482 resultados para IMS DRI


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Se describe en este proyecto la necesidad de integración de herramientas en un Learning Management System (LMS), en nuestro caso Moodle, para mejorar la colaboración, reforzar y ampliar conocimiento, así como facilitar el desarrollo de la actividad docente al estar todas las herramientas centralizadas. Se realizará una comparación entre la utilización de servicios web, un framework y el estándar IMS-LTI.

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Test-based assessment tools are mostly focused on the use of computers. However, advanced Information and Communication Technologies, such as handheld devices, opens up the possibilities of creating new assessment scenarios, increasing the teachers’ choices to design more appropriate tests for their subject areas. In this paper we use the term Computing-Based Testing (CBT) instead of Computer-Based Testing, as it captures better the emerging trends. Within the CBT context, the paper is centred on proposing an approach for “Assessment in situ” activities, where questions have to be answered in front of a real space/location (situ). In particular, we present the QuesTInSitu software implementation that includes both an editor and a player based on the IMS Question and Test Interoperability specification and GoogleMaps. With QuesTInSitu teachers can create geolocated questions and tests (routes), and students can answer the tests using mobile devices with GPS when following a route. Three illustrating scenarios and the results from the implementation of one of them in a real educational situation show that QuesTInSitu enables the creation of innovative, enriched and context-aware assessment activities. The results also indicate that the use of mobile devices and location-based systems in assessment activities facilitates students to put explorative and spatial skills into practice and fosters their motivation, reflection and personal observation.

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This paper introduces Collage, a high-level IMS-LD compliant authoring tool that is specialized for CSCL (Computer-Supported Collaborative Learning). Nowadays CSCL is a key trend in elearning since it highlights the importance of social interactions as an essential element of learning. CSCL is an interdisciplinary domain, which demands participatory design techniques that allow teachers to get directly involved in design activities. Developing CSCL designs using LD is a difficult task for teachers since LD is a complex technical specification and modelling collaborative characteristics can be tricky. Collage helps teachers in the process of creating their own potentially effective collaborative Learning Designs by reusing and customizing patterns, according to the requirements of a particular learning situation. These patterns, called Collaborative Learning Flow Patterns (CLFPs), represent best practices that are repetitively used by practitioners when structuring the flow of (collaborative) learning activities. An example of an LD that can be created using Collage is illustrated in the paper. Preliminary evaluation results show that teachers, with experience in CL but without LD knowledge, can successfully design real collaborative learning experiences using Collage.

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Collage is a pattern-based visual design authoring tool for the creation of collaborative learning scripts computationally modelled with IMS Learning Design (LD). The pattern-based visual approach aims to provide teachers with design ideas that are based on broadly accepted practices. Besides, it seeks hiding the LD notation so that teachers can easily create their own designs. The use of visual representations supports both the understanding of the design ideas and the usability of the authoring tool. This paper presents a multicase study comprising three different cases that evaluate the approach from different perspectives. The first case includes workshops where teachers use Collage. A second case implies the design of a scenario proposed by a third-party using related approaches. The third case analyzes a situation where students follow a design created with Collage. The cross-case analysis provides a global understanding of the possibilities and limitations of the pattern-based visual design approach.

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This paper describes a Computer-Supported Collaborative Learning (CSCL) case study in engineering education carried out within the context of a network management course. The case study shows that the use of two computing tools developed by the authors and based on Free- and Open-Source Software (FOSS) provide significant educational benefits over traditional engineering pedagogical approaches in terms of both concepts and engineering competencies acquisition. First, the Collage authoring tool guides and supports the course teacher in the process of authoring computer-interpretable representations (using the IMS Learning Design standard notation) of effective collaborative pedagogical designs. Besides, the Gridcole system supports the enactment of that design by guiding the students throughout the prescribed sequence of learning activities. The paper introduces the goals and context of the case study, elaborates onhow Collage and Gridcole were employed, describes the applied evaluation methodology, anddiscusses the most significant findings derived from the case study.

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When applying a Collaborative Learning Flow Pattern (CLFP) to structure sequences of activities in real contexts, one of the tasks is to organize groups of students according to the constraints imposed by the pattern. Sometimes,unexpected events occurring at runtime force this pre-defined distribution to be changed. In such situations, an adjustment of the group structures to be adapted to the new context is needed. If the collaborative pattern is complex, this group redefinitionmight be difficult and time consuming to be carried out in real time. In this context, technology can help on notifying the teacher which incompatibilitiesbetween the actual context and the constraints imposed by the pattern. This chapter presents a flexible solution for supporting teachers in the group organization profiting from the intrinsic constraints defined by a CLFPs codified in IMS Learning Design. A prototype of a web-based tool for the TAPPS and Jigsaw CLFPs and the preliminary results of a controlled user study are alsopresented as a first step towards flexible technological systems to support grouping tasks in this context.

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Las nuevas generaciones de estudiantes se caracterizan en que han crecido inmersas en la tecnología digital, hecho que ha cambiado sus costumbres y preferencias en la forma de estudiar. Así que es necesario ingeniar nuevas técnicas de aprendizaje y buscar un complemento al poco atractivo y desmotivador material físico tradicional. Una de las alternativas que se plantean es utilizar juegos educativos como herramienta de aprendizaje, aportándonos innovación, motivación y un aprendizaje activo que no nos aportan técnicas más tradicionales.Esta metodología basada en el uso de juegos educativos puede afectar positivamente en un campo de educación perjudicado como es el área de las ingenierías del área de Tecnologías de la Información y la Comunicación (TIC), donde cada vez son más los jóvenes que deciden no estudiar carreras técnicas. Ante esta situación, aplicar juegos educativos puede ser una buena solución. Este proyecto consistirá en diseñar e implementar un juego educativo enfocado a aprender sobre algunos conceptos que se tratan en los grados de ingeniería informática, telemática y sistemas audiovisuales de la Universidad Pompeu Fabra (UPF). En concreto, el juego que se ha diseñado e implementado se caracteriza por seguir un modelo conceptual que define qué elementos han de contener un tipo concreto de juegos basados en puzles. Además, aprovechando las ventajas que aportan los estándares educativos, utilizaremos la especificación de IMS Learning Design, como parte de la implementación del juego. Por otro lado, nuestro juego será diseñado para dispositivos móviles y, por consiguiente, consistirá en un juego pervasivo en el que los estudiantes se tendrán que mover por el edificio Tànger de la UPF para poder resolver los diferentes problemas planteados. Finalmente, el juego será evaluado con diferentes estudiantes y serán analizados sus resultados para extraer las conclusiones oportunas.

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El aprendizaje basado en juegos proporciona a los alumnos una forma de aprender más motivadora y gratificante al estudiante. Los juegos educativos permiten a los estudiantes centrarse completamente en un contenido concreto, resultándoles beneficioso a la hora de profundizar su conocimiento en esa materia. Esta forma de educar puede ayudar a revertir la situación actual de desinterés de los alumnos por las asignaturas del área de las ingenierías de las Tecnologías de la Información y la Comunicación (TIC). En este sentido, estudios realizados y estadísticas demuestran que las matriculaciones en este sector han disminuido en los últimos años. Teniendo en cuenta estos factores, en este PFC se ha diseñado un juego educativo, basado en puzzles, para aprender conceptos relacionados con las redes de ordenadores, una de las temáticas principales en el campo de las ingenierías TIC. El diseño del juego está fundamentado en un modelo conceptual que define los elementos necesarios para crear juegos basados en puzzles. Por otra parte, en este PFC se hace uso de estándares educativos (en concreto, de la especificación de IMS Learning Design), para la implementación del juego. De este modo, el juego se beneficia de las ventajas derivadas del uso de estándares educativos: definición, compartición y reutilización de objetos de aprendizaje para el diseño, intercambio y la reutilización de estrategias pedagógicas, facilitando la interoperabilidad de los diseños pedagógicos complejos. Además, el juego se ha implementado con tecnología para Android,pudiendo de esta manera ser utilizado en dispositivos móviles que utilicen esta tecnología. Por último, nuestro juego ha sido evaluado por estudiantes de un centro escolar con el fin de analizar los resultados obtenidos a partir de sus opiniones y valoraciones.

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L'aprenentatge basat en jocs facilita el millor enteniment de conceptes, aportant entorns estimulants on poder aprendre d'una manera diferent a l'actual. Alguns dels avantatges més destacables són, per exemple, que els jocs fomenten la capacitat dels jugadors per comunicar-se i interactuar entre si. D'altra banda també poden ajudar a pensar de manera critica quan tenenque establir vincles entre la vida virtual i la real, estimulant-los a intentar trobar la solució diferents maneres. Malgrat això, hi ha una escassetat d'eines que permetin als professors poder crear els seus propis jocs educatius.Per donar solució a aquest problema s'ha dissenyat un model conceptual que defineix els elements necessaris perquè professors puguin dissenyar els seus propis jocs educatius basats en puzles. En aquest PFC ens centrarem en el disseny i implementació d'una eina d'autoria que generi els documents d'acord amb aquest model conceptual. En concret, aquesta eina d'autorias'encarregarà de demanar la informació necessària per poder realitzar la creació del joc, de manera que qualsevol persona que tingui o no habilitats de programació, tingui una petita eina que li guiï pas a pas i li generi els arxius necessaris per a la creació d'aquests jocs. D'altra banda, donada els avantatges de l'ús d'estàndards educatius en sistemes d'e-learning, destacar queaquesta eina d'autoria és conforme a l'especificació d'IMS Learning Design (IMS LD). És per això que, com a resultat, l'eina s'encarrega d'emmagatzemar la informació necessària per després processar-la i generar els arxius corresponents a IMS LD per definir el flux d'activitats dels jocs, i els arxius corresponents al model conceptual que defineix els mecanismes de comportamentdels puzles associats a les activitats.

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This paper studies price determination in pharmaceutical markets using data for 25 countries, six years and a comprehensive list of products from the MIDAS IMS database. We show that market power and the quality of the product has a significantly positive impact of prices. The nationality of the producer appears to have a small and often insignificant impact on prices, which suggests that countries which regulates prices have relatively little power to do it in a way that advances narrow national interest. We produce a theoretical explanation for this phenomenon based on the fact that low negotiated prices in a country would have a knock-on effect in other markets, and is thus strongly resisted by producers.Another key finding is that the U.S. has prices that are not significantly higher than those of countries with similar income levels. This, together with the former observation on the effect of the nationality of producers casts doubt on the ability of countries to pursue "free-riding" regulation.

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We analyze the effect of multimarket contact on the pricing behavior of pharmaceutical firms controlling for different levels of regulatory constraints using the IMS MIDAS database for the industry. Theoretically, under product differentiation, firms may find it profitable to allocate their market power among markets where they are operating, specifically from more collusive to more competitive ones. We present evidence for nine OECD countries suggesting the existence of a multimarket effect for more market friendly countries (U.S. and Canada) and less regulated ones (U.K., Germany, Netherlands), while the results are more unstable for highly regulated countries with some countries being consistent with the theory (France) while others contradicting it (Japan, Italy and Spain). A key result indicates thatin the latter countries, price constraints are so intense, that there is little room for allocating market power. Thus equilibrium prices are expected in general to be lower in regulated countries.

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Background a nd A ims: I nfliximab (IFX), adalimumab (ADA)and certolizumab pegol (CZP) have similar efficacy for inductionand maintenance of clinical response and remission in Crohn'sdisease (CD). Given the comparable nature of t hese drugs,patients' p references m ay i nfluence the choice o f the product.Goal: to identify factors contributing to CD patients' decision inselecting one anti-TNF agent over the others.Methods: A p rospectdive s urvey was performed a mong a nti-TNF-naïve CD patients. Prior to completion of a questionnaire,patients were provided with a description of the three anti-TNFagents f ocusing on indications, route of administration, s ideeffects, and scientific evidence of efficacy and safety.Results: One hundred patients (47f/53m, mean age 45±16yrs)completed the questionnaire. Disease location was ileal, colonicand ileocolonic in 33%, 40% and 27% of patients, respectively.Thirty-six percent preferred ADA as medication of choice, while28% and 2 5% p referred CZP and IFX; 11% were u ndecided.Patients' decision in selecting an anti-TNF drug was influencedby t he following f actors: side effects ( 76%), p hysician'srecommendation (66%), route of administration (54%), efficacydata (52%), time required for therapy administration (27%),recommendations by other CD patients (21%) and interactionswith other medications (12%).Conclusions: T he majority of p atients p referred anti-TNFmedications t hat were a dministered by s ubcutaneous i njectionrather t han b y intravenous i nfusion. Side effect profile andphysicians' r ecommendation are t wo m ajor factors influencingthe patients' s election of a specific anti-TNF d rug. Patients'concerns about safety and lifestyle habits should be taken intoaccount when prescribing anti-TNF drugs.

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Actualment existeix una falta d'interès per part dels estudiants a l'àrea de les enginyeries en Tecnologies de la Informació i la Comunicació (TIC) que es pot veure reflectida en el descens de les matriculacions universitàries en aquest àmbit. Aquest fet està relacionat amb que la nova generació d‟estudiants està constantment en contacte amb tota mena d'aparells tecnològics estimulants i a l‟hora de l‟estudi poden sofrir una falta d‟interès per l‟ús d‟una metodologia d'aprenentatge més tradicional. En aquest sentit s'ha investigat que l‟ús de jocs com a eina educativa pot ser una bona solució per afrontar aquesta falta d'interès. No obstant això, actualment no existeixen gaires jocs destinats a aprendre conceptes relacionats amb les enginyeries TIC i que proporcionin als estudiants els mecanismes d'ajuda necessaris per donar-los suport durant l'aprenentatge d‟aquests nous conceptes. En aquest projecte es desenvoluparà un joc educatiu per a estudiants amb l‟objectiu de proporcionar uns primers coneixements sobre les TIC. Per una banda, per al disseny del joc s‟utilitzarà un model conceptual que defineix els elements necessaris per a dissenyar jocs basats en resoldre puzles. A més, aquest model conceptual permet el disseny no només de jocs per a PCs, sinó també de jocs tangibles i exploratius (mitjançant tecnologia mòbil). En el nostre cas, ens centrarem en la implementació d‟un joc tangible. Per altra banda, pel que fa a la implementació, tindrem en compte l‟estàndard educatiu d‟IMS Learning Design, demostrant d‟aquesta manera que aquest tipus de jocs es poden beneficiar dels avantatges que aporten els estàndards educatius. Per tant, en aquest PFC es dissenyarà i implementarà un joc tangible basat en puzles dintre de l‟àrea d‟arquitectura d‟ordinadors. El joc constarà de tres mini-jocs que es presentaran com jocs de realitat augmentada amb el suport d‟un ordinador i unes peces físiques amb les que interactuaran els usuaris. El sistema proporcionarà un sistema d‟ajuda i un sistema de puntuació. Per últim, avaluarem el joc en un centre escolar amb estudiants de 4t d‟ESO amb la finalitat d'analitzar les valoracions dels estudiants respecte el joc i les pistes proporcionades.

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Introduction: The specificity of ethyl glucuronide (EtG) in hair as marker of alcohol consumption exceeds by far those of fatty acid ethyl esters. False positive cases are therefore very rare but not excluded as recent publications have shown. Especially, the use of plant extracts containing high percentages of ethanol can lead to EtG hair concentrations typically found in cases of chronic alcohol consumption. As proposed by Baumgartner et al., a nucleohilic substitution could most likely explain this phenomenon. Fresh and dried plants as well as commercial hair lotions based on plants extracts have been analysed for EtG presence or EtG formation. Methods: Urtica dioica, Plantago lanceolata, Cortex Quercus, Sempervivum, Armoracia rusticana, Juniperus communis, Brassica alba, Thymian vulgaris, Salvia officinalis, Majorana hortensis, Aloe vera, birch gingko and green tea leafs, ginger, lemon grass were extracted in water, water/ethanol (50/50) and ethanol (100%). The extracts as well as diluted hair lotions were measured by immunological test (Microgenics DRI® EtG assay) and by LC-MS/MS on Shimadzu Nexera UHPLC coupled with an AB Sciex 4500 QTrap. Results: EtG could not be detected in water extracts of all tested plants. However, DRI® EtG assay indicated the presence of EtG in 66% of the tested ethanolic plant extracts. That could only be confirmed by mass spectrometry in the cases of fresh thyme as well as in dried birch, oak and plantain extracts where EtG concentrations between of 0.25 and 2,09 mg/l were measured. In one hair lotion, the EtG concentration was 0,76 mg/l. Conclusion: Ethanolic plant extracts represents a non-negligible risk for false positive EtG hair tests, especially when applied as lotion without following washing out. The use of hair care products must therefore be evaluated at every hair sampling. In case of doubt, the product should be analysed by mass spectrometric methods since the presence of EtG can't be proven by use of the DRI® EtG assay, only. Our results support Baumgartner's assumption of a nucleophilic substitution in presence of ethanol because EtG was only measured in the ethanolic extracts.

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Silver has been demonstrated to be a powerful cationization agent in mass spectrometry (MS) for various olefinic species such as cholesterol and fatty acids. This work explores the utility of metallic silver sputtering on tissue sections for high resolution imaging mass spectrometry (IMS) of olefins by laser desorption ionization (LDI). For this purpose, sputtered silver coating thickness was optimized on an assorted selection of mouse and rat tissues including brain, kidney, liver, and testis. For mouse brain tissue section, the thickness was adjusted to 23 ± 2 nm of silver to prevent ion suppression effects associated with a higher cholesterol and lipid content. On all other tissues, a thickness of at 16 ± 2 nm provided the best desorption/ionization efficiency. Characterization of the species by MS/MS showed a wide variety of olefinic compounds allowing the IMS of different lipid classes including cholesterol, arachidonic acid, docosahexaenoic acid, and triacylglyceride 52:3. A range of spatial resolutions for IMS were investigated from 150 μm down to the high resolution cellular range at 5 μm. The applicability of direct on-tissue silver sputtering to LDI-IMS of cholesterol and other olefinic compounds presents a novel approach to improve the amount of information that can be obtained from tissue sections. This IMS strategy is thus of interest for providing new biological insights on the role of cholesterol and other olefins in physiological pathways or disease.