Abstract. The integration of Information and Communication Technology in
IntroduçãoA informação e a comunicação representam papéis relevantes no processo de transformação política, econômica e social vivido pela sociedade atual. Nesse sentido, novas orientações quanto aos currículos e programas escolares são necessárias para que a educação formal possa contribuir para o desenvolvimento das habilidades cognitivas, sociais e profissionais exigidas (GATTI, 2000). Essas orientações envolvem, por exemplo, a integração das Tecnologias de Informação e Comunicação (TIC), e toda a mudança trazida por estas à rotina escolar. É o que postula o documento Sociedade da Informação no Brasil (MCT, 2000), quando evidencia a necessidade de se adotar metodologias mais adequadas para a integração das TIC na escola, considerando que:A educação é o elemento-chave na construção de uma sociedade baseada na informação, no conhecimento e no aprendizado (...) educar em uma sociedade da informação significa muito mais que treinar as
Very often the assessments and evaluations are neglected in serious games. Therefore, this article presents and uses an adapted methodology, protocol (learning assessment and game evaluation) and data collection instruments (profile, reaction, learning and games comparison). The methodology was based on a model of the Training, Development and Education area, and the artifacts were applied in the evaluation of an educational game. Results indicate the benefits of using artifacts, among them the possibility to evaluate the reaction and learning with the game, as well as the comparison between the two versions / educational games. In addition, this work can serve as a basis for serious game evaluations.
Resumo. Muitas vezes as avaliações são negligenciadas em jogos educacionais. Por isso, este artigo propõe e usa uma metodologia adaptada, um protocolo de avaliação do jogo e aprendizagem e instrumentos de coleta de dados (perfil, reação, aprendizagem e comparação de jogos).A metodologia foi baseada em um modelo da área de Treinamento, Desenvolvimento e Educação, e os artefatos criados foram utilizados na avaliação de um jogo educacional. Os resultados apontam indícios dos benefícios de uso desses artefatos, entre eles a possibilidade de avaliar a reação e o aprendizado obtido com o jogo, bem como, a comparação entre duas versões / jogos educacionais. Além disso, esse trabalho pode servir de base para realização de avaliações em jogos sérios.
This work introduces a set of important improvements in the resolution of the Two Dimensional Cutting Stock Problem. It presents a new heuristic enhancing existing ones, an original upper bound that lowers the upper bounds in the literature, and a parallel algorithm for distributed memory machines that achieves linear speedup. Many components of the algorithm are generic and can be ported to parallel branch and bound and A * skeletons. Among the new components there is a comprehensive mpi-compatible synchronization service which facilitates the writing of time-based balancing schemes.
Introduction
As part of the COVID-19 pandemic response, the Ontario Ministry of Health funded a virtual care pilot program intended to support emergency department (ED) diversion of patients with low acuity complaints and reduce the need for face-to-face contact. The objective was to describe the demographic characteristics, outcomes and experience of patients using the provincial pilot program.
Methods
This was a prospective cohort study of patients using virtual care services provided by 14 ED-led pilot sites from December 2020 to September 2021. Patients who completed a virtual visit were invited by email to complete a standardized, 25-item online survey, which included questions related to satisfaction and patient-reported outcome measures.
Results
There were 22,278 virtual visits. When patients were asked why they contacted virtual urgent care, of the 82.7% patients who had a primary care provider, 31.0% said they could not make a timely appointment with their family physician. Rash, fever, abdominal pain, and COVID-19 vaccine queries represented 30% of the presenting complaints. Of 19,613 patients with a known disposition, 12,910 (65.8%) were discharged home and 3,179 (16.2%) were referred to the ED. Of the 2,177 survey responses, 94% rated their overall experience as 8/10 or greater. More than 80% said they had answers to all the questions they had related to their health concern, believed they were able to manage the issue, had a plan they could follow, and knew what to do if the issue got worse or came back.
Conclusions
Many presenting complaints were low acuity, and most patients had a primary care provider, but timely access was not available. Future work should focus on health equity to ensure virtual care is accessible to underserved populations. We question if virtual urgent care can be safely and more economically provided by non-emergency physicians.
Supplementary Information
The online version contains supplementary material available at 10.1007/s43678-022-00407-9.
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