847-P: Effect of Simple Multipronged Strategies in a Real-World Situation in Prevention of Diabetes in a Developing Country: Interim Report from South India

Diabetes ◽  
2020 ◽  
Vol 69 (Supplement 1) ◽  
pp. 847-P
Author(s):  
VIJAY VISWANATHAN ◽  
RIZWANA PARVEEN ◽  
PREMALATHA MURUGAN ◽  
SATYAVANI KUMPATLA
2021 ◽  
Vol 27 (3) ◽  
pp. S274
Author(s):  
Murad Ali ◽  
Muhammad Yousaf ◽  
Raheel Iftikhar ◽  
Qamar Un Nisa Chaudhry ◽  
Syed Karman Mehmood ◽  
...  

Author(s):  
Ann Leslie Claesson ◽  
Felicity Pearson ◽  
Jesse Rosel

This chapter explores how rich media can be used in these three types of applications using the Riverbend City Simulation project for Capella’s School of Public Service Leadership as a case study example. Riverbend City is a scenario-based simulation that provides a multidisciplinary, rich media experience to learners in an online, asynchronous university setting. The simulation provides real-world scenarios where student skills and knowledge can be applied and tested on specific subjects. The ultimate goal of the project is to empower learners to envision their ability to combine collaboration and leadership when working with multiple disciplines in a real-world situation.


2011 ◽  
pp. 910-927
Author(s):  
Martha Garcia-Murillo ◽  
Ian MacInnes

Advances in computing and telecommunications make it possible to take advantage of immersive electronic environments to deliver content. In this chapter we present a policy game to be used in a virtual world. The benefits of this tool are examined using Gee’s learning principles. From this analysis we find that games in virtual worlds enable reflective exploration that helps participants learn from their mistakes. Learning takes place from the content conveyed through the game and through the multimedia immersion that allows students to learn the nuances of these virtual contexts. Because there are no realworld consequences, participants can take risks, provide or receive help from other students, and most importantly, apply this knowledge to a real-world situation. Recommendations are provided to educators to help them exploit the great potential of games while being prepared for the obstacles they will face.


2011 ◽  
pp. 262-289
Author(s):  
Marvine Hamner ◽  
Martin A. Negrón ◽  
Doaa Taha ◽  
Salah Brahimi

When e-Government projects fail, the costs to developing countries can be extraordinarily high. Therefore, the importance of understanding the risks, the ability to manage those risks, or when necessary, to minimize the costs, is incredibly important. One way of developing this understanding, of determining how to manage the risks present, is to study real-world examples. This case study explores one developing country’s attempts to implement e-Government. These attempts have taken place over a roughly twenty year period and four different administrations. Millions of dollars have been spent, but an interactive, inter-agency e-Government system remains elusive. The reasons for this are described in this case study along with relevant country political and economic data. The conclusion is that until the political turmoil within this country is resolved, e-Government, and likely many other government initiatives, will continue to be unsuccessful.


Author(s):  
Martha Garcia-Murillo ◽  
Ian MacInnes

Advances in computing and telecommunications make it possible to take advantage of immersive electronic environments to deliver content. In this chapter we present a policy game to be used in a virtual world. The benefits of this tool are examined using Gee’s learning principles. From this analysis we find that games in virtual worlds enable reflective exploration that helps participants learn from their mistakes. Learning takes place from the content conveyed through the game and through the multimedia immersion that allows students to learn the nuances of these virtual contexts. Because there are no realworld consequences, participants can take risks, provide or receive help from other students, and most importantly, apply this knowledge to a real-world situation. Recommendations are provided to educators to help them exploit the great potential of games while being prepared for the obstacles they will face.


1969 ◽  
Vol 1 (1) ◽  
pp. 45-51 ◽  
Author(s):  
Darrel Kletke

Little research has focused on developing a model which farmers can use to make yearly machinery replacement decisions. This paper contains an optimizing replacement criterion and then demonstrates the results of alternative rules of thumb used to implement the criterion in a real world situation.The economic life of a machine is here defined as the interval of time during which that machine reaches its minimum average yearly cost. If a machine is replaced by an exact duplicate with the same annual costs, replacement occurs when the currently owned machine attains its economic life. When average cost reaches its minimum, marginal cost and average cost are equal. This is the same as saying that when economic life is reached, the actual yearly cost (marginal cost) is equal to the average yearly cost of the machine. Theoretically, replacement should occur when marginal cost first crosses average cost from below.


2018 ◽  
Vol 24 (2) ◽  
pp. 90-96
Author(s):  
Allyson Hallman-Thrasher ◽  
Courtney Koestler ◽  
Danielle Dani ◽  
Amanda Kolbe ◽  
Katie Lyday

Through trial and error and ultimate success, students create a graph to model a real-world situation.


Episteme ◽  
2006 ◽  
Vol 3 (1-2) ◽  
pp. 52-67 ◽  
Author(s):  
John Beatty

ABSTRACTThere are many reasons why scientific experts may mask disagreement and endorse a position publicly as “jointly accepted.” In this paper I consider the inner workings of a group of scientists charged with deciding not only a technically difficult issue, but also a matter of social and political importance: the maximum acceptable dose of radiation. I focus on how, in this real world situation, concerns with credibility, authority, and expertise shaped the process by which this group negotiated the competing virtues of reaching consensus versus reporting accurately the nature and degree of disagreement among them.


1980 ◽  
Vol 12 (2) ◽  
pp. 175-186 ◽  
Author(s):  
M A Brown

This paper explores the relationships between an individual's attitudes toward innovation adoption, his or her social category with respect to adoption, and innovation-adoption behavior. First the paper describes how attitudes and social categories can theoretically be linked to innovation adoption, and proposes a comprehensive model in which the two sets of variables are viewed as explaining both unique and common variance in adoption behavior. The paper then empirically examines the intercorrelations of attitudes, social categories, and innovation adoption in a real-world situation: The diffusion of five agricultural innovations in a portion of Appalachian Ohio. The results indicate that some attitudes are significantly related to social categories, whereas others are not; both sets of variables are highly associated with innovation adoption, but attitudes more so than social categories; finally, each set of variables explains some unique aspects of innovation adoption. Thus the findings suggest that comprehensive behavioral models must include psychological as well as socioeconomic and locational variables.


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