investigate if arithmetic training can improve ANS acuity. We show with an experimental training study consisting of six 45-minute training sessions that although feedback during arithmetic training improves arithmetic performance substantially, it does not influence ANS acuity. Hence, we find no support for a causal link where symbolic arithmetic training influences the ANS acuity. Further, although short-term number memory is likely involved in arithmetic tasks we did not find that short-term memory capacity for numbers, measured by a digit-span test, was effected by arithmetic training. This suggests that the improvement in arithmetic fluency may have occurred independent of short-term memory efficiency, but rather due to long-term memory processes and/or mental calculation strategy development. The theoretical implications of these findings are discussed.
Full text: In support of United States Government (USG) and International Atomic Energy Agency (IAEA) nuclear security programs, Sandia National Laboratories (SNL) has advocated and practiced a risk-based, systematic approach to nuclear security. The risk equation has been developed and implemented as the basis for a performance-based methodology for the design and evaluation of physical protection systems against a design basis threat (DBT) for theft and sabotage of nuclear and/or radiological materials. Integrated systems must include technology, people, and the man-machine interface. A critical aspect of the human element is training on the systems-approach for all the stakeholders in nuclear security. Current training courses and workshops have been very beneficial but are still rather limited in scope. SNL has developed two primary international classes - the international training course on the physical protection of nuclear facilities and materials, and the design basis threat methodology workshop. SNL is also completing the development of three new courses that will be offered and presented in the near term. They are vital area identification methodology focused on nuclear power plants to aid in their protection against radiological sabotage, insider threat analysis methodology and protection schemes, and security foundations for competent authority and facility operator stakeholders who are not security professionals. In the long term, we envision a comprehensive nuclear security curriculum that spans policy and technology, regulators and operators, introductory and expert levels, classroom and laboratory/field, and local and offsite training options. This training curriculum will be developed in concert with a nuclear security series of guidance documents that is expected to be forthcoming from the IAEA. It is important to note that while appropriate implementation of systems based on such training and documentation can improve the risk reduction, such a
RamaSastry, DVA; Ramana, K. V.; Mohan Rao, N.; Siva Kumar, SVR; Priyanka, T. G. L.
This paper deals with introducing MR dampers to the Train Suspension System for improving the ride comfort of the passengers. This type of suspension system comes under Semi-active suspension system which utilizes the properties of MR fluid to damp the vibrations. In case of high speed trains, the coach body is subjected to vibrations due to vertical displacement, yaw and pitch movements. When the body receives these disturbances from the ground,the transmission of vibrations to the passenger increases which affect the ride comfort. In this work, the equations of motion of suspension system are developed for both conventional passive system and semi-active system and are modelled in Matlab/Simulink and analysis has been carried out. The passive suspension system analysis shows that it is taking more time to damp the vibrations and at the same time the transmissibility of vibrations is more.Introducing MR dampers,vertical and angular displacements of the body are computed and compared. The results show that the introduction of MR dampers into the train suspension system improves ride comfort.
Full Text Available Trauma is a life-threatening “modern disease”. The outcomes could only be optimized by cost-efficient and prompt trauma care, which embarks on the improvement of essential capacities and conceptual revolution in addition to the disruptive innovation of the trauma care system. According to experiences from the developed countries, systematic trauma care training is the cornerstone of the generalization and the improvement on the trauma care, such as the Advance Trauma Life Support (ATLS. Currently, the pre-hospital emergency medical services (EMS has been one of the essential elements of infrastructure of health services in China, which is also fundamental to the trauma care system. Hereby, the China Trauma Care Training (CTCT with independent intellectual property rights has been initiated and launched by the Chinese Trauma Surgeon Association to extend the up-to-date concepts and techniques in the field of trauma care as well to reinforce the generally well-accepted standardized protocols in the practices. This article reviews the current status of the trauma care system as well as the trauma care training. Keywords: Trauma care system, Trauma care training, China
Gecsei, J.; Frasson, C.
Safari is a cooperative project involving four Quebec universities, two industrial partners (Virtual Prototypes, Inc., providing the VAPS software package, and Novasys, Inc., a consulting firm specializing in artificial intelligence and training), and government. VAPS (Virtual Applications Prototyping System) is a commercial interface-building and…
Runquist, Roger L.
This design research demonstrates a prototype content management system capable of training graphic communication students in the creation of basic HTML web pages. The prototype serve as a method of helping students learn basic HTML structure and commands earlier in their academic careers. Exposure to the concepts of web page creation early in…
Sloman, Glenn Matthew
Based on Skinner's "Verbal Behavior" (1957), the picture exchange communication system (PECS) was designed to teach children with autism functional verbal behavior. Much research has demonstrated the effectiveness and efficiency of PECS in building verbal behavior. However, because PECS training is typically presented in a group format and later…
I describe the history of a training system for engineers at KEK, and shortly summarize an article on 'the superior engineer' written by Mr. KELLEY of Bell Laboratories. Finally, I give a personal opinion about an ideal engineering method at KEK, in response to decreasing manpower over the next 10 years. (author)
Taguchi, Mina; Keller, John M.
This study investigated the kinds of training conducted in Japanese companies and the degree to which instructional systems design (ISD) is implemented. A random sample of 12 Japanese companies in the banking, automobile manufacturing, electrical machinery, wholesale stores, insurance and securities, and transportation industries were surveyed; a…
Jambrich, I.; Trampus, P.
The nuclear power units of Paks, Hungary, have always been operated by Hungarian personnel, from the very beginning. The operator staff of unit 1 acquired its knowledge primarily outside of the country, but since 1983 the overall training process has been run entirely in Hungary, in Paks. This report gives details of present system of training programme in Hungary. The system of training for professionals builds up in vertically linked modules and is job oriented. It begins with theoretical training, followed by programmed on-the-job training which must successfully be finished before a release onto in-company or authority licensing exams for individual job performance
Noyes, Daniel [Idaho National Laboratory, Idaho (United States)
Service providers rely on industrial control systems (ICS) to manage the flow of water at dams, open breakers on power grids, control ventilation and cooling in nuclear power plants, and more. In today's interconnected environment, this can present a serious cyber security challenge. To combat this growing challenge, government, private industry, and academia are working together to reduce cyber risks. The Idaho National Laboratory (INL) is a key contributor to the Department of Energy National SCADA Test Bed (NSTB) and the Department of Homeland Security (DHS) Control Systems Security Program (CSSP), both of which focus on improving the overall security posture of ICS in the national critical infrastructure. In support of the NSTB, INL hosts a dedicated SCADA testing facility which consists of multiple control systems supplied by leading national and international manufacturers. Within the test bed, INL researchers systematically examine control system components and work to identify vulnerabilities. In support of the CSSP, INL develops and conducts training courses which are designed to increase awareness and defensive capabilities for IT/Control System professionals. These training vary from web-based cyber security training for control systems engineers to more advanced hands-on training that culminates with a Red Team/Blue Team exercise that is conducted within an actual control systems environment. INL also provides staffing and operational support to the DHS Industrial Control Systems Cyber Emergency Response Team (ICS-CERT) Security Operations Center which responds to and analyzes control systems cyber incidents across the 18 US critical infrastructure sectors.
Fowlkes, Jennifer; Dickinson, Sandra; Lazarus, Todd
Bleeding from extremity wounds is the number one cause of preventable death on the battlefield and current research stresses the importance of training in preparing every Soldier to use tourniquets. HapMed is designed to provide tourniquet application training to combat medics and Soldiers using a blended training solution encompassing information, demonstration, practice, and feedback. The system combines an instrumented manikin arm, PDA, and computer. The manikin arm provides several training options including stand-alone, hands-on skills training in which soldiers can experience the actual torque required to staunch bleeding from an extremity wound and be timed on tourniquet application. This is more realistic than using a block of wood to act as a limb, which is often how training is conducted today. Combining the manikin arm with the PDA allows instructors to provide scenario based training. In a classroom or field setting, an instructor can specify wound variables such as location, casualty size, and whether the wound is a tough bleed. The PDA also allows more detailed feedback to be provided. Finally, combining the manikin arm with game-based technologies, the third component, provides opportunities to build knowledge and to practice battlefield decision making. Not only do soldiers learn how to apply a tourniquet, but when to apply a tourniquet in combat. The purpose of the paper is to describe the learning science underlying the design of HapMed, illustrate the training system and ways it is being expanded to encompass other critical life-saving tasks, and report on feedback received from instructors and trainees at military training and simulation centers.
Yamamoto, T.; Miyatake, H.; Kawakami, T.
In order to break the mannerism in the education and training method for radiation protection introduction of virtual reality system to the chalkface has been discussed in addition to the usual lecture and video system in the subcommittee established in JRIAS (Japan Radioisotope Association), and the leading model has been installed in Osaka University. It consists of a main server and 3 clients with a software for virtual reality. With this system the trainee could go into the virtual laboratory and handle the radioisotope. In that case he could also experience various accidents such as trivial failure in the experiments, serious hazard, fire, earthquake, etc., which are difficult to suffer in the real laboratory. Hence those who have experienced such a training could come to act rapidly up against any sudden accidents and also the virtual reality system would result decrease in unnecessary radioactive wastes
Yamamoto, T.; Miyatake, H.; Kawakami, T. [Radioisotope Research Center, Osaka (Japan)] [and others
In order to break the mannerism in the education and training method for radiation protection introduction of virtual reality system to the chalkface has been discussed in addition to the usual lecture and video system in the subcommittee established in JRIAS (Japan Radioisotope Association), and the leading model has been installed in Osaka University. It consists of a main server and 3 clients with a software for virtual reality. With this system the trainee could go into the virtual laboratory and handle the radioisotope. In that case he could also experience various accidents such as trivial failure in the experiments, serious hazard, fire, earthquake, etc., which are difficult to suffer in the real laboratory. Hence those who have experienced such a training could come to act rapidly up against any sudden accidents and also the virtual reality system would result decrease in unnecessary radioactive wastes.
Richter, Troels; Landex, Alex; Andersen, Jonas Lohmann Elkjær
. Rail Net Denmark is currently implementing ERTMS Level 2 signalling systems on the entire long distance network and a CBTC signalling system on the Copenhagen Suburban network. It is unlikely, that the current RDS will be able to function in this environment and especially be capable of taking...... advantage of the additional data delivered by the new systems. The conceptual design of a new RDS has consequently been underway since the start of the signalling program. The vision is to create an automatic system that delivers “perfect train run histories” with a cause for every time loss. The future...... ERTMS Traffic Management System will include a rescheduler: Every time a train leaves its path, a rescheduling is triggered and the train receives a new timetable. As a part of this process, other trains may also be rescheduled. A concept for converting this information into the “perfect train run...
...] Petition for Positive Train Control Safety Plan Approval and System Certification of the Electronic Train... the Federal Railroad Administration (FRA) for Positive Train Control (PTC) Safety Plan (PTCSP) approval and system certification of the Electronic Train Management System (ETMS) as required by 49 U.S.C...
Aerospace companies needed additional research on technology-based training to verify expectations when enhancing human capital through online systems analysis training. The research for online systems analysis training provided aerospace companies a means to verify expectations for systems analysis technology-based training on business…
Graphics Computer Based Training (GCBT) roles include drilling, tutoring, simulation and problem solving. Of these, Commonwealth Edison uses mainly tutoring, simulation and problem solving. These roles are not separate in any particular program. They are integrated to provide tutoring and part-task simulation, part-task simulation and problem solving, or problem solving tutoring. Commonwealth's Graphics Computer Based Training program was a result of over a year's worth of research and planning. The keys to the program are it's flexibility and control. Flexibility is maintained through stand alone units capable of program authoring and modification for plant/site specific users. Yet, the system has the capability to support up to 31 terminals with a 40 mb hard disk drive. Control of the GCBT program is accomplished through establishment of development priorities and a central development facility (Commonwealth Edison's Production Training Center)
Ortiz, J; Chen, G
This work intends to design, analyze and solve, from the systems control perspective, a complex, dynamic, and multiconstrained planning system for generating training plans for crew members of the NASA-led International Space Station. Various intelligent planning systems have been developed within the framework of artificial intelligence. These planning systems generally lack a rigorous mathematical formalism to allow a reliable and flexible methodology for their design, modeling, and performance analysis in a dynamical, time-critical, and multiconstrained environment. Formulating the planning problem in the domain of discrete-event systems under a unified framework such that it can be modeled, designed, and analyzed as a control system will provide a self-contained theory for such planning systems. This will also provide a means to certify various planning systems for operations in the dynamical and complex environments in space. The work presented here completes the design, development, and analysis of an intricate, large-scale, and representative mathematical formulation for intelligent control of a real planning system for Space Station crew training. This planning system has been tested and used at NASA-Johnson Space Center.
Masud, Dhalia; Haram, Nadine; Moustaki, Margarita; Chow, Whitney; Saour, Samer; Mohanna, Pari Naz
Microsurgical techniques are essential in plastic surgery; however, inconsistent training practices, acquiring these skills can be difficult. To address this, we designed a standardised laboratory-based microsurgical training programme, which allows trainees to develop their dexterity, visuospatial ability, operative flow and judgement as separate components. Thirty trainees completed an initial microsurgical anastomosis on a chicken femoral artery, assessed using the structured assessment of microsurgical skills (SAMS) method. The study group (n = 18) then completed a 3-month training programme, while the control group (n = 19) did not. A final anastomosis was completed by all trainees (n = 30). The study group had a significant improvement in the microsurgical technique, assessed using the SAMS score, when the initial and final scores were compared (Mean: 24 SAMS initial versus 49 SAMS final) (p group had a significantly lower rate of improvement (Mean: 23 SAMS initial versus 25 SAMS final). There was a significant difference between the final SAMS score of the study group and that of senior surgeons (Mean: 49 study final SAMS versus 58 senior SAMS). This validated programme is a safe, cost-effective and flexible method of allowing trainees to develop microsurgical skills in a non-pressurized environment. In addition, the objectified skills allow trainers to assess the trainees' level of proficiency before operating on patients. Copyright © 2017 British Association of Plastic, Reconstructive and Aesthetic Surgeons. Published by Elsevier Ltd. All rights reserved.
Tawa, Hiroki; Yonezawa, Yoshiharu; Maki, Hiromichi; Ogawa, Hidekuni; Ninomiya, Ishio; Sada, Kouji; Hamada, Shingo; Caldwell, W Morton
We have developed a new wireless breathing-training support system for kinesitherapy. The system consists of an optical sensor, an accelerometer, a microcontroller, a Bluetooth module and a laptop computer. The optical sensor, which is attached to the patient's chest, measures chest circumference. The low frequency components of circumference are mainly generated by breathing. The optical sensor outputs the circumference as serial digital data. The accelerometer measures the dynamic acceleration force produced by exercise, such as walking. The microcontroller sequentially samples this force. The acceleration force and chest circumference are sent sequentially via Bluetooth to a physical therapist's laptop computer, which receives and stores the data. The computer simultaneously displays these data so that the physical therapist can monitor the patient's breathing and acceleration waveforms and give instructions to the patient in real time during exercise. Moreover, the system enables a quantitative training evaluation and calculation the volume of air inspired and expired by the lungs.
Full Text Available Abstract Background Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Methods Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students’ prior knowledge (i.e. before undergoing the learning method, short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method were assessed with a multiple choice questionnaire. Students’ performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Results Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. Conclusions The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long-term knowledge retention.
Rondon, Silmara; Sassi, Fernanda Chiarion; Furquim de Andrade, Claudia Regina
Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students' prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students' performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students' short and long-term knowledge retention.
Pitt, Michael B; Borman-Shoap, Emily C; Eppich, Walter J
Game-based learning (GBL) in medical education is emerging as a valid alternative to traditional teaching methods. Well-designed GBL sessions use non-threatening competition to capitalize on heightened learner arousal, allowing for high-level engagement and dynamic group discussion. While many templates for specific educational games have been published, little has been written on strategies for educators to create their own or how to use them with maximal effectiveness. These 12 tips provide specific recommendations for the successful design and implementation of GBL sessions in medical education based on a review of the literature and insight from experienced designers.
Berns, Anke; Isla-Montes, José-Luis; Palomo-Duarte, Manuel; Dodero, Juan-Manuel
In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve
Perkins, Abigail Christine
To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having
Yoshimura, Seiichi; Fujimoto, Junzo; Okamoto, Hisatake; Tsunoda, Ryohei; Watanabe, Takao; Masuko, Jiro.
The purpose of this system is to make easy the comprehension of the facility and dynamics of nuclear power plants. This report describes the tendency and future position of how the educational training system should be, and furthermore describes the experiment. Main results are as follows. 1. The present status and the future tendency of educational training system for nuclear power plant operators. CAI (Computer Assisted Instruction) system has following characteristics. (1) It is easy to introduce plant specific characteristics to the educational training. (2) It is easy to execute the detailed training for the compensation of the full-scale simulator. 2. Plant status display system for on-site educational training system. The fundamental function of the system is as follows. (1) It has 2 CRT displays and voice output devices. (2) It has easy manupulation type of man-machine interface. (3) It has the function for the evaluation of the training results. 3. The effectiveness of this system. The effectiveness evaluation test has been carried out by using this system actually. (1) This system has been proved to be essentially effective and some improvements for the future utilization has been pointed out. (2) It should be faster when the CRT displayes are changed, and it should have the explanation function when the plant transients are displayed. (author)
Lai, Albert M; Kaufman, David R; Starren, Justin
As the use of health information technologies continues to proliferate amongst seniors, many of whom lack computer experience, there is a need to develop effective training approaches to foster basic competencies. This paper describes the REmote Patient Education in a Telemedicine Environment (REPETE) system, a component of the IDEATel telemedicine architecture. The REPETE architecture supports simultaneous visual and audio teaching modes over low bandwidth connections. This paper presents an in-depth qualitative analysis of two patients being trained to use the IDEATel patient web portal. The results indicate that this method of instruction was useful in facilitating patients' use of the web application. However, the observations suggest that there is learning curve for the trainer to use the resources effectively to establish common ground and foster competencies in the patient.
Cornejo Diaz, Netor; Hernadez Saiz, Alejandro; Calli Fernadez, Ernesto; Perez Reyes, Yolanda
The Center for Radiation Protection and Hygiene has been organizing, since more than ten years, the national training course on Radiation Safety, taking into account the particular needs of the Country in this area. The curriculum of the course, after some years of improvements, is showed and some aspects related to its design and insertion in the national system of education and training in Radiation Safety are discussed. The maintenance of an updated database of participants has demonstrated to be a very useful tool for dissemination of knowledge in Radiation Safety and for a continuously improvement of the imparted courses and offered services. The importance of the participation of the Regulatory Authority in the Course, from its organization phase, is also stressed
Falkner, H [Technische Univ. Braunschweig (Germany); Grossert, E [IBF Dr. Falkner GmbH, Braunschweig/Berlin (Germany)
The superspeed maglev system Transrapid is a rapid train system designed for speeds ranging from 300 to 500 km/h, using new no-contact levitation, guidance and propulsion system technologies, which will soon be used for an actual operational line. On the Transrapid Test Facility in Emsland (TVE), suitibility studies have been carried out since 1984. In 1989, work began on the plans for a reference line. Different guideway constructions, designed for the actual operational line are discussed in the following article. (orig.)
This document outlines the dangerous waste training program developed and implemented for all Treatment, Storage, and Disposal (TSD) Units operated by Lockheed Martin Hanford Corporation (LMHC) Tank Waste Remediation System (TWRS) in the Hanford 200 East, 200 West and 600 Areas and the <90 Day Accumulation Area at 209E. Operating TSD Units operated by TWRS are: the Double-Shell Tank (DST) System (including 204-AR Waste Transfer Building), the 600 Area Purgewater Storage and the Effluent Treatment Facility. TSD Units undergoing closure are: the Single-Shell Tank (SST) System, 207-A South Retention Basin, and the 216-B-63 Trench
Ortiz-Correa, Z. M.; Lautenbach, J.; Franco-Diaz, E.; Raizada, S.; Ghosh, T.; Rivera-Valentín, E.; Ortiz, A.
This project was developed to encourage secondary students to pursue STEM related careers through exposure to the interdisciplinary nature of the Arecibo Observatory (AO) in Puerto Rico. The idea for this project was initiated due to the NSF-funded Research Experience for Teachers (RET) Summer Program. The AO RET summer program allows teaching faculty from public schools to collaborate with scientist on their ongoing research or instrument development projects at the AO for five weeks. Subsequently, the research is disseminated among secondary students through several workshops and hands-on activities. Through the workshops and hands-on activities underrepresented secondary students will learn about the research conducted at the AO to study Earth's upper atmosphere, asteroids and other Solar System bodies, as well as stars and galaxies beyond. Afterwards, students will develop virtual worlds simulating the different AO facilities (Lidar Laboratory, Radio Telescope, Planetary Radar System, HF Facility, Visitor Center, among others) and showing their functions using digital game-based learning.
Di Castro, Mario; Baiguera Tambutti, Maria Laura; Gilardoni, Simone; Losito, Roberto; Lunghi, Giacomo; Masi, Alessandro
Intelligent robotic systems are becoming essential for inspection and measurements in harsh environments, such as the European Organization for Nuclear Research (CERN) accelerators complex. Aiming at increasing safety and machine availability, robots can help to perform repetitive or dangerous tasks, reducing the risk for the personnel as the exposure to radiation. The Large Hadron Collider (LHC) tunnel at CERN has been equipped with fail-safe trains on monorail able to perform autonomously d...
Mayer, W J
In transport, interest is at present being directed to the energy consumption of the various systems. The 'maglev' system is not yet in practical transport use, so that many characteristics of the system have still to be proven. Calculations show, however, that the 'maglev' train system can meet or even exceed the high requirements familiar to us from the conventional railway. Among the assumptions made with respect to speed, acceleration, distance between halts and capacity utilization it can be shown by calculation that the 'maglev' system is more economical in energy consumption than most existing passenger transport systems. A final judgement on the still existing uncertainties with respect to the traction resistance curve and the motor efficiency can only be made after the experimental 'maglev' layout now being built in Emsland has gone into operation.
Bouaziz, Maha; Yan, Ying; Kassab, Mohamed
wireless technologies, e.g. Wi-Fi and LTE. Different T2G scenarios are defined in order to evaluate the performances of the Mobile Communication Gateway (managing train communications) and Quality of Services (QoS) offered to TCMS applications in the context of various environments (regular train lines......Under the SAFE4RAIL project, we are developing a simulation platform based on a discrete-events network simulator. This platform models the Train-to-Ground (T2G) link in the framework of a system-level simulation of Train Control Management System (TCMS). The modelled T2G link is based on existing...
Ellis, Doris E.
In support of the US Government and the International Atomic Energy Agency (IAEA) Nuclear Security Programmes, Sandia National Laboratories (SNL) has advocated and practiced a risk-based, systematic approach to nuclear security. The risk equation has been implemented as the basis for a performance methodology for the design and evaluation of Physical Protection Systems against a Design Basis Threat (DBT) for theft or sabotage of nuclear and/or radiological materials. Since integrated systems must include people as well as technology and the man-machine interface, a critical aspect of the human element is to train all stakeholders in nuclear security on the systems approach. Current training courses have been beneficial but are still limited in scope. SNL has developed two primary international courses and is completing development of three new courses that will be offered and presented in the near term. In the long-term, SNL envisions establishing a comprehensive nuclear security training curriculum that will be developed along with a series of forthcoming IAEA Nuclear Security Series guidance documents.
Full Text Available The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith. This paper critically examines and re-establishes the argumentation used for game-based learning and identifies misconceptions that confuse the discussions. It reviews the following claims about game-based learning: 1 games foster motivation, 2 play is a natural mode of learning, 3 games induce cognitive flow, which is productive for learning, 4 games support learning-by-doing, 5 games allow for performance monitoring, 6 games offer freedom of movement and the associated problem ownership, 7 games support social learning, 8 games allow for safe experimentation, 9 games accommodate new generations of learners, who have grown up immersed in digital media, and 10 there are many successful games for learning. Assessing the validity of argumentation is considered essential for the credibility of game-based learning as a discipline.
Chee, Yam San
The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...
Foss, Brynjar; Mordt Ba, Petter; Oftedal, Bjørg F; Løkken, Atle
Medication dose calculation is one of several medication-related activities that are conducted by nurses daily. However, medication calculation skills appear to be an area of global concern, possibly because of low numeracy skills, test anxiety, low self-confidence, and low self-efficacy among student nurses. Various didactic strategies have been developed for student nurses who still lack basic mathematical competence. However, we suggest that the critical nature of these skills demands the investigation of alternative and/or supplementary didactic approaches to improve medication calculation skills and to reduce failure rates. Digital game-based learning is a possible solution because of the following reasons. First, mathematical drills may improve medication calculation skills. Second, games are known to be useful during nursing education. Finally, mathematical drill games appear to improve the attitudes of students toward mathematics. The aim of this article was to discuss common challenges of medication calculation skills in nurse education, and we highlight the potential role of digital game-based learning in this area.
Sofian, Siti Siryani; Rambely, Azmin Sham
An effectiveness of a game based learning (GBL) can be determined from an application of fuzzy set conjoint analysis. The analysis was used due to the fuzziness in determining individual perceptions. This study involved a survey collected from 36 students aged 16 years old of SMK Mersing, Johor who participated in a Mathematics Discovery Camp organized by UKM research group called PRISMatik. The aim of this research was to determine the effectiveness of the module delivered to cultivate interest in mathematics subject in the form of game based learning through different values. There were 11 games conducted for the participants and students' perceptions based on the evaluation of six criteria were measured. A seven-point Likert scale method was used to collect students' preferences and perceptions. This scale represented seven linguistic terms to indicate their perceptions on each module of GBLs. Score of perceptions were transformed into degree of similarity using fuzzy set conjoint analysis. It was found that Geometric Analysis Recreation (GEAR) module was able to increase participant preference corresponded to the six attributes generated. The computations were also made for the other 10 games conducted during the camp. Results found that interest, passion and team work were the strongest values obtained from GBL activities in this camp as participants stated very strongly agreed that these attributes fulfilled their preferences in every module. This was an indicator of efficiency for the program. The evaluation using fuzzy conjoint analysis implicated the successfulness of a fuzzy approach to evaluate students' perceptions toward GBL.
Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu
Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.
Zimoch, E.; Luedeke, A.
The complexity of accelerators is ever increasing and today it is typical that a large number of feedback loops are implemented, based on sophisticated models which describe the underlying physics. Despite this increased complexity the machine operators must still effectively monitor and supervise the desired behavior of the accelerator. This is not alone sufficient; additionally, the correct operation of the control system must also be verified. This is not always easy since the structure, design, and performance of the control system is usually not visualized and is often hidden to the operator. To better deal with this situation operators need some knowledge of the control system in order to react properly in the case of problems. In fact operators need mental models of the control system to recognize fault states and react appropriate to errors and misbehavior of both, the accelerator and the control system itself. Mental models gained only on infrequent experience can be imprecise or plain wrong in worst case. Control system training can provide a foundation to build better mental models and therefore help to enhance operator responses and machine availability. For a refinement of the mental model repeated experience is needed. This can be provided by training sessions at the real accelerator
Ting, Ye; Feng, Chen; Wenqiang, Wang; Kai, Yang
Ship fire training is a very important training to ensure the safety of the ship, but limited by the characteristics of the ship itself, it is difficult to carry out fire training on the ship. This paper proposes to introduce a virtual reality technology to build a set of ship fire simulation training system, used to improve the quality of training, reduce training costs. First, the system design ideas are elaborated, and the system architecture diagram is given. Then, the key technologies in the process of system implementation are analyzed. Finally, the system examples are built and tested.
Peccoralo, Lauren A; Callahan, Kathryn; Stark, Rachel; DeCherrie, Linda V
With growing numbers of patient-centered medical homes and accountable care organizations, and the potential implementation of the Patient Protection and Affordable Care Act, the provision of primary care in the United States is expanding and changing. Therefore, there is an urgent need to create more primary-care physicians and to train physicians to practice in this environment. In this article, we review the impact that the changing US healthcare system has on trainees, strategies to recruit and retain medical students and residents into primary-care internal medicine, and the preparation of trainees to work in the changing healthcare system. Recruitment methods for medical students include early preclinical exposure to patients in the primary-care setting, enhanced longitudinal patient experiences in clinical clerkships, and primary-care tracks. Recruitment methods for residents include enhanced ambulatory-care training and primary-care programs. Financial-incentive programs such as loan forgiveness may encourage trainees to enter primary care. Retaining residents in primary-care careers may be encouraged via focused postgraduate fellowships or continuing medical education to prepare primary-care physicians as both teachers and practitioners in the changing environment. Finally, to prepare primary-care trainees to effectively and efficiently practice within the changing system, educators should consider shifting ambulatory training to community-based practices, encouraging resident participation in team-based care, providing interprofessional educational experiences, and involving trainees in quality-improvement initiatives. Medical educators in primary care must think innovatively and collaboratively to effectively recruit and train the future generation of primary-care physicians. © 2012 Mount Sinai School of Medicine.
Within the past few years, the Naval Air Systems Command (NAVAIR) has undergone several major changes including an engineering reorganization from a matrix organization to an Integrated Program Team/Competency Aligned Organization (IPT/CAO...
Afzal, Muhammad Raheel; Oh, Min-Kyun; Choi, Hye Young; Yoon, Jungwon
A biofeedback-based balance training system can be used to provide the compromised sensory information to subjects in order to retrain their sensorimotor function. In this study, the design and evaluation of the low-cost, intuitive biofeedback system developed at Gyeongsang National University is extended to provide multimodal biofeedback for balance training by utilization of visual and haptic modalities. The system consists of a smartphone attached to the waist of the subject to provide information about tilt of the torso, a personal computer running a purpose built software to process the smartphone data and provide visual biofeedback to the subject by means of a dedicated monitor and a dedicated Phantom Omni(®) device for haptic biofeedback. For experimental verification of the system, eleven healthy young participants performed balance tasks assuming two distinct postures for 30 s each while acquiring torso tilt. The postures used were the one foot stance and the tandem Romberg stance. For both the postures, the subjects stood on a foam platform which provided a certain amount of ground instability. Post-experiment data analysis was performed using MATLAB(®) to analyze reduction in body sway. Analysis parameters based on the projection of trunk tilt information were calculated in order to ascertain the reduction in body sway and improvements in postural control. Two-way analysis of variance (ANOVA) showed no statistically significant interactions between postures and biofeedback. Post-hoc analysis revealed statistically significant reduction in body sway on provision of biofeedback. Subjects exhibited maximum body sway during no biofeedback trial, followed by either haptic or visual biofeedback and in most of the trials the multimodal biofeedback of visual and haptic together resulted in minimization of body sway, thus indicating that the multimodal biofeedback system worked well to provide significant (p biofeedback system can offer more customized training
Kropik, M.; Jurickova, M.
The contribution describes the new measuring and protection system of the VR-1 training reactor. The measuring and protection system upgrade is an integral part of the reactor I and C upgrade. The new measuring and protection system of the VR-1 reactor consists of the operational power measuring and the independent power protection systems. Both systems measure the reactor power and power rate, initiate safety action if safety limits are exceeded and send data (power, power rate, status, etc.) to the reactor control system. The operational power measuring system is a full power range system that receives signal from a fission chamber. The signal is evaluated according to the reactor power either in the pulse or current mode. The current mode utilizes the DC current and Campbell techniques. The new independent power protection system operates in the two highest reactor power decades. It receives signals from a boron chamber and evaluates it in the pulse mode. Both systems are computer based. The operational power measuring and independent power protection systems are diverse - different types and location of chambers, completely different hardware, software algorithms for the power and power rate calculations, software development tools and teems for the software manufacturing. (author)
Full Text Available Dating violence prevalence is increasing and effective prevention and intervention methods are needed in order to adress this growing social problem. The use of on-line game-based intervention programmes open ups new possibilities for social worker practice of interventions on a large scale. The purpose of this study was to examine young people´s experiences of a on line game-based intervention programme designed to adress dating-violence among youths. Swedish youths that took part in the intervention programme were interviewed in focus-groups. Results indicate that the use of a game as an intervention method for this socially sensitive topic was perceived as positive by the young people, seeing it as a new, engaging and interesting method. The findings from the study indicate that on-line game-based programme addressing dating violence between young people has the potential to be used as a technical tool in social work practice.
Marsiletti, M.; Santinelli, A.; Zuenkov, M.; Poletykin, A.
An early fault diagnostic system has been developed addressed to timely trouble shooting in process plants during any operational modes. The theory of this diagnostic system is related with the usage of learning methods for automatic generation of knowledge bases. This approach enables the conversion of ''cause→effect'' relations into ''effect→possible-causes'' ones. The diagnostic rules are derived from the operation of a plant simulator according to a specific procedure. Flexibility, accuracy and high speed are the major characteristics of the training simulator, used to generate the diagnostic knowledge base. The simulator structure is very flexible, being based on LEGO code but allowing the use of practically any kind of FORTRAN routines (recently also ACSL macros has been introduced) as plant modules: this permits, when needed, a very accurate description of the malfunctions the diagnostic system should ''known''. The high speed is useful to shorten the ''learning'' phase of the diagnostic system. The feasibility of the overall system has been assessed, using as reference plant the conventional Sampierdarena (Italy) power station, that is a combined cycle plant dedicated to produce both electrical and heat power. The hardware configuration of this prototype system was made up of a network of a Hewlett-Packard workstation and a Digital VAX-Station. The paper illustrates the basic structure of the simulator used for this diagnostic system training purpose, as well as the theoretical background on which the diagnostic system is based. Some evidence of the effectiveness of the concept through the application to Sampierdarena 40 MW cogeneration plant is reported. Finally an outline of an ongoing application to a WWER-1000 plant is given; the operating system is, in this case, UNIX. (author)
Paxton, Anne; Frost, Laura J
Systems Thinking provides a useful set of concepts and tools that can be used to train students to be effective and innovative global health leaders in an ever-changing and often chaotic world. This paper describes an experiential, multi-disciplinary curriculum that uses Systems Thinking to frame and analyse global health policies and practices. The curriculum uses case studies and hands-on activities to deepen students' understanding of the following concepts: complex adaptive systems, dynamic complexity, inter-relationships, feedback loops, policy resistance, mental models, boundary critique, leverage points, and multi-disciplinary, multi-sectoral, and multi-stakeholder thinking and action. A sample of Systems Thinking tools for analysing global health policies and practices are also introduced.
Full Text Available In a missile simulation training system with one-master and multi-slaves distributed system structure, a universal controller is necessary due to the system composed with several controllers. In this research, the designed controllers communicate with each other and upper control computer through RS-485 field bus. RS-485 bus including interface circuits, transmission protocol, Cyclic Redundancy Check (CRC method and upper control test software is designed and proposed. The universal controller adopting the designed RS-485 interface circuits is connected through twisted-pair and makes the simulation system, then the controller is tested in line. The results show that the RS-485 bus communicates effectively using the protocol and CRC method, data transmission rates reaches 115.2 kbps, and has a good stability.
See, Andrew; Teetor, Travis Stephen
In the summer of 2012, the University of Arizona Libraries implemented an online training program to effectively train Access Services staff and student employees at a large academic research library. This article discusses the program, which was built using a course management system (D2L) and various e-Learning software applications (Articulate…
.... This research compared training digital skills to entry-level, enlisted soldiers by the conventional method to training by a constructivist method The constructivist method actively engages soldiers...
Full Text Available The paper reports on the design of a multi-component architecture of distributed hybrid expert training system that can be used for the study of knowledge base of both internal and external expert systems and artificial intelligence systems that are distributed on Internet servers and other computer networks. Expert training system is based on three groups of basic principles: cybernetic, reflecting experience of previous research of systems of artificial intelligence, expert training systems; pedagogical, determining the principles, on which pedagogical design and use of expert training systems are based; psychological, determining preconditious and understanding of pupils psychics, on which the processes of design and use of expert training systems in professional training of future specialists are based.It accounts for the efficient training through the distributed knowledge via the Internet, which greatly increases the didactic capabilities of the system.
Ferguson, R.W.; Converse, R.E. Jr.
A system is described for simulating the real-time dynamic operation of a full scope nuclear powered electrical generating plant for operator training utilizing apparatus that includes a control console with plant component control devices and indicating devices for monitoring plant operation. A general purpose digital computer calculates the dynamic simulation data for operating the indicating devices in accordance with the operation of the control devices. The functions for synchronization and calculation are arranged in a priority structure so as to insure an execution order that provides a maximum overlap of data exchange and simulation calculations. (Official Gazette)
Kim, J. K.; Koh, S. N. [Joong Ang Inspection Co., Seoul (Korea, Republic of); Kim, M. K.; Shim, Y. J. [Ajou University, Suwon (Korea, Republic of)
This paper is written to introduce a multimedia tutoring system for nondestructive testing using personal computer. Nondestructive testing, one of the chief methods for inspecting welds and many other components, is very difficult for the NDT inspectors to understand its technical basis without a wide experience. And it is necessary for considerable repeated education and training for keeping their knowledge. The tutoring system that can simulate NDT works is suggested to solve the above problem based on reasonable condition. The tutoring system shows basic theories of nondestructive testing in a book-style with video images and hyper-links, and it offers practices, in which users can simulate the testing equipment. The book-style and simulation practices provide effective and individual environments for learning nondestructive testing
Kim, J. K.; Koh, S. N.; Kim, M. K.; Shim, Y. J.
This paper is written to introduce a multimedia tutoring system for nondestructive testing using personal computer. Nondestructive testing, one of the chief methods for inspecting welds and many other components, is very difficult for the NDT inspectors to understand its technical basis without a wide experience. And it is necessary for considerable repeated education and training for keeping their knowledge. The tutoring system that can simulate NDT works is suggested to solve the above problem based on reasonable condition. The tutoring system shows basic theories of nondestructive testing in a book-style with video images and hyper-links, and it offers practices, in which users can simulate the testing equipment. The book-style and simulation practices provide effective and individual environments for learning nondestructive testing
Platzer, André; Quesel, Jan-David
Complex physical systems have several degrees of freedom. They only work correctly when their control parameters obey corresponding constraints. Based on the informal specification of the European Train Control System (ETCS), we design a controller for its cooperation protocol. For its free parameters, we successively identify constraints that are required to ensure collision freedom. We formally prove the parameter constraints to be sharp by characterizing them equivalently in terms of reachability properties of the hybrid system dynamics. Using our deductive verification tool KeYmaera, we formally verify controllability, safety, liveness, and reactivity properties of the ETCS protocol that entail collision freedom. We prove that the ETCS protocol remains correct even in the presence of perturbation by disturbances in the dynamics. We verify that safety is preserved when a PI controlled speed supervision is used.
Full Text Available This paper presents cMinds, a learning intervention that deploys game-based visual programming towards building analytical, computational, and critical thinking skills in primary education. The proposed learning method exploits the structured nature of programming, which is inherently logical and transcends cultural barriers, towards inclusive learning that exposes learners to algorithmic thinking. A visual programming environment, entitled ‘cMinds Learning Suite’, has been developed aimed for classroom use. Feedback from the deployment of the learning methods and tools in classrooms in several European countries demonstrates elevated learner motivation for engaging in logical learning activities, fostering of creativity and an entrepreneurial spirit, and promotion of problem-solving capacity
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Gabbett, Tim J; Walker, Ben; Walker, Shane
To investigate the influence of prior knowledge of exercise duration on the pacing strategies employed during game-based activities. Twelve semiprofessional team-sport athletes (mean ± SD age 22.8 ± 2.1 y) participated in this study. Players performed 3 small-sided games in random order. In one condition (Control), players were informed that they would play the small-sided game for 12 min and then completed the 12-min game. In a 2nd condition (Deception), players were told that they would play the small-sided game for 6 minutes, but after completing the 6-min game, they were asked to complete another 6 min. In a 3rd condition (Unknown), players were not told how long they would be required to play the small-sided game, but the activity was terminated after 12 min. Movement was recorded using a GPS unit sampling at 10 Hz. Post hoc inspection of video footage was undertaken to count the number of possessions and the number and quality of disposals. Higher initial intensities were observed in the Deception (130.6 ± 3.3 m/min) and Unknown (129.3 ± 2.4 m/min) conditions than the Control condition (123.3 ± 3.4 m/min). Greater amounts of high-speed running occurred during the initial phases of the Deception condition, and more low-speed activity occurred during the Unknown condition. A moderately greater number of total skill involvements occurred in the Unknown condition than the Control condition. These findings suggest that during game-based activities, players alter their pacing strategy based on the anticipated endpoint of the exercise bout.
Kanthan, Rani; Senger, Jenna-Lynn
The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.
Gekara, Victor O.; Snell, Darryn; Chhetri, Prem; Manzoni, Alex
Many countries are adopting market-based training systems to address industry skills needs. This paper examines the marketisation of Australia's training system and the implications for training provision and outcomes in the Transport and Logistics industry. Drawing on qualitative interviews from industry employers and training providers, we…
Song, Haifeng; Liu, Jieyu; Schnieder, Eckehard
Validation, verification and evaluation are necessary processes to assure the safety and functionality of a system before its application in practice. This paper presents a Train to Train Distance Measurement System (TTDMS), which can provide distance information independently from existing onboard equipment. Afterwards, we proposed a new process using Colored Petri Nets to verify the TTDMS system functional safety, as well as to evaluate the system performance. Three main contributions are carried out in the paper: Firstly, this paper proposes a formalized TTDMS model, and the model correctness is validated using state space analysis and simulation-based verification. Secondly, corresponding checking queries are proposed for the purpose of functional safety verification. Further, the TTDMS performance is evaluated by applying parameters in the formal model. Thirdly, the reliability of a functional prototype TTDMS is estimated. It is found that the procedure can cooperate with the system development, and both formal and simulation-based verifications are performed. Using our process to evaluate and verify a system is easier to read and more reliable compared to executable code and mathematical methods. - Highlights: • A new Train to Train Distance Measurement System. • New approach verifying system functional safety and evaluating system performance by means of CPN. • System formalization using the system property concept. • Verification of system functional safety using state space analysis. • Evaluation of system performance applying simulation-based analysis.
Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue
The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…
Students' cognitive states can reflect a learning experience that results in engagement in an activity. In this study, we used electroencephalography (EEG) physiologically based methodology to evaluate students' levels of attention and relaxation, as well as their learning performance within a traditional and game-based learning context. While no…
Ak, Oguz; Kutlu, Birgul
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Kim, Paul; Buckner, Elizabeth; Kim, Hyunkyung; Makany, Tamas; Taleja, Neha; Parikh, Vallabhi
This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no…
The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game
The author of this book conducted different studies to investigate the potential of serious games for global education when used in EFL classrooms. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.
Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
Morales, Marie Paz Escaño
"Laro-ng-Lahi" (Indigenous Filipino game) based physics activities invigorated the integration of culture in the pre-service physics education to develop students' epistemic beliefs and the notion of conceptual understanding through conceptual change. The study conveniently involved 28 pre-service undergraduate physics students enrolled…
Levac, Danielle; Miller, Patricia; Missiuna, Cheryl
Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in…
Allsop, Yasemin; Jessel, John
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai
Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In addition,…
Pill, Shane; Harvey, Stephen; Hyndman, Brendon
This paper examines the use of the microblogging platform Twitter as a tool for research in physical education. The research examined teacher use of game-based approaches (GBAs). A rolling Twitter conversation hosted over the course of 12 hours provided the data for the study. Participants were from 18 countries and they contributed on average…
Kim, Heesung; Ke, Fengfeng; Paek, Insu
This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…
Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Jong, Morris S. Y.
VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…
Jong, Morris Siu-yung; Shang, Junjie
"Virtual Interactive Student-Oriented Learning Environment" ("VISOLE") is a pedagogical approach to integrating constructivist online game-based learning (COGBLe) into formal teaching in school education. This paper reports a qualitative case study on the implementation of VISOLE (in secondary Geography education) in which we…
Graf von Malotky, Nikolaj Troels; Martens, Alke
Intelligent Tutoring System are state of the art in eLearning since the late 1980s. The earliest system have been developed in teams of psychologists and computer scientists, with the goal to investigate learning processes and, later on with the goal to intelligently support teaching and training with computers. Over the years, the eLearning hype…
Tan, Xianglin; Shao, Zhichao; Tu, Jianhua; Qu, Fuqi
The short-wave radio station is a most important transmission equipment of our signal corps, but in the actual teaching process, which exist the phenomenon of fewer equipment and more students, making the students' short-wave radio operation and practice time is very limited. In order to solve the above problems, to carry out shortwave radio simple simulation training system development is very necessary. This project is developed by combining hardware and software to simulate the voice communication operation and signal principle of shortwave radio station, and can test the signal flow of shortwave radio station. The test results indicate that this system is simple operation, human-machine interface friendly and can improve teaching more efficiency.
Gurellier, R.; Akchay, S.; Zararsiz, S.
Full text : Technical competence and national/international acceptance of independency of laboratories is ensured by going through accreditations. It provides decreasing the risk of a slowdown in international trade due to unnecessary repetition of testing and analyses. It also eliminates the cost of additional experiments and analyses. Saraykoy Nuclear Research and Training Center (SANAEM) has performed intensive studies to establish an effective and well-functioning QMS (Quality Management System) by full accordance with the requirements of ISO/IEC 17025, since the begining of 2006. Laboratories, especially serving to public health studies and important trade duties require urgent accreditation. In this regard, SANAEM has established a quality management system and performed accreditation studies
De Silva, D
Over the years, Sri Lanka has achieved remarkable health gains for the money spent on health. Currently about 1450 doctors enter the health system annually. While some advocate opening up of new medical schools to address an apparent shortage of doctors in the country, others argue against it. To identify the number of doctors Sri Lanka need. System dynamics, an analytical modelling approach and a methodology for studying complex feedback systems was used. Two sub models of “need” and “supply” were developed and simulated for a period of 15 years from 2017 to 2032 At present the doctor to population ratio is 1:671 and 91% of the need has been met. This study shows that currently there is a shortage of doctors in the country. However, the supply will match the need by 2025/26. Increasing the number of doctors, will result in oversupply of doctors towards the latter part of the next decade. There is no acute necessity to open up new Medical Schools. However comprehensive health workforce analysis needs to be done once in 5 years and the number of doctors to be trained, decided accordingly.
Zhu, Li; Wang, Fei; Zhao, Hongli
Urban rail transit plays an increasingly important role in urbanization processes. Communications-Based Train Control (CBTC) Systems, Passenger Information Systems (PIS), and Closed Circuit Television (CCTV) are key applications of urban rail transit to ensure its normal operation. In existing urban rail transit systems, different applications are deployed with independent train ground communication systems. When the train ground communication systems are built repeatedly, limited wireless sp...
The article introduced the Virtual Reality and development tools. It put forward the component and the characteristic feature of the simulation training system. It opens up prospects for chemical defense military training. (author)
van der Pal, Jelke; Roos, Christopher; Sewnath, Ghanshaam; Rosheuvel, Christian
The prospective use of low fidelity simulation and gaming in aviation training is high, and may facilitate individual, personal training needs in usually asynchronous training setting. Without direct feedback from, or intervention by, an instructor, adaptivity of the training environment is in high demand to ensure training sessions maintain an…
Yoshijima, S.; Tomita, J.; Yoneda, Y.
Training and indoctrination of personnel are very important for performing quality assurance activities in nuclear power plants. The paper presents policies, procedures and practices with regard to a training system for site construction workers, a training system for plant operation personnel at a special facility, and services and activities for operating plants. The training system for site workers and technicians offers basic training for all workers, and special training and qualification for field welders, cable-termination workers and non-destructive examination personnel. In addition to the qualification system for field welders applied by the regulatory body, a privat-company qualification system exists. Also, a training centre for BWR operators has been established. This facility has a simulator duplicating the main control room of an actual plant and a computer-assisted instruction system. Standard training courses, short-term basic courses, re-training courses, group training courses and special training courses are held at the training centre. Finally, the services and activities performed by Toshiba Corporation for operating plants are described. These activities of the plant supplier aim at keeping up and further enhancing the safety and reliability of operating plants and mainly consist of: (1) collection and evaluation of plant operation data, with re-evaluation and improvement of systems and components; (2) development of new maintenance techniques; (3) development of measures for reducing annual outage periods; and (4) plant emergency preparedness. (author)
Communication based train control (CBTC) system is based on mobile communication and overcomes fixed blocks in order to increase track utilization and train safety. The data communication system (DCS) between trains and wayside equipment is a crucial factor for the safe and efficient operation of CBTC system. The dependability under various transmission conditions needs to be modeled and evaluated. In this paper,a stochastic reward net (SRN) model for DCS based IEEE 802.11 standard was developed,which captures all relevant failure and failure recovery behavior system aspects in a concise way. We compared the reliability,availability for DCS with and without access point (AP) and antenna redundant configuration. We also quantitatively evaluated and compared the frame loss probability for three DCS configurations with different train velocities and train numbers in one radio cell. Fixed-point iteration was adopted to simplify the analysis. Numerical results showed the significant improvement of the reliability,availability and the frame loss probability index for the full redundant configuration.
Louka, Michael N.
VR is a powerful technology for implementing training systems but better tools are needed to achieve wider usage and acceptance for desktop computer-based training applications. A need has been identified for a software tool kit to support the efficient implementation of well-structured desktop VR training systems. A powerful toolkit for implementing scalable low-cost VR training applications is described in this report (author) (ml)
Kang, Sunjoo; Seo, Hyejin; Ho, Binh Duy; Nguyen, Phuong Thi Anh
This study analyzed the project outcomes to share lessons regarding the development of an emergency medicine education system in Vietnam. Retrospective evaluation was implemented using project outcome indicators. A total of 13 training courses were administered, with the collaboration of international experts in Korea and Vietnam. A total of 23 kinds of emergency medicine education equipment were purchased, and a basic life support (BLS) and two advanced cardiac life support labs were remodeled to provide appropriate simulation training. Throughout the 2 years of the project, nine Vietnamese BLS instructors were approved by the Korea Association of Cardiopulmonary Resuscitation under American Heart Association. Results of evaluation by Korean international development experts were based on five criteria, provided by the Development Assistance Committee of the Organization for Economic Co-operation and Development, were excellent. Success factors were identified as partnership, ownership, commitment, government support, and global networking. Project indicators were all accomplished and received an excellent evaluation by external experts. For sustainable success, healthcare policy and legal regulation to promote high quality and safe service to the Vietnamese people are recommended.
Park, Joonkoo; Brannon, Elizabeth M
Humans and nonhuman animals share an approximate number system (ANS) that permits estimation and rough calculation of quantities without symbols. Recent studies show a correlation between the acuity of the ANS and performance in symbolic math throughout development and into adulthood, which suggests that the ANS may serve as a cognitive foundation for the uniquely human capacity for symbolic math. Such a proposition leads to the untested prediction that training aimed at improving ANS performance will transfer to improvement in symbolic-math ability. In the two experiments reported here, we showed that ANS training on approximate addition and subtraction of arrays of dots selectively improved symbolic addition and subtraction. This finding strongly supports the hypothesis that complex math skills are fundamentally linked to rudimentary preverbal quantitative abilities and provides the first direct evidence that the ANS and symbolic math may be causally related. It also raises the possibility that interventions aimed at the ANS could benefit children and adults who struggle with math.
Full Text Available Deciphering the human genome, and further development of omics technologies, have opened new opportunities in studying the molecular mechanisms underlying the sport success. According to modern concepts of functional genomics, it is believed that individual differences in the degree of development of physical and mental qualities, as well as in the susceptibility to different diseases of athletes are largely due to DNA polymorphisms. Genetic markers associated with the development and manifestation of physical qualities (speed, strength, endurance, agility, flexibility can be used in the sports selection system, to clarify sports specialization and to optimize the training process. Other molecular markers (methyl groups, transcripts, telomerase activity, telomeres, circulating DNA, metabolites, proteins, etc. in addition to predicting athletic performance, allow assessing the current functional state of the athlete, including the phenomenon of overtraining. The purpose of this review is to provide data on the use of genomic, epigenetic, transcriptomic, proteomic and metabolic methods in sports talent identification, assessing the current functional status of athletes and in the prescription of personal training and nutrition programs. Future research, including multicentre genome-wide association studies and whole-genome sequencing in large cohorts of athletes with further validation and replication, will substantially contribute to the discovery of large numbers of the causal genetic variants (mutations and DNA polymorphisms that would partly explain the heritability of athlete status and related phenotypes.
Full Text Available PurposeThis study analyzed the project outcomes to share lessons regarding the development of an emergency medicine education system in Vietnam.MethodsRetrospective evaluation was implemented using project outcome indicators.ResultsA total of 13 training courses were administered, with the collaboration of international experts in Korea and Vietnam. A total of 23 kinds of emergency medicine education equipment were purchased, and a basic life support (BLS and two advanced cardiac life support labs were remodeled to provide appropriate simulation training. Throughout the 2 years of the project, nine Vietnamese BLS instructors were approved by the Korea Association of Cardiopulmonary Resuscitation under American Heart Association. Results of evaluation by Korean international development experts were based on five criteria, provided by the Development Assistance Committee of the Organization for Economic Co-operation and Development, were excellent. Success factors were identified as partnership, ownership, commitment, government support, and global networking.ConclusionProject indicators were all accomplished and received an excellent evaluation by external experts. For sustainable success, healthcare policy and legal regulation to promote high quality and safe service to the Vietnamese people are recommended.
Full Text Available Air transport development brings an increased focus on the safety of piloting. The safety conditions can be assessed by mental workload. Psychic discomfort or excessive stress on pilots can negatively influence the course of flights. Therefore it appears convenient to monitor such parameters, which represent the mental wellbeing, or discomfort of a pilot. Since physiological measurements can provide a good information about mental workload or stress, this work primarily focuses on the observation of the change in heart rate, as it is an indicator of stress during the training of pilots, using the designed modular telemetry system. Another aim of this study is to evaluate the influence of a change in the avionic data visualization. This can have an unfavorable effect on the piloting of an airplane. This work, based on the evaluation of heart rate shows, that the switch from analog visualization to glass cockpit creates increased levels of stress in pilots, which was proved for all examined subjects except one. Significant level of correlation in the heart beat rate change in subjects in the course of training was also discovered.
Course Sessions (October 2006-March 2007) The Software and System Technologies Curriculum of the CERN Technical Training Programme offers comprehensive training in C++, Java, Perl, Python, XML, OO programming, JCOP/PVSS, database design and Oracle. In the PERL, C++, OO and Java course series there are some places available on the following course sessions, currently scheduled until March 2007: Object-Oriented Analysis and Design using UML: 17-19 October 2006 (3 days) JAVA 2 Enterprise Edition - Part 1: Web Applications: 19-20 October 2006 (2 days) JAVA - Level 1: 30 October -1 November 2006 (3 days) PERL 5 - Advanced Aspects: 2 November 2006 (1 day) C++ Programming Part 1 - Introduction to Object-Oriented Design and Programming: 14-16 November 2006 (3 days) JAVA - Level 2: 4-7 December 2006 (4 days) C++ Programming Part 2 - Advanced C++ and its Traps and Pitfalls: 12-15 December 2006 (4 days) JAVA 2 Enterprise Edition - Part 2: Enterprise JavaBeans: 18-20 December 2006 (3 days) C++ for Particle Physicists:...
Jeong, Kwanseong; Moon, Jeikwon; Choi, Byungseon; Hyun, Dongjun; Lee, Jonghwan; Kim, Ikjune; Kim, Geunho; Seo, Jaeseok
Decommissioning workers need familiarization with working environments because working environment is under high radioactivity and work difficulty during decommissioning of nuclear facilities. On-the-job training of decommissioning works could effectively train decommissioning workers but this training approach could consume much costs and poor modifications of scenarios. The efficiency of virtual training system could be much better than that of physical training system. This paper was intended to develop the training system to prevent accidents for decommissioning of nuclear facilities. The requirements for the training system were drawn. The data management modules for the training system were designed. The training system of decommissioning workers was developed on the basis of virtual reality which is flexibly modified. The visualization and measurement in the training system were real-time done according as changes of the decommissioning scenario. It can be concluded that this training system enables the subject to improve his familiarization about working environments and to prevent accidents during decommissioning of nuclear facilities
Jeong, Kwanseong; Moon, Jeikwon; Choi, Byungseon; Hyun, Dongjun; Lee, Jonghwan; Kim, Ikjune; Kim, Geunho; Seo, Jaeseok [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)
Decommissioning workers need familiarization with working environments because working environment is under high radioactivity and work difficulty during decommissioning of nuclear facilities. On-the-job training of decommissioning works could effectively train decommissioning workers but this training approach could consume much costs and poor modifications of scenarios. The efficiency of virtual training system could be much better than that of physical training system. This paper was intended to develop the training system to prevent accidents for decommissioning of nuclear facilities. The requirements for the training system were drawn. The data management modules for the training system were designed. The training system of decommissioning workers was developed on the basis of virtual reality which is flexibly modified. The visualization and measurement in the training system were real-time done according as changes of the decommissioning scenario. It can be concluded that this training system enables the subject to improve his familiarization about working environments and to prevent accidents during decommissioning of nuclear facilities.
Chung, Sang-Bong; Ryu, Jiwook; Chung, Yeongu; Lee, Sung Ho; Choi, Seok Keun
To provide detailed information about how to realize a self-training laboratory with cost-effective microsurgical instruments, especially pertinent for the novice trainee. Our training model is designed to allow the practice of the microsurgery skills in an efficient and cost-effective manner. A used stereoscopic microscope is prepared for microsurgical training. A sufficient working distance for microsurgical practice is obtained by attaching an auxiliary objective lens. The minimum instrument list includes 2 jeweler's forceps, iris scissors, and alligator clips. The iris scissors and alligator clip provide good alternatives to micro-scissors and microvascular clamp. The short time needed to set up the microscope and suture the gauze with micro-forceps makes the training model suitable for daily practice. It takes about 15 minutes to suture 10 neighboring fibers of the gauze with 10-0 nylon; thus, training can be completed more quickly. We have developed an inexpensive and efficient micro-anastomosis training system using a stereoscopic microscope and minimal micro-instruments. Especially useful for novice trainees, this system provides high accessibility for microsurgical training. Copyright © 2017 Elsevier Inc. All rights reserved.
Wiederholt, Bradley J.; Browning, Elica J.; Norton, Jeffrey E.; Johnson, William B.
MITT Writer is a software system for developing computer based training for complex technical domains. A training system produced by MITT Writer allows a student to learn and practice troubleshooting and diagnostic skills. The MITT (Microcomputer Intelligence for Technical Training) architecture is a reasonable approach to simulation based diagnostic training. MITT delivers training on available computing equipment, delivers challenging training and simulation scenarios, and has economical development and maintenance costs. A 15 month effort was undertaken in which the MITT Writer system was developed. A workshop was also conducted to train instructors in how to use MITT Writer. Earlier versions were used to develop an Intelligent Tutoring System for troubleshooting the Minuteman Missile Message Processing System.
Norton, Jeffrey E.; Wiederholt, Bradley J.; Johnson, William B.
Microcomputer Intelligence for Technical Training (MITT) uses Intelligent Tutoring System (OTS) technology to deliver diagnostic training in a variety of complex technical domains. Over the past six years, MITT technology has been used to develop training systems for nuclear power plant diesel generator diagnosis, Space Shuttle fuel cell diagnosis, and message processing diagnosis for the Minuteman missile. Presented here is an overview of the MITT system, describing the evolution of the MITT software and the benefits of using the MITT system.
Kim, Ko Ryu; Park, Sun Hee; Kim, Dong Ha
The nuclear plants' severe accidents have two big characteristics. One is that they are very rare accidents, and the other is that they bring extreme conditions such as the high pressure and temperature in their process. It is, therefore, very hard to get the severe accident data, without inquiring that the data should be real or experimental. In fact, most of severe accident analyses rely on the simulation codes where almost all severe accident knowledge is contained. These codes are, however, programmed by the Fortran language, so that their output are typical text files which are very complicated. To avoid this kind of difficulty in understanding the code output data, several kinds of graphic user interface (GUI) programs could be developed. In this paper, we will introduce a GUI system for severe accident management and training, partly developed and partly in design stage
Seki, Yoshikazu; Sato, Tetsuji
A new auditory orientation training system was developed for blind people using acoustic virtual reality (VR) based on a head-related transfer function (HRTF) simulation. The present training system can reproduce a virtual training environment for orientation and mobility (O&M) instruction, and the trainee can walk through the virtual training environment safely by listening to sounds such as vehicles, stores, ambient noise, etc., three-dimensionally through headphones. The system can reproduce not only sound sources but also sound reflection and insulation, so that the trainee can learn both sound location and obstacle perception skills. The virtual training environment is described in extensible markup language (XML), and the O&M instructor can edit it easily according to the training curriculum. Evaluation experiments were conducted to test the efficiency of some features of the system. Thirty subjects who had not acquired O&M skills attended the experiments. The subjects were separated into three groups: a no-training group, a virtual-training group using the present system, and a real-training group in real environments. The results suggested that virtual-training can reduce "veering" more than real-training and also can reduce stress as much as real training. The subjective technical and anxiety scores also improved.
Fung, M. K.; Tedesco, L.; Katz, M. E.
As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed
Mandryk, Regan Lee; Birk, Max Valentin
Designers of digital interventions for mental health often leverage interactions from games because the intrinsic motivation that results from game-based interventions may increase participation and translate into improved treatment efficacy. However, there are outstanding questions about the suitability (eg, are desktop or mobile interventions more appropriate?) and intervention potential (eg, do people with depression activate enough to play?) of games for mental health. In this paper, we aimed to describe the presently unknown relationship between gaming activity and indicators of well-being so that designers make informed choices when designing game-based interventions for mental health. We gathered validated scales of well-being (Beck's Depression Inventory [BDI-II], Patient Health Questionnaire [PHQ-9], trait anxiety [TA], and basic psychological needs satisfaction [BPNS]), play importance (control over game behavior: control; gamer identity: identity), and play behavior (play frequency, platform preferences, and genre preferences) in a Web-based survey (N=491). The majority of our participants played games a few times a week (45.3%, 222/490) or daily (34.3%, 168/490). In terms of depression, play frequency was associated with PHQ-9 (P=.003); PHQ-9 scores were higher for those who played daily than for those who played a few times a week or less. Similarly, for BDI-II (P=.01), scores were higher for those who played daily than for those who played once a week or less. Genre preferences were not associated with PHQ-9 (P=.32) or BDI-II (P=.68); however, platform preference (ie, mobile, desktop, or console) was associated with PHQ-9 (P=.04); desktop-only players had higher PHQ-9 scores than those who used all platforms. Platform preference was not associated with BDI-II (P=.18). In terms of anxiety, TA was not associated with frequency (P=.23), platform preference (P=.07), or genre preference (P=.99). In terms of needs satisfaction, BPNS was not associated with
Kyryshchuk, V.; Gavrilyuk, V.; Drapey, S.; Romanova, O.; Levina, E.; Proskurin, D.; Gavrilyuk-Burakova, A.; Parkhomenko, V.; Van Dassen, L.; Delalic, Z.
The George Kuzmych Training Center (GKTC) was created at the Kyiv Institute for Nuclear Research as a result of collaborative efforts between the United States and Ukraine in 1998. Later the European Commission (EC) and Sweden joined the USA supporting MC&A aspects of the GKTC activity. The GKTC was designated by the Ukrainian Government to provide the MPC&A training and methodological assistance to nuclear facilities and nuclear specialists. In order to increase the efficiency of State MC&A system an essential number of new regulations, norms and rules was developed demanding regular and more intensive MC&A experts training from the Regulatory Body of Ukraine and all nuclear facilities. For this purpose ten training courses were developed by the GKTC under the EC contract taking into account both specifics of Ukrainian nuclear facilities and expertise level of their personnel. Along with the NDA training laboratory created with the US DOE financial support and methodological assistance in 2003, a new surveillance and containment laboratory was created under the EC contract and with US DOE financial support as well. Moreover, under the EC contract the laboratory was equipped with the state-of-the-art and most advanced means of surveillance and containment strengthening even more the GKTC training opportunities. As a result, the MC&A experts from all nuclear facilities and Regulatory Body of Ukraine can regularly be trained practically on all MC&A issues. This paper briefly describes the practical efforts applied to improve Ukrainian MC&A systems both at the State and facility levels and real results on the way to develop the National System for MC&A regular training at the GKTC, problems encountered and their solution, comments, suggestions and recommendations for the future activity to promote and improve the nuclear security culture in Ukraine. (author)
Cimino, James D.
Soft skills, also called "people skills," are typically hard to observe, quantify and measure. These skills have to do with how we relate to each other; communicating, listening, engaging in dialogue, giving feedback, cooperating as a team member, solving problems and resolving conflicts. Most of the soft skills training is scenario based, utilizing written or video-based scenarios. with limited or no branching, as well as quantitative feedback. This paper will outline a game-based approach to configurable, scenario-based, soft skills training. The paper will discuss the application of realistic visual behavior cues (e.g. body language, vocal inflection, facial expressions) and how these can benefit the learner. Using the concept of a "virtual vignette" this paper will discuss a prototype system intended to leach suicide prevention and provide qualitative feedback to the learner. The paper will also explore other soft skills training applications for this technology
Fox, Jordan L.; Stanton, Robert; Scanlan, Aaron T.
Purpose: The purpose of this study was to quantify and compare training and competition demands in basketball. Methods: Fifteen semiprofessional male basketball players wore microsensors during physical conditioning training (PCT), games-based training (GBT), and competition to measure absolute and relative (·min[superscript -1]) PlayerLoad™ (PL)…
Gultekin, Murat; Dursun, Polat; Vranes, Boris
The objectives of the study were to highlight some of the differences in training systems and opportunities for training in gynecologic oncology across Europe and to draw attention to steps that can be taken to improve training prospects and experiences of European trainees in gynecologic oncology....
Yuan-Chun, Mao; Sui, Xu; Jie, Wang; Hua-Yun, Zhou; Jun, Cao
To design and develop an online training and evaluation system for parasitic pathogen recognition. The system was based on a Parasitic Diseases Specimen Image Digitization Construction Database by using MYSQL 5.0 as the system of database development software, and PHP 5 as the interface development language. It was mainly used for online training and evaluation of parasitic pathology diagnostic techniques. The system interface was designed simple, flexible, and easy to operate for medical staff. It enabled full day and 24 hours accessible to online training study and evaluation. Thus, the system broke the time and space constraints of the traditional training models. The system provides a shared platform for the professional training of parasitic diseases, and a reference for other training tasks.
Hussain, Sayed Yusoff bin Syed; Hoe, Tan Wee; Idris, Muhammad Zaffwan bin
Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.
Connell, Judith; Knight, Margaret
Twenty-first century literacy is more than being able to encode for spelling ability, decode for reading comprehension, and calculate for numeric reasoning. It demands the skills to negotiate the world of technology. Health literacy is lower than general literacy, and general literacy is lower among African American males than the overall population. The authors discuss the prospects of incorporating Game Based Learning approaches into strategies for teaching health literacy. Results of a survey administered to youth to determine their level of involvement in video game playing indicate that key elements must be in place to ensure that a game will be played. These include action, strategy, and entertainment. Future investigation will examine the knowledge level of African American adolescent males of the nexus of certain concepts of climate change and health literacy. Climate change has significant implications for human health. This understanding will produce a scientifically based foundation for curricular and instructional decisions that include GBL. Results of this study will be used to design a video game concept and will contribute to the body of knowledge concerning environmental justice and empower individuals to make informed decisions about their own health and those they influence.
Full Text Available Our research deals with the development of a new type of game-based learning environment: (MMORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum. After describing the challenge to a rich multidisciplinary approach involving both computer scientists and archaeologists, we present two types of game: multiplayer online role-playing games and mixed reality games. We build on the specificities of these games to make the design choices described in the paper. We also present three modular features we have developed to support independently three activities of the scenario. The proposed approach aims at raising awareness among people on the scientific approach in Archaeology, by providing them information in the virtual environment and encouraging them to go on real sites. We finally discuss the issues raised by this work, such as the tensions between the perceived individual, team and community utilities, as well as the choice of the entering point in the learning scenario (real or virtual for the players’ involvement in the game.
Full Text Available This paper endeavours to research about simulation/serious games exploration within University of Algarve (Portugal, namely Cesim SimBrand for Marketing Simulation (course unit. A total amount of 30 learners participated in this study through a mixed survey (openended and closed-ended queries. The empirical evidences exhibit interesting outcomes: (i a response rate of 50 percent; (ii these tools increase learning engagement, although it is essential to be more realistic; (iii teamwork seems to be a controversial topic; (iv learners had a positive experience; however, some feel unprepared before their usage (prior knowledge. Hence, this survey provides a good platform for future research and approaches how to promote a better exploration of simulation/serious games. To conclude, this manuscript will be divided into six sections: (i the 5W’s of game-based learning; (ii research (statement of the problem, aims/objectives, philosophical approach and data collection/analysis; (iii diagnosis (game deliver and learners’ pre-perception; (iv findings (learners’ profile, awareness, experiences and preparation; (v limitations and future work (methodological limitations and tools/analysis upgrade; and, (vi conclusions.
Full Text Available In recent years, a growing number of studies are being conducted into the effectiveness of digital game-based learning (DGBL. Despite this growing interest, there is a lack of sound empirical evidence on the effectiveness of DGBL due to different outcome measures for assessing effectiveness, varying methods of data collection and inconclusive or difficult to interpret results. This has resulted in a need for an overarching methodology for assessing the effectiveness of DGBL. The present study took a first step in this direction by mapping current methods used for assessing the effectiveness of DGBL. Results showed that currently, comparison of results across studies and thus looking at effectiveness of DGBL on a more general level is problematic due to diversity in and suboptimal study designs. Variety in study design relates to three issues, namely different activities that are implemented in the control groups, different measures for assessing the effectiveness of DGBL and the use of different statistical techniques for analyzing learning outcomes. Suboptimal study designs are the result of variables confounding study results. Possible confounds that were brought forward in this review are elements that are added to the game as part of the educational intervention (e.g., required reading, debriefing session, instructor influences and practice effects when using the same test pre- and post-intervention. Lastly, incomplete information on the study design impedes replication of studies and thus falsification of study results.
Maganty, Nishita; Ilyas, Muneeb; Zhang, Nan; Sharma, Amit
To evaluate the effectiveness of a game-based learning (GBL) intervention, Tapamole, in improving recognition of the features of melanoma (MM) compared to a written education intervention. Tapamole, an online education intervention, was developed using GBL. Participants were voluntarily recruited from the Dermatology waiting room and randomized to three groups: game, pamphlet, and no intervention. Participants completed a pre-intervention survey, post-intervention survey, and test on MM recognition. Clustered binary data equations were used to calculate sensitivity, specificity, and accuracy for each group and GEE model with log link was used to compare measures between groups. Sixty participants were recruited. The sensitivity for MM recognition in the game group was 100% compared to 95% for the pamphlet group. The specificity (40.8% vs 53.3%) and accuracy (60.6% vs 67.2%) of the game and pamphlet groups were similar. Participants in the game group reported higher enjoyment than those in the pamphlet group. GBL was as effective as the written intervention in identifying features of MM. With increasing use of the Internet for health information, it is critical to have effective online education interventions. GBL education tools are effective, enjoyable, and should be used to improve MM patient education. Copyright © 2017 Elsevier B.V. All rights reserved.
Radiation workers have to receive the radiation safety training every year. It is very hard for them to receive the training within a limited chance of training. Then, we developed the new training system using the video streaming technique and opened the web page for the training on our homepage. Every worker is available to receive the video lecture at any time and at any place by using his PC via internet. After watching the video, the worker should receive the completion examination. It he can pass the examination, he was registered as a radiation worker by the database system for radiation control. (author)
Savely, Robert T.
Space station training will be a major task, requiring the creation of large numbers of simulation-based training systems for crew, flight controllers, and ground-based support personnel. Given the long duration of space station missions and the large number of activities supported by the space station, the extension of space shuttle training methods to space station training may prove to be impractical. The application of artificial intelligence technology to simulation training can provide the ability to deliver individualized training to large numbers of personnel in a distributed workstation environment. The principal objective of this project is the creation of a software development environment which can be used to build intelligent training systems for procedural tasks associated with the operation of the space station. Current NASA Johnson Space Center projects and joint projects with other NASA operational centers will result in specific training systems for existing space shuttle crew, ground support personnel, and flight controller tasks. Concurrently with the creation of these systems, a general-purpose development environment for intelligent computer-aided training systems will be built. Such an environment would permit the rapid production, delivery, and evolution of training systems for space station crew, flight controllers, and other support personnel. The widespread use of such systems will serve to preserve task and training expertise, support the training of many personnel in a distributed manner, and ensure the uniformity and verifiability of training experiences. As a result, significant reductions in training costs can be realized while safety and the probability of mission success can be enhanced.
Full Text Available The design of innovative radiating systems based on the metamaterial technology for GNSS (Global Navigation Satellite System applications in radio frequency (RF interference conditions is proposed. To this aim, firstly two typical adaptive array techniques (i.e., nulling and beam-forming are discussed and tradeed off. Secondly, FRPA (Fixed Radiation Pattern Antenna and CRPA (Controlled Radiation Pattern Antenna phased array configurations of miniaturized patch antennas are studied by means of electromagnetic commercial tools and phased array optimization algorithms. This process leads to the identification of a phased array design. Benefits and drawbacks for GNSS applications are highlighted. Finally, the design of the phased array is applied to a GNSS user receiver in a navigation realistic environment. Simulation results are obtained in a realistic scenario for railway applications, comprising of a GNSS satellite constellation, a GNSS user receiver (i.e., on-board train equipment running along a track in Western Australia, and a constellation of interfering satellites. Navigation service performances (i.e., user location accuracy and service availability are computed taking into account the adaptive array radiation pattern in two different modes (i.e., FRPA or CRPA and band-limited white noise interference.
2005-2006 ACADEMIC TRAINING PROGRAMME LECTURE SERIES 6, 7, 8, 9 June 11:00-12:00. On the 8 June from 10:00 to 12:00 - Auditorium, bldg 500 Exploring Planets and Moons in our Solar System H.O. RUCKER / Space Research Institut, Graz The lecture series comprises 5 lectures starting with the interplanetary medium, the solar wind and its interaction with magnetized planets. Knowledge on the magnetically dominated 'spheres'around the Giant Planets have been obtained by the Grand Tour of both Voyager spacecraft to Jupiter, Saturn, with the continuation of Voyager 2 to Uranus, and Neptune, in the late seventies and eighties of last century. These findings are now extensively supported and complemented by Cassini/Huygens to the Saturnian system. This will be discussed in detail in lecture 2. Specific aspects of magnetospheric physics, in particular radio emissions from the planets, observed in-situ and by remote sensing techniques, will be addressed in the following lecture 3. Of high importance are also the rec...
Thamer A Alrawashdeh
Full Text Available With the development of information technology, organizations have applied e-learning system to train their employees in order to enhance the its performance. In this respect, applying web based training will enable the organization to train their employees quickly, efficiently and effectively anywhere at any time. This research aims to extend Unified Theory of Acceptance and Use Technology (UTAUT using some factors such flexibility of web based training system, system interactivity and system enjoyment, in order to explain the employees
learning. Recommendations are also presented for additional research into a more effective systems engineering andragogy . 15. SUBJECT TERMS 16...into a more effective systems engineering andragogy . Purpose Competency-based training for defense acquisition workers in the systems engineering
Full Text Available The paper deals with new training technologies development based on approach to distance learning website, implemented in the laboratory of a Traffic Engineering study branch at Faculty of Transport. The discussed computing interface allows students complete knowledge of traffic controllers’ architecture and machine language programming fundamentals. These training facilities are available at home; at their remote terminal. The training resources consist of electronic / computer based training; guidebooks and software units. The laboratory provides the students with an interface entering into simulation packages and programming interfaces, supporting the web training facilities. The courseware complexity selection is one of the most difficult factors in intelligent training unit’s development. The dynamically configured application provides the user with his individually set structure of the training resources. The trainee controls the application structure and complexity, from the time he started. For simplifying the training process and studying activities, several unifications were provided. The introduced ideas need various standardisations, simplifying the e-learning units’ development and application control processes , . Further training facilities development concerns virtual laboratory environment organisation in laboratories of Transport Faculty.
Cowings, Patricia S. (Inventor)
The Autogenic-Feedback Training Exercise (AFTE) method of the present invention is a combined application of physiologic and perceptual training techniques. such as autogenic therapy and biofeedback. This combined therapy approach produces a methodology that is appreciably more effective than either of the individual techniques used separately. The AFTE method enables sufficient magnitude of control necessary to significantly reduce the behavioral and physiologic reactions to severe environmental stressors. It produces learned effects that are persistent over time and are resistant to extinction and it can be administered in a short period of time. The AFTE method may be used efficiently in several applications, among which are the following: to improve pilot and crew performance during emergency flying conditions; to train people to prevent the occurrence of nausea and vomiting associated with motion and sea sickness, or morning sickness in early pregnancy; as a training method for preventing or counteracting air-sickness symptoms in high-performance military aircraft; for use as a method for cardiovascular training, as well as for multiple other autonomic responses, which may contribute to the alleviation of Space Motion Sickness (SMS) in astronauts and cosmonauts; training people suffering from migraine or tension headaches to control peripheral blood flow and reduce forehead and/or trapezius muscle tension; training elderly people suffering from fecal incontinence to control their sphincter muscles; training cancer patients to reduce the nauseagenic effects of chemotherapy; and training patients with Chronic Intestinal Pseudo-obstruction (CIP).
Full Text Available The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant’s specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-based intervention. Supplementary clinical outcome data were collected. All participants played the games with moderately high enjoyment. Participant feedback helped identify barriers to use (especially, limited free time and possible improvements. An in-home, customized, virtual reality game intervention to provide rehabilitative exercises for persons with chronic stroke is practicable. However, future studies are necessary to determine the intervention’s impact on participant function, activity, and involvement.
Chen, Meng-Hua; Tseng, Wen-Ta; Hsiao, Tsung-Yuan
This study presents the results of a meta-analytic study about the effects of digital game-based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = 0.016), but not with learners' age (Q = 0.906, df = 1, p = 0.341) or linguistic…
Hamari, Juho; Nousiainen, Tuula
This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, ...
Doerr, Kai-Uwe; Rademacher, Holger; Huesgen, Silke; Kubbat, Wolfgang
Since Head Mounted Displays (HMD), datagloves, tracking systems, and powerful computer graphics resources are nowadays in an affordable price range, the usage of PC-based "Virtual Training Systems" becomes very attractive. However, due to the limited field of view of HMD devices, additional modalities have to be provided to benefit from 3D environments. A 3D sound simulation can improve the capabilities of VR systems dramatically. Unfortunately, realistic 3D sound simulations are expensive and demand a tremendous amount of computational power to calculate reverberation, occlusion, and obstruction effects. To use 3D sound in a PC-based training system as a way to direct and guide trainees to observe specific events in 3D space, a cheaper alternative has to be provided, so that a broader range of applications can take advantage of this modality. To address this issue, we focus in this paper on the evaluation of a low-cost 3D sound simulation that is capable of providing traceable 3D sound events. We describe our experimental system setup using conventional stereo headsets in combination with a tracked HMD device and present our results with regard to precision, speed, and used signal types for localizing simulated sound events in a virtual training environment.
Gallegos, Cara; Tesar, Abigail J; Connor, Kelley; Martz, Kim
Baccalaureate nursing programs require students to complete a research course, and faculty find it challenging to engage students. Educational gaming has recently gained attention as a technique to motivate students and enhance learning. The purpose of this pilot study was to describe undergraduate nursing students' reflections of their experiences with 3D Gamelab © , a game-based learning platform. A descriptive qualitative research design was used to elicit students' reflections of their experiences. Educational content such as handouts, videos, activities, and recommended resources for a required junior level nursing research course was organized into quests for use in 3D GameLab © . At the end of the semester, students were invited to give their feedback through a survey with open-ended questions. Thematic analysis resulted in the following components of the game-based learning experience: navigation, motivation, gaming concept, knowledge, technology, and target population. Although the overall response to 3D GameLab © in this course was negative, game-based learning does have the potential to engage students and enhance learning. To better understand how educational gaming could be used in nursing, further research should be conducted to determine the most motivating elements and the types of course content best delivered in this manner. Copyright © 2017 Elsevier Ltd. All rights reserved.
Staff training is acknowledged as an important activity when implementing health information systems (HISs). This paper reviews the literature on staff training in connection with HIS implementation. The aim is to identify critical issues to reflect on when planning or evaluating this type of training. Searches were conducted in three research databases, resulting in 423 hits. Sixty-four papers were retrieved for more detailed examination, and 12 papers were selected for analysis. The analysis focused on the content, organization and pedagogical approach. In general, the review revealed minor primarily descriptive studies focused on aspects of staff training rather than strategies for staff training. The review revealed specific agreed-upon issues that are considered important for the success of the training. The issues identified are transfer of knowledge and skills is not enough, ongoing training is important, training should be related to practice and address individual learning needs, and super-users are important facilitators.
Wu, Ting-Ting; Huang, Yueh-Min
English learning has become a vital educational strategy in many non-English-speaking countries. Vocabulary is a critical element for language learners. Therefore, developing sufficient vocabulary knowledge enables effective communication. However, learning a foreign language is difficult and stressful. In addition, memorizing English vocabulary…
Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…
Jiang, Zhuqing; Wang, Zhe; Sun, Chan; Cui, Yutong; Wan, Yuhong; Zou, Rufei
The experiment of volume holographic storage for teaching and training the practical ability of senior students in Applied Physics is introduced. The students can learn to use advanced optoelectronic devices and the automatic control means via this experiment, and further understand the theoretical knowledge of optical information processing and photonics disciplines that have been studied in some courses. In the experiment, multiplexing holographic recording and readout is based on Bragg selectivity of volume holographic grating, in which Bragg diffraction angle is dependent on grating-recording angel. By using different interference angle between reference and object beams, the holograms can be recorded into photorefractive crystal, and then the object images can be read out from these holograms via angular addressing by using the original reference beam. In this system, the experimental data acquisition and the control of the optoelectronic devices, such as the shutter on-off, image loaded in SLM and image acquisition of a CCD sensor, are automatically realized by using LabVIEW programming.
Full Text Available Virtual reality technology can be utilised to provide new systematic training methods for surgical procedures. Our aim is to build a simulator that allows medical students to practice the coronary stent implant procedure and avoids exposing patients to risks. The designed simulation system consists of a virtual environment and a haptic interface, in order to provide both the visualization of the coronary arteries and the tactile and force feedback generated during the interactions of the surgical instruments in the virtual environment. Since the arteries are soft tissues, their shape may change during an operation; for this reason physical modelling of the organs is necessary to render their behaviour under the influence of surgeon's instruments. The idea is to define a model that computes the displacement of the tissue versus time; from the displacement it is possible to calculate the response of the tissue to the surgical tool external stimuli. Information about tools displacements and tissue responses are also used to graphically model the artery wall and virtual surgical instrument deformations generated as a consequence of their coming into contact. In order to obtain a realistic simulation, the Finite Element Method has been used to model the soft tissues of the artery, using linear elasticity to reduce computational time and speed up interaction rates.
Erin C Connors
Full Text Available For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the
Yang, Rui; Ruan, Jianhai
The Chinese government is pursuing e-learning policies which makes job-training with a knowledge-based society. To explain more fully the important role of the e-learning environment, this article undertakes some typical examples of the governments' job-training under e-learning environment. The main problems in servants' job-training in China are the low quantity in the servants' training, short of restriction, the uniform manner in the training and less fairness and availability of opportunities for educational training. In order to develop the e-learning system, the civil servant's job-training policies are provided and the measures of the effective e-learning system are designed.
reach satisfactory technical performance like latency and frame rate, while generating the sensory stimuli needed for this type of training —visual...release. Distribution is unlimited. USE OF VR TECHNOLOGY AND PASSIVE HAPTICS FOR MANPADS TRAINING SYSTEM by Faisal Rashid September 2017...HAPTICS FOR MANPADS TRAINING SYSTEM 5. FUNDING NUMBERS 6. AUTHOR(S) Faisal Rashid 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Naval
Baldev, Darshan H.
In the U.S., the majority of construction companies are small companies with 10 or fewer employees (BLS, 2004). The fatality rate in the construction industry is high, indicating a need for implementing safety training to a greater extent. This research addresses two main goals: to make recommendations and design a safety training system for small construction companies, and to use Contextual Design to design the training system. Contextual Design was developed by Holtzblatt (Beyer and Holtzb...
Full Text Available In heart failure (HF, exercise has been shown to modulate cardiac sympathetic hyperactivation which is one of the earliest features of neurohormonal derangement in this syndrome and correlates with adverse outcome. An important molecular alteration related to chronic sympathetic overstimulation in HF is represented by cardiac β-adrenergic receptor (β-AR dysfunction . It has been demonstrated that exercise reverses β-AR dysfunction by restoring cardiac receptor membrane density and G-protein-dependent adenylyl cyclase activation. In particular, several evidence indicate that exercise reduces levels of cardiac G-protein coupled receptor kinase-2 (GRK2 which is known to be involved in both β1-AR and β2-AR dysregulation in HF. Similar alterations of β-AR system have been described also in the senescent heart. It has also been demonstrated that exercise training restores adrenal GRK2/α-2AR/cathecolamine (CA production axis. At vascular level, exercise shows a therapeutic effect on age-related impairment of vascular reactivity to adrenergic stimulation and restores β-AR-dependent vasodilatation by increasing vascular β-AR responsiveness and reducing endothelial GRK2 activity. Sympathetic nervous system overdrive is thought to account for >50 % of all cases of hypertension and a lack of balance between parasympathetic and sympathetic modulation has been observed in hypertensive subjects. Non-pharmacological, lifestyle interventions have been associated with reductions in SNS overactivity and blood pressure in hypertension. Several evidence have highlighted the blood pressure lowering effects of aerobic endurance exercise in patients with hypertension and the significant reduction in sympathetic neural activity has been reported as one of the main mechanisms explaining the favourable effects of exercise on blood pressure control.
Leosco, Dario; Parisi, Valentina; Femminella, Grazia D; Formisano, Roberto; Petraglia, Laura; Allocca, Elena; Bonaduce, Domenico
In heart failure (HF), exercise has been shown to modulate cardiac sympathetic hyperactivation which is one of the earliest features of neurohormonal derangement in this syndrome and correlates with adverse outcome. An important molecular alteration related to chronic sympathetic overstimulation in HF is represented by cardiac β-adrenergic receptor (β-AR) dysfunction. It has been demonstrated that exercise reverses β-AR dysfunction by restoring cardiac receptor membrane density and G-protein-dependent adenylyl cyclase activation. In particular, several evidence indicate that exercise reduces levels of cardiac G-protein coupled receptor kinase-2 (GRK2) which is known to be involved in both β1-AR and β2-AR dysregulation in HF. Similar alterations of β-AR system have been described also in the senescent heart. It has also been demonstrated that exercise training restores adrenal GRK2/α-2AR/catecholamine (CA) production axis. At vascular level, exercise shows a therapeutic effect on age-related impairment of vascular reactivity to adrenergic stimulation and restores β-AR-dependent vasodilatation by increasing vascular β-AR responsiveness and reducing endothelial GRK2 activity. Sympathetic nervous system overdrive is thought to account for >50% of all cases of hypertension and a lack of balance between parasympathetic and sympathetic modulation has been observed in hypertensive subjects. Non-pharmacological, lifestyle interventions have been associated with reductions in SNS overactivity and blood pressure in hypertension. Several evidence have highlighted the blood pressure lowering effects of aerobic endurance exercise in patients with hypertension and the significant reduction in sympathetic neural activity has been reported as one of the main mechanisms explaining the favorable effects of exercise on blood pressure control.
Chang, Kuei-Hu; Chang, Yung-Chia; Chain, Kai; Chung, Hsiang-Yu
The advancement of high technologies and the arrival of the information age have caused changes to the modern warfare. The military forces of many countries have replaced partially real training drills with training simulation systems to achieve combat readiness. However, considerable types of training simulation systems are used in military settings. In addition, differences in system set up time, functions, the environment, and the competency of system operators, as well as incomplete information have made it difficult to evaluate the performance of training simulation systems. To address the aforementioned problems, this study integrated analytic hierarchy process, soft set theory, and the fuzzy linguistic representation model to evaluate the performance of various training simulation systems. Furthermore, importance-performance analysis was adopted to examine the influence of saving costs and training safety of training simulation systems. The findings of this study are expected to facilitate applying military training simulation systems, avoiding wasting of resources (e.g., low utility and idle time), and providing data for subsequent applications and analysis. To verify the method proposed in this study, the numerical examples of the performance evaluation of training simulation systems were adopted and compared with the numerical results of an AHP and a novel AHP-based ranking technique. The results verified that not only could expert-provided questionnaire information be fully considered to lower the repetition rate of performance ranking, but a two-dimensional graph could also be used to help administrators allocate limited resources, thereby enhancing the investment benefits and training effectiveness of a training simulation system.
Bruno, Ronald J.; Armistead, Michael W.; Fish, James R. . Web sites: www. exitech. com; www. exitech.net
The Systematic Approach to Training (SAT) has become the internationally accepted standard of identification, organization, development, and delivery of performance-based training. Through use of the SAT process the industry is provided with a consistent methodology to determine the level of knowledge and skills that are required to perform job related tasks at a nuclear power plant (NPP). However, due to the complexity of each NPP job position an enormous volume of data is required to develop, deliver, and maintain a performance based training program. The burden of managing this data has fallen upon the NPP training department. Proficient information management is essential to ensure all aspects of job performance are incorporated into the individual training programs. In addition, training program effectiveness can be increased through the relational tracking of analysis materials, which result in an efficient training setting delivery of learning objectives. The desire to increase training effectiveness and decrease the data management burden has driven NPP training department personnel to seek a SAT based information management system, in the form of a relational database. The desired database product will act as a tool to track and manage all aspects of the material used during development and conduct of training. There are several third party training management database products available in today's marketplace. Each provides solutions to specific needs in specialized training environments such as training of NPP Licensed Operators, and technical vocational training of electricians, mechanics, and crane operators. Each training area has its own unique training requirements, whether dictated by regulatory agencies, or mandated by in-house management decisions. This paper will offer a single relational database solution that is intended to support all aspects of NPP training requirements. This product is TEAMSpro TM . (author)
Full Text Available The growing complexity and interdependence of water management processes requires the involvement of multiple stakeholders in water governance. Multi-party collaboration is increasingly vital at both the strategy development and implementation levels. Multi-party collaboration involves a process of joint decision-making among key stakeholders in a problem domain directed towards the future of that domain. However, the common goal is not present from the beginning; rather, the common goal emerges during the process of collaboration. Unfortunately, when the conflicting interests of different actors are at stake, the large majority of environmental multi-party efforts often do not reliably deliver sustainable improvements to policy and/or practice. One of the reasons for this, which has been long established by many case studies, is that social learning with a focus on relational practices is missing. The purpose of this paper is to present the design and initial results of a pilot study that utilized a game-based approach to explore the effects of relational practices on the effectiveness of water governance. This paper verifies the methods used by addressing the following question: are game mechanisms, protocols for facilitation and observation, the recording of decisions and results, and participant surveys adequate to reliably test hypotheses about behavioral decisions related to water governance? We used the “Lords of the Valley” (LOV game, which focuses on the local-level management of a hypothetical river valley involving many stakeholders. We used an observation protocol to collect data on the quality of relational practices and compared this data with the quantitative outcomes achieved by participants in the game. In this pilot study, we ran the game three times with different groups of participants, and here we provide the outcomes within the context of verifying and improving the methods.
Li, Ming-Chaun; Tsai, Chin-Chung
The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students' problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of digital games, we studied the replacement of existing high school biology genetics lessons over a 3- to 6-week period with Geniverse, an immersive, game-like learning environment designed to be used in classrooms. The Geniverse materials infuse virtual experimentation in genetics with a narrative of a quest to heal a genetic disease; incorporate the topics of meiosis and protein synthesis with inheritance; and include the science practices of explanation and argumentation. The research design involved a quasi-experiment with 48 high school teachers and about 2000 students, student science content knowledge and argumentation outcome measures, and analysis using hierarchical linear modeling. Results indicate that when Geniverse was implemented as the designers intended, student learning of genetics content was significantly greater than in the comparison, business-as-usual group. However, a wide range of levels of Geniverse implementation resulted in no significant difference between the groups as a whole. Students' abilities to engage in scientific explanation and argumentation were greater in the Geniverse group, but these differences were not statistically significant. Observation, survey, and interview data indicate a range of barriers to implementation and teacher instructional decisions that may have influenced student outcomes. Implications for the role of the teacher in the implementation of game-based instructional materials are discussed.
Davidson, Sandra J; Candy, Laurie
Evidence-based practice (EBP) is considered a key entry to practice competency for nurses. However, many baccalaureate nursing programs continue to teach "traditional" nursing research courses that fail to address many of the critical knowledge, skills, and attitudes that foster EBP. Traditional classroom teaching strategies do little to promote the development of competencies critical for engaging in EBP in clinical contexts. The purpose of this work was to develop, implement, and evaluate an innovative teaching strategy aimed at improving student learning, engagement and satisfaction in an online EBP course. The goals of this paper are to: (1) describe the process of course development, (2) describe the innovative teaching strategy, and (3) discuss the outcomes of the pilot course offered using game-based learning. A midterm course-specific survey and standard institutional end of course evaluations were used to evaluate student satisfaction. Game platform analytics and thematic analysis of narrative comments in the midterm and end of course surveys were used to evaluate students' level of engagement. Student learning was evaluated using the end of course letter grade. Students indicated a high satisfaction with the course. Student engagement was also maintained throughout the course. The majority of students (87%, 26/30) continued to complete learning quests in the game after achieving the minimum amount of points to earn an A. Seven students completed every learning quest available in the game platform. Of the 30 students enrolled in the course, 17 students earned a final course grade of A+ and 13 earned an A. Provide students with timely, individualized feedback to enable mastery learning. Create student choice and customization of learning. Integrate the use of badges (game mechanics) to increase engagement and motivation. Level learning activities to build on each other and create flow. © 2016 Sigma Theta Tau International.
Nour, Monica; Yeung, Sin Hang; Partridge, Stephanie; Allman-Farinelli, Margaret
The increased popularity of social media and mobile gaming among young adults provides an opportunity for innovative nutrition programs. This review evaluated the efficacy of these strategies in interventions targeted at 18- to 35-year-olds. The protocol was guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). Ten scientific databases, information technology conference proceedings, and gray literature were searched. Two reviewers conducted screening, data extraction, and quality assessments. Interventions were included if they used social media or electronic games. Comparisons were made pre- to post-intervention, or between intervention and control arms. Outcomes of interest included change in nutrition knowledge, attitudes, behavior, or weight and/or body composition. Eleven social media-based (randomized controlled trials [RCT] n=7) and six game-based [RCT n=1]) interventions were included. Overall quality of studies was low. Social media-based strategies included forum/blogs (n=5), Facebook (n=5), Twitter (n=1), YouTube (n=1), and chat rooms (n=1). Eight (RCT n=6) of 11 social media-based studies demonstrated improvements in outcomes. Findings suggested that social media may be more effective when combined with other strategies. Virtual reality games (n=3), web-based games (n=2), and a mobile application (n=1) were used in the gaming interventions. While a significant increase in knowledge was reported by three gaming studies (RCT=1), two used nonvalidated tools and longer-term measures of weight and behavioral outcomes were limited. The use of social media and gaming for nutrition promotion is in its infancy. Preliminary evidence suggests that these strategies have some utility for intervening with young adults. Further research using high-quality study designs is required, with measurement of outcomes over longer time periods. The systematic review protocol is registered with PROSPERO (registration number: CRD42015025427
Full Text Available Game-based Learning verspricht gegenüber traditionellen Lernformen eine höhere Motivation des Lernenden, indem Lerninhalte in einer hoch-interaktiven, Regel-kontrollierten und kompetitiven Form präsentiert werden, und fördert nicht nur die Anwendung kognitiver sondern auch affektiver und psycho-motorischer Fähigkeiten. Mit Uro Island I wird hier ein Spiel-basiertes E-Learning-Programm für die „Beurteilung pathologischer Urinbefunde“ präsentiert, das das Genre der Adventure-Games für die medizinische Lehre nutzbar macht. Dazu wurden didaktische Spiel-Elemente und Sequenzen für Adventure-Games entwickelt, die geeignet sind entsprechend der spezifischen Inhalte und ihrer Kontexte medizinisches Wissen zu vermitteln. In einer Nutzbarkeitsanalyse (n=14 konnte gezeigt werden, dass die Studierenden im Wesentlichen gut mit Uro Island I arbeiten konnten, wobei lediglich die zu umfangreiche Länge der Dialoge negativ bewertet wurde. Die Spiel-Elemente zur Wissensvermittlung wurden entsprechend der Komplexität der medizinischen Inhalte und der Erfahrung der Studierenden mit Computerspielen sehr unterschiedlich aber grundsätzlich positiv bewertet. Der Spielspaß ist trotz der medizinischen Inhalte des Spieles erhalten geblieben, so dass die meisten Studierenden auch weitere Module von Uro Island I spielen würden. Mit Uro Island I wurde ein Adventure-Game für die Urologische Lehre entwickelt, mit dem gezeigt werden kann, dass es möglich ist, den Lerninhalt einer kompletten urologischen Unterrichtseinheit in diesem Format effektiv abzubilden. Es ist gelungen in einzelnen Spiel-Elementen und Sequenzen komplexe medizinische Sachverhalte in diesem Genre abzubilden, wobei der Spielspaß erhalten geblieben ist.
In my paper, comprehensive preparations, tangible applications, and final establishments of training for system engineers are described using practical materials in KHNP. The purpose of this paper is to formulate SAT based training in KHNP, especially for system engineers. Hence, to achieve this goal, over one year study was performed considering voluminous materials and working experiences. Through the process, SAT based training package for system engineers was finished, in the end. In terms of training in NPPs, SAT methodology is the unwavering trend in South Korea since NPPs export to UAE. Therefore, materialization of SAT based training for system engineers from the origin of SAT to the finalization of SAT should not be overlooked. A variety of accident preventive approaches have been adopted since the first commercial NPP operation in Calder Hall, United Kingdom. Among diverse event preventive ways, training has played an important role for the improvement of NPPs reliability and safety. This is reason why nuclear industry in every country has established and maintained own training institutes and methods. Since the Three Mile Island (TMI) accident, United States Nuclear Regulatory Commission (USNRC) recommended many betterment plans to US nuclear industry for the elevation of NPPs safety. In the suggested considerations, systematic approach to training, so called SAT appeared in the world. Basically, SAT is composed of five stages, what is called ADDIE. Hence, through ADDIE process, holistic and trustworthy training could be realized in the actual NPPs operation and maintenance. For this reason, SAT is the representative training methodology in the US nuclear business
Kwak, Jeong-keun [Korea Hydro and Nuclear Power Co., Ulsan (Korea, Republic of)
In my paper, comprehensive preparations, tangible applications, and final establishments of training for system engineers are described using practical materials in KHNP. The purpose of this paper is to formulate SAT based training in KHNP, especially for system engineers. Hence, to achieve this goal, over one year study was performed considering voluminous materials and working experiences. Through the process, SAT based training package for system engineers was finished, in the end. In terms of training in NPPs, SAT methodology is the unwavering trend in South Korea since NPPs export to UAE. Therefore, materialization of SAT based training for system engineers from the origin of SAT to the finalization of SAT should not be overlooked. A variety of accident preventive approaches have been adopted since the first commercial NPP operation in Calder Hall, United Kingdom. Among diverse event preventive ways, training has played an important role for the improvement of NPPs reliability and safety. This is reason why nuclear industry in every country has established and maintained own training institutes and methods. Since the Three Mile Island (TMI) accident, United States Nuclear Regulatory Commission (USNRC) recommended many betterment plans to US nuclear industry for the elevation of NPPs safety. In the suggested considerations, systematic approach to training, so called SAT appeared in the world. Basically, SAT is composed of five stages, what is called ADDIE. Hence, through ADDIE process, holistic and trustworthy training could be realized in the actual NPPs operation and maintenance. For this reason, SAT is the representative training methodology in the US nuclear business.
Bowman, Kaye; McKenna, Suzy
This occasional paper provides an overview of the development of Australia's national training system and is a key knowledge document of a wider research project "Consistency with flexibility in the Australian national training system." This research project investigates the various approaches undertaken by each of the jurisdictions to…
Full Text Available The features of construction of the traditional system of preparation of young sportsmen are certain on the stage of the preliminary base training. In researches 200 players took part in age 12-15 years. The indexes of frequency of cardiac rhythm, expenses of energy, competition activity of young sportsmen are presented. Indexes are fixed during implementation of the different typical trainings programs, participating in bilateral and official games. The typical rations of feed are analysed. The results of deep medical inspection are rotined.
The purpose of the present article is to present a conceptual framework for systematizing the Japanese-language teacher training curriculum. Firstly, I discussed what an outstanding Japanese language teacher is like. Secondly, I focussed on teacher development. Thirdly, I proposed the principles of constructing a systematic curriculum. Lastly, I insisted that a new curriculum for human dynamics in Japanese be introduced and established in the Japanese language teacher training course.
Jiang, Rui; McKanna, James; Calabrese, Samantha; Seif El-Nasr, Magy
Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities. We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing. These three experiments were performed using participants from different communities and with slightly different versions of the game, as we iterated through the design/feedback process. Overall, participants who played the game showed a significant increase in participants' knowledge of Chlamydia compared with those in the control group (P = 0.0002). The version of the game, including elements specifically targeting systemic thinking, showed significant improvement in participants' intent to get tested compared with the version of the game without such elements (Stage 2: P > 0.05; Stage 3: P = 0.0045). Furthermore, during both Stage 2 and Stage 3, participants showed high levels of enjoyment, mood, and participation and moderate levels of game engagement and social engagement. During Stage 3, however, participants' game engagement (P = 0.0003), social engagement (P = 0.0003), and participation (P = 0.0003) were significantly higher compared with those of Stage 2. Thus, we believe that motivation improvements from Stage 2 to 3 were also effective. Finally, participants' overall learning effectiveness was correlated with their prepositive affect (r = 0.52) and their postproblem hierarchy (r = -0.54). The game improved considerably from its initial conception through three stages of iterative design and feedback. Our assessment methods for each stage targeted and integrated learning, health, and engagement
.... It briefly reviews training management systems and associated organizational arrangements in the other services and the private sector to draw insights for a model management system for the Air Force...
Jeong, KwanSeong; Choi, ByungSeon; Moon, JeiKwon; Hyun, DongJun; Lee, JongHwan; Kim, IkJune; Kim, GeunHo; Seo, JaeSeok
Highlights: • This paper is meant to develop the training system to prevent accidents during decommissioning of nuclear facilities. • Requirements of the system were suggested. • Data management modules of the system were designed. • The system was developed on virtual reality environment. - Abstract: This paper is meant to develop the training system to prevent accidents during decommissioning of nuclear facilities. Requirements of the system were suggested. Data management modules of the system were designed. The system was developed on virtual reality environment. The performance test of the system was proved to be appropriate to decommissioning of nuclear facilities
Zhuo, Jin; Chung Gun, Jang
The proportion of rehabilitation doctors and patients mismatch is very grim in the context of social aging. The Family Rehabilitation System captures the profound information of the trainer’s movements through the kinect bone tracing technique, allowing the doctor to remotely master the patient’s training progress. With the help of computers and the Internet, the patient can consult a physician, while the physician can remotely guide and launch the training “prescription” through the Internet according to the training effect. Patients can have rehabilitated training at home. The results of the test showed that the system has a positive effect on the rehabilitation of the patient.
Michaela D Curry
Full Text Available Non-human primates (NHPs are widely-used experimental models in neurophysiological studies. Training on cognitive tasks prior to collecting neurophysiological data is an inseparable part of much of the research conducted using NHPs. Any improvement in the training method that reduces stress to the animal, increases the speed of training or improves performance on the task is of great potential value. We have designed, built and successfully utilized a fully portable cage-mountable system to train rhesus monkeys (Macaca mulatta. The flexibility and portability of both the animal interface and the control unit of this system would allow it to be used for a large variety of behavioral paradigms. Aside from experimental use, our system could potentially be used as a source of animal enrichment. We present the behavioral data collected using this method to train a visual working memory and a change detection task. Utilizing the in-cage training system allows the animal greater control over when and how long it chooses to work, rather than imposing a training schedule based on the availability of the experimenter. Using this method the animal learned to perform both behavioral tasks in a short amount of time. In some cases the animal would use the training system without the need for any water restriction. In addition to allowing voluntary, self-paced engagement with the task, this method has the advantage of being less disruptive to the monkey's social interactions, and presumably eliminating some of the stress occasioned by relocating for chair training. Although this system has the potential to ease and expedite the behavioral training of NHPs on a variety of tasks, here we provide only a demonstration of our cage-based training system using one NHP.
Yue, Kang; Wang, Danli; Yang, Xinpan; Hu, Haichen; Liu, Yuqing; Zhu, Xiuqing
To date, as the different application fields, most VR-based training systems have been different. Therefore, we should take the characteristics of application field into consideration and adopt different evaluation methods when evaluate the user experience of these training systems. In this paper, we propose a method to evaluate the user experience of virtual astronauts training system. Also, we design an experiment based on the proposed method. The proposed method takes learning performance as one of the evaluation dimensions, also combines with other evaluation dimensions such as: presence, immersion, pleasure, satisfaction and fatigue to evaluation user experience of the System. We collect subjective and objective data, the subjective data are mainly from questionnaire designed based on the evaluation dimensions and user interview conducted before and after the experiment. While the objective data are consisted of Electrocardiogram (ECG), reaction time, numbers of reaction error and the video data recorded during the experiment. For the analysis of data, we calculate the integrated score of each evaluation dimension by using factor analysis. In order to improve the credibility of the assessment, we use the ECG signal and reaction test data before and after experiment to validate the changes of fatigue during the experiment, and the typical behavioral features extracted from the experiment video to explain the result of subjective questionnaire. Experimental results show that the System has a better user experience and learning performance, but slight visual fatigue exists after experiment.
Zhu, Wenchao; Xu, Xiulin; Hu, Xiufang; An, Meijun
This article presents the design of a motion control system for seated lower-limb rehabilitation training. The system is composed of lower limb exoskeleton, motor drive circuit, program of motion control, and so forth. The power of lower limbs joints is provided by six motors. The PCI-1240 motion control card is used as the core. This study achieved repetitive rotation training and gait trajectory training of lower limbs joints, of which the velocity, angle and time can be accurately controlled and adjusted. The experimental results showed that the motion control system can meet the requirement of repetitive rehabilitation training for patients with lower limb dysfunction. This article provides a new method to the research of motion control system in rehabilitation training, which can promote industrial automation technique to be used for health care, and conducive to the further study of the rehabilitation robot.
KWU as a manufacturer of thermal and nuclear power plants has extensive customer training obligations within its power plant contracts. In this respect KWU has gained large experience in training of personnel, in the production of training material including video tapes an in the design of simulators. KWU developed interactive communication systems (ICS) for training and retraining purposes with a personal computer operating a video disc player on which video instruction is stored. The training program is edited with the help of a self developed editing system which enables the author to easily enter his instructions into the computer. ICS enables the plant management to better monitor the performance of its personnel through computerized training results and helps to save training manpower. German NPPs differ very much from other designs with respect to a more complex and integrated reactor control system and an additional reactor limitation system. Simulators for such plants therefore have also to simulate these systems. KWU developed a Functional Trainer (FT) which is a replica of the primary system, the auxiliary systems linked to it and the associated control, limitation and protection systems including the influences of the turbine operation and control
Manzi, Vincenzo; Castagna, Carlo; Padua, Elvira; Lombardo, Mauro; D'Ottavio, Stefano; Massaro, Michele; Volterrani, Maurizio; Iellamo, Ferdinando
In athletes, exercise training induces autonomic nervous system (ANS) adaptations that could be used to monitor training status. However, the relationship between training and ANS in athletes has been investigated without regard for individual training loads. We tested the hypothesis that in long-distance athletes, changes in ANS parameters are dose-response related to individual volume/intensity training load and could predict athletic performance. A spectral analysis of heart rate (HR), systolic arterial pressure variability, and baroreflex sensitivity by the sequences technique was investigated in eight recreational athletes during a 6-mo training period culminating with a marathon. Individualized training load responses were monitored by a modified training impulse (TRIMP(i)) method, which was determined in each athlete using the individual HR and lactate profiling determined during a treadmill test. Monthly TRIMP(i) steadily increased during the training period. All the ANS parameters were significantly and very highly correlated to the dose of exercise with a second-order regression model (r(2) ranged from 0.90 to 0.99; P marathon. These results suggest that in recreational athletes, ANS adaptations to exercise training are dose related on an individual basis, showing a progressive shift toward a sympathetic predominance, and that LF oscillations in HRV at peak training load could predict athletic achievement in this athlete population.
Chadwick CARRETO ARELLANO
Full Text Available This work shows the development of a Knowledge Management Model (MAC applied to the training process in mobile devices for ease of use and access of different types of users to relevant information (anywhere and anytime. The MAC permit to manage knowledge, so that helps in the process of collection, classification and search of information according to a profile and academic needs as well as services related to the transformation of data and information for knowledge generation. The MAC aims to provide users, tools for skills development and allow the development of the training process with the use of limited capacity device with Internet connection.
Rehn, H.; Majohr, N.
STRATEG is a 1:10 scale glass model of a PWR (Biblis B reactor coolant circuit) built by RWE in 1986 on the site of the Biblis plant as a training model. The model can be used for training of normal operation and incident situations since all important operating and incident sequences of a PWR can be simulated. Thermodynamic phenomena can also be demonstrated occurring under various operating situations and in particular associated with malfunctions. (Z.S.) 1 tab., 3 figs., 1 ref
Hummel, Hans; Joosten-ten Brinke, Desirée; Nadolski, Rob; Baartman, Liesbeth
Serious games foster the acquisition of complex problem solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather
Hans Hummel; Rob Nadolski; Dr. Desiree Joosten-ten Brinke; Dr. Liesbeth Baartman
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce.
Roy, Anupama; Sharples, Mike
This paper describes an investigatory project to pilot an SMS based game to enhance the training of peer educators of MSM (Males having Sex with Males) groups in India. The objective of this research was to increase the efficacy of the MSM peer educators by bridging the gap between the training needs and their real life experiences. An SMS based…
Fifteen years ago, the French Nuclear Program has created a particular climate full of dynamism and enthusiasm, in the accomplishment of which each individual has been motivated, using the strong centralized training system with aims to develop knowledge and skills necessary to be promoted in new jobs. Now a day environment has been changed because of, among other things, the general career development plateau, the aging of installations and personnel and the external pressure on nuclear safety. It is now necessary to move from a centralized training system of development of skills to local systems of development of competencies. But how to keep advantages of standardized nuclear program with individual plant organization which is different from one plant to another? The paper describes how EDF is changing his training organization, the relationship between NPP's and training centres, the roles and responsibilities between corporate resources departments, NPP management and training centres. (author)
Wang, Yihui; van den Boom, Ton; De Schutter, Bart
This book contributes to making urban rail transport fast, punctual and energy-efficient –significant factors in the importance of public transportation systems to economic, environmental and social requirements at both municipal and national levels. It proposes new methods for shortening passenger travel times and for reducing energy consumption, addressing two major topics: (1) train trajectory planning: the authors derive a nonlinear model for the operation of trains and present several approaches for calculating optimal and energy-efficient trajectories within a given schedule; and (2) train scheduling: the authors develop a train scheduling model for urban rail systems and optimization approaches with which to balance total passenger travel time with energy efficiency and other costs to the operator. Mixed-integer linear programming and pseudospectral methods are among the new methods proposed for single- and multi-train systems for the solution of the nonlinear trajectory planning problem which involv...
Knerr, Bruce W.; And Others
Three research efforts that used computer-based simulations for maintenance training were in progress when this report was written: Game-Based Learning, which investigated the use of computer-based games to train electronics diagnostic skills; Human Performance in Fault Diagnosis Tasks, which evaluated the use of context-free tasks to train…
Kim, Sun I; Song, In-Ho; Cho, Sangwoo; Kim, In Young; Ku, Jeonghun; Kang, Youn Joo; Jang, Dong Pyo
We investigated a virtual reality (VR) proprioceptive rehabilitation system that could manipulate the visual feedback of upper-limb during training and could do training by relying on proprioception feedback only. Virtual environments were designed in order to switch visual feedback on/off during upper-limb training. Two types of VR training tasks were designed for evaluating the effect of the proprioception focused training compared to the training with visual feedback. In order to evaluate the developed proprioception feedback virtual environment system, we recruited ten stroke patients (age: 54.7± 7.83years, on set: 3.29± 3.83 years). All patients performed three times PFVE task in order to check the improvement of proprioception function just before training session, after one week training, and after all training. In a comparison between FMS score and PFVE, the FMS score had a significant relationship with the error distance(r = -.662, n=10, p = .037) and total movement distance(r = -.726, n=10, p = .018) in PFVE. Comparing the training effect between in virtual environment with visual feedback and with proprioception, the click count, error distance and total error distance was more reduced in PFVE than VFVE. (Click count: p = 0.005, error distance: p = 0.001, total error distance: p = 0.007). It suggested that the proprioception feedback rather than visual feedback could be effective means to enhancing motor control during rehabilitation training. The developed VR system for rehabilitation has been verified in that stroke patients improved motor control after VR proprioception feedback training.
Choi, Jun Hwan; Han, Eun Young; Kim, Bo Ryun; Kim, Sun Mi; Im, Sang Hee; Lee, So Young; Hyun, Chul Woong
To investigate the effectiveness of commercial gaming-based virtual reality (VR) therapy on the recovery of paretic upper extremity in subacute stroke patients. Twenty patients with the first-onset subacute stroke were enrolled and randomly assigned to the case group (n=10) and the control group (n=10). Primary outcome was measured by the upper limb score through the Fugl-Meyer Assessment (FMA-UL) for the motor function of both upper extremities. Secondary outcomes were assessed for motor function of both upper extremities including manual function test (MFT), box and block test (BBT), grip strength, evaluated for activities of daily living (Korean version of Modified Barthel Index [K-MBI]), and cognitive functions (Korean version of the Mini-Mental State Examination [K-MMSE] and continuous performance test [CPT]). The case group received commercial gaming-based VR therapy using Wii (Nintendo, Tokyo, Japan), and the control group received conventional occupational therapy (OT) for 30 minutes a day during the period of 4 weeks. All patients were evaluated before and after the 4-week intervention. There were no significant differences in the baseline between the two groups. After 4 weeks, both groups showed significant improvement in the FMA-UL, MFT, BBT, K-MBI, K-MMSE, and correct detection of auditory CPT. However, grip strength was improved significantly only in the case group. There were no significant intergroup differences before and after the treatment. These findings suggested that the commercial gaming-based VR therapy was as effective as conventional OT on the recovery of upper extremity motor and daily living function in subacute stroke patients.
Eldin, Ahmed Sharaf; ElNahry, Alaa H.; Elsayed, Adel; Ibrahim, Rania Elsayed
The current study seeks to introduce a new pedagogical design for geo-informatics courses using an e-training support system. Laurillard's conversational approach based on conceptual representation for both instructor and learner was used to form the framework. As the current study specifically interested in training as a special form for…
For the past 20-30 years, both Indonesia and Australia have placed considerable emphasis on reforming their systems of technical and vocational education and training (TVET). Indonesia has focused on expanding secondary-level TVET, whereas Australia has emphasized provision of postsecondary-level vocational education and training (VET). Two…
Khizhnaya, Anna V.; Kutepov, Maksim M.; Gladkova, Marina N.; Gladkov, Alexey V.; Dvornikova, Elena I.
The necessity of enhancement of the information component in the military engineer training is determined by the result of a comparative analysis of global and national engineering education standards. The purpose is to substantiate the effectiveness and relevance of applying information technology in the system of military engineer training of…