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1.
Kybernetes ; 2022.
Article in English | Scopus | ID: covidwho-1784469

ABSTRACT

Purpose: This study aims to identify the most relevant causal factors and the feedback loops of the dynamics between Tuta absoluta incidence in tomato crops and farmers' reactions to the problem. The authors seek to develop a conceptual model based on farmers' know-how to address crop damage by T. absoluta at a local and regional levels in order to determine how to confront this problem in the tomato-growing region of Sáchica, Colombia. Design/methodology/approach: Community-Based System Dynamics (CBSD) is a participatory research methodology in which a group of stakeholders identifies relevant variables and the cause-effect relations among them which are then arranged into a causal loop diagram. The authors implemented this methodology in a workshop, focused on the farmers' insights related to the pest situation at the local and regional level, to achieve a causal loop diagram that explained pest dynamics and their potential management. Findings: The relevant factors for the presence of T. absoluta, seen in the causal loop diagram, vary regionally and locally. At the local level, the pest impacts tomato production, farmers' well-being and their cash flow, while at the regional level, it affects market dynamics and environment and promotes regional coordination among farmers. Farmers propose product innocuity as a key regional objective. They also proposed establishing a planting calendar and census of greenhouses to control the pest throughout the region and the tomato supply. Research limitations/implications: First, the synthesized model could not be validated with the farmers due to the COVID 19 epidemic. However, the authors held sessions with experts to analyze each result. Second, decision-makers from the local government did not participate in the workshop. Nevertheless, the approach of the workshop was aimed at understanding the mental models of the farmers since they are the ones who decide how pests are managed. Finally, even though farmers showed interest in projects aimed at proposing area-wide, long-term and wide pest control strategies, there is a risk that they will not adopt the proposed changes, due to risk aversion. Originality/value: CBSD has not been applied to agricultural systems to analyze impacts from pests at the local and regional levels. The results of this study contribute to designing future interventions for pest control in the region, along with the factors which may turn out to be “side effects” or unwanted results. To design pest control interventions at a regional level, a sound understanding of the variables or factors that control the system dynamics at various levels is required. This study represents the first step towards that end. © 2022, Emerald Publishing Limited.

2.
Open Forum Infectious Diseases ; 8(SUPPL 1):S576-S577, 2021.
Article in English | EMBASE | ID: covidwho-1746340

ABSTRACT

Background. Brazillian authorities reported a total of 16.3 million cases and 454. 000 deaths during COVID-19 pandemic in Brazil by may 2021. It became necessary to educate healthcare professionals on diagnosis and treatment of the syndrome. Game based learning surfaced as an effective alternative, since it promotes critical thinking and problem solving skills. A team of Brazilian and Peruvian students, physicians, designers and programmers gathered to create a decision based computer game that simulates a hospital scenario and allows medical students to analise, make decisions and receive feedback. This work describes the creative process and showcase the initial version of the software. Methods. Professors and students of Medicine, Information Technology (IT), Design and Architecture from Brazil and Peru assembled a team in order to develop the computer game. Clinical cases were created by the medical students and professors, comprising medical procedures for the treatment and management of COVID 19, and a video game script was developed exploring gamification principles of challenge, objectivity, persistence, failure, reward and feedback. Algorithms (image 1) were created, under supervision of professors of Medicine, to define possible courses of action and outcomes (e.g. gain or loss of points, improvement or worsening of the patient). Students of Design created artistic elements, and IT students programmed with a game engine software. This fluxogram, written in portuguese, describes in detail all the possible courses of actions that can be exercised by the player. It is created by a team of Professors of Medicine and medical students, in accordance with evidence-based guidelines. Primarily, this document guides the programmers and designers throughout the development phase of the game. Results. Initially, an expandable minimum viable product was obtained. The game, visualized on image 2, consists in a non-playable character and a playable character (i.e. doctor), with a scenario and a dialogue script simulating a clinical examination of a COVID 19 patient. The player can interact with certain elements within the game, e.g. the computer and other characters, to retrieve test results or start dialogues with relevant information. Hospital scenario and dialogue window between doctor (player in black) and patient (non playable character) are displayer in the game engine software (Unity 2D). On the bottom half of the screen, the dialogue box allows the player to collect the patient's medical history. The player can interact with certain elements to obtain relevant information to make decision and progress in the game. Conclusion. The game allows medical students to practice diagnosis and treatment of COVID 19. Future versions will include assessment reports of player's actions, and a new score system will be implemented. New diseases will be incorporated in the gameplay to match the variety of scenarios offered by real hospitals and patients. Artificial intelligence will be employed to optimize gameplay, feedback and learning.

3.
Ijeri-International Journal of Educational Research and Innovation ; - (15):444-459, 2021.
Article in Spanish | Web of Science | ID: covidwho-1257662

ABSTRACT

The COVID-19 pandemic seriously threatens the health of humanity, causing all types of consequences. The education sector is one of the most affected. Student learning has been reduced in the last quarter of the 2019-20 school year, and if science doesn't find a quick solution to fight the virus, the teaching methods that have had to be forced during this time will likely have to be repeated over the next year. In this context, public administrations within the framework of their constitutional powers are developing different educational models so that each teaching center, thanks to its autonomy, chooses the best option according to the type of education they offer and the different educational levels they develop. The objective of this study has been to develop a valid and reliable instrument to evaluate teaching practice in times of pandemic. The methodological approach corresponds to a cross-sectional research survey of a quantitative nature. The different results of Cronbach's alpha values are offered, as well as a series of descriptive statistics. The factorial structure of this scale is analyzed by exploratory factor analysis, confirmatory analysis using a sample of 329 teachers. The studies carried out show that the scale is made up of six factors: student-teacher attitude index, attention to diversity, teacher coordination index, virtual efficiency index, orientation and tutoring index, virtual teaching practice index.

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