Developing an Interactive Computer Program to Enhance Student Learning of Dynamical Systems

2016 ◽  
Author(s):  
Daniel Howe ◽  
Oscar Barton



2014 ◽  
Author(s):  
Tiago Alexandre Miguel de Abreu Freire ◽  
Jingping Li


1987 ◽  
Vol 19 (9) ◽  
pp. 43-51 ◽  
Author(s):  
A. S. Câmara ◽  
M. Cardoso da Silva ◽  
L. Ramos ◽  
J. Gomes Ferreira

The division of an estuary into homogeneous areas from both hydrodynamic and ecological standpoints is essential to any estuarine basin management model. This paper presents an approach based on a heuristic algorithm to achieve such a division. The methodology implemented through an interactive computer program named Tejo 1 applies morphological, water quality and management criteria in order to achieve the disaggregation. The approach is equally applicable to river or lake basins, with only minor adaptations. An application of Tejo 1 to the Tejo estuary is included for illustrative purposes, which resulted in the final division of the estuary into 11 homogeneous areas.



2020 ◽  
Vol 6 (5) ◽  
pp. 293-296
Author(s):  
Kevin Yi-Lwern Yap ◽  
Shawn Ignatius Boon Heng Tan ◽  
Kai Zhen Yap ◽  
John Yin Gwee Yap

BackgroundAn in-house three-dimensional (3D) multiplayer online role-playing game was developed for professional skills training of pharmacy students. Students play the game in a post-apocalyptic world to save humankind from zombies. They solve virtual patient encounters through visual and motion-capture technologies. Their gaming perceptions and experiences were investigated.MethodA self-administered questionnaire obtained participants’ demographics, gaming interests, perceptions of game effectiveness, preferences on gaming elements and gameplay experience through the Game Engagement Questionnaire (GEQ). Pre-gameplay and post-gameplay assessments were tracked to assess student learning. Descriptive statistics and paired sample t-tests were used for analysis.ResultsFifty-five students were recruited. Two-thirds of the gameplay group (67.9%) liked the post-apocalyptic fantasy settings and heroic storyline (66.0%). Three quarters liked the modern setting (73.1%), authentic plots (73.5%) and plot animations (72.3%). Participants felt the game was effective in training health communication and patient history-taking skills (81.8%). Participants’ test scores for counselling increased from 66.1%±7.6% (pre-gameplay) to 70.3%±8.0% (post-gameplay, p=0.004). The highest scoring GEQ dimension was sensory and imaginative immersion (2.92±0.74).ConclusionStudents found the game useful for pharmacy professional skills training. With proper implementation, this game can become a useful tool to enhance student learning and gear them towards clinical practices.





2013 ◽  
Vol 2013 (136) ◽  
pp. 7-16 ◽  
Author(s):  
K. Laurie Dickson ◽  
Melinda M. Treml


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