- Educational Games and Gamification
- Mobile Learning in Education
- Persona Design and Applications
- Machine Learning in Healthcare
- Explainable Artificial Intelligence (XAI)
- Innovative Teaching and Learning Methods
- Virtual Reality Applications and Impacts
- Online and Blended Learning
- Digital Games and Media
- Mobile Health and mHealth Applications
- Online Learning and Analytics
- Data Visualization and Analytics
- Bayesian Modeling and Causal Inference
- Augmented Reality Applications
- Electronic Health Records Systems
- Student Assessment and Feedback
- Education and Technology Integration
- Education and Critical Thinking Development
- Impact of Technology on Adolescents
- Video Analysis and Summarization
- Education and Learning Interventions
- Streptococcal Infections and Treatments
- Antimicrobial Resistance in Staphylococcus
- Information Systems Theories and Implementation
- Bacterial Identification and Susceptibility Testing
Osaka University
2019-2022
University of Agder
2014-2017
Saskatchewan Disease Control Laboratory
2011
There are a lot of information and communication technology (ICT) tools for education, but the motivation to use those varies from teacher teacher. In this paper we present results an international survey on teachers' ICT in education. The purpose was find out what motivates teachers context teaching. also intended reveal which used as well needs requirements that not covered by existing tools. Most 45 respondents suggested integration depends how they fit into learning teaching process easy...
These days more and digital learning teaching opportunities emerge into the world of higher education. In this upcoming project which is described in paper, teachers' needs, especially their motivation will be regarded. This part a bigger project, where several different faculties work together. combination beneficial for topics like these, because approach combines pedagogical technical knowledge. topic regarding needs deals with initial ongoing as well behavior attitudes toward current or...
Certain Staphylococcus aureus strains produce Panton-Valentine leukocidin, a toxin that lyses white blood cells causing extensive tissue necrosis and chronic, recurrent or severe infection. This report documents confirmed case of methicillin-sensitive strain harboring leukocidin genes from Trinidad Tobago. To the best our knowledge, this is first time such has been identified reported country.A 13-year-old Trinidadian boy African descent presented with upper respiratory symptoms...
A recent trend in e-learning is the development of ICT tools with game elements to increase motivation using new technology teaching and learning. In most cases, games possess different ethical constraints than regular systems. For this reason, additional implications issues deriving from combined have be considered. During process gamified systems as well during use education special attention must paid constraints. This paper presents considerations how properly motivate teachers adopt...
A scenario-based serious game for teaching about healthcare solutions was developed and tested in multiple iterations. The captures the complexity of a real-world scenario, projecting it into “scenario system” that can be accessed by participants to explore experience playthrough critical situation. aim is teach existing health technology, its uses interactions between professionals, technologies, patients. platform mobile, such different locations chosen scenarios. Actions trigger further...
In the medical domain, uptake of an AI tool crucially depends on whether clinicians are confident that they understand tool. Bayesian networks popular models in yet, explaining predictions from to physicians and patients is non-trivial. Various explanation methods for network inference have appeared literature, focusing different aspects underlying reasoning. While there has been a lot technical research, little known about actual user experience such methods. this paper, we present results...
Serious games have been and currently are used for multiple purposes other than just entertainment, such as education, healthcare or emergency management. This research presents game-design elements based on specific functional professional requirements among which usability plays a key role. The aim of the is to steer direction towards framework evidence-based clinical procedure libraries (eCPL). For context analysis game-element presentation, "serious application" example shown illustrate...
In this paper, we explore the concept of a scenario-based serious game for healthcare solutions. The complexity interactions and multitude actors is captured in scenario, which then played with help an additional platform, here called "scenario system". platform allows high school students to play through possibly including eHealth technology, thereby teaching them about technology used modern healthcare. mobile based on context role-triggered tasks players so that guided, but includes...
Abstract Bayesian networks are commonly used for learning with uncertainty and incorporating expert knowledge. However, they hard to interpret, especially when the network structure is complex. Methods explain operate under certain assumptions about what constitutes best explanation, without actually verifying these assumptions. One such common assumption that a shorter length of causal chain one variable another enhances its explanatory strength. Counterfactual explanations gained...
1 University of Agder, Department Information and Communication Technology (NORWAY)2 Global Development Planning (NORWAY)
1 Osaka University, Department of Multimedia Engineering (JAPAN)2 University Agder, Faculty Health and Sport Science (NORWAY)
Appears in: EDULEARN21 Proceedings Publication year: 2021Pages: 1056-1066ISBN: 978-84-09-31267-2ISSN: 2340-1117doi: 10.21125/edulearn.2021.0273Conference name: 13th International Conference on Education and New Learning TechnologiesDates: 5-6 July, 2021Location: Online
Explaining predictions from Bayesian networks, for example to physicians, is non-trivial. Various explanation methods network inference have appeared in literature, focusing on different aspects of the underlying reasoning. While there has been a lot technical research, very little known about how well humans actually understand these explanations. In this paper, we present ongoing research which four approaches were compared through survey by asking group human participants interpret