Volume 8 Number 1 March 2019

    
Telemetric ECG Monitoring During Physical Activity in Field Tests

Boris Siraiy, Roman Trobec

https://doi.org/10.6025/ed/2019/8/1/1-6

Abstract In this paper we show how it is possible to measure ECG signal with telemetric ECG body-sensor during physical activity in regular conditions. Based on previous studies we choose position and type of fixation for sensor. Participant made three different tests, first test was shuttle run test where speed of running was increased every minute, second test was Cooper 2400 m test, and... Read More


Training of Precise Movements in 3D or 2D for Persons with Parkinson’s Disease?

Imre Cikajlo, Zlatko Matjacic, Helena Burger, Karmen Peterlin Potisk

https://doi.org/10.6025/ed/2019/8/1/7-9

Abstract The 10 Cubes for training and assessment of precise movements with upper extremities has been developed for 3D virtual reality. The system comprises of an infrared stereo camera for hand/finger movements detection and a 3D head mounted device. In the small scale study 13 persons with Parkinson’s disease participated. The participants were randomized into 2 groups; one using a laptop and the other using... Read More


Digital Italy: Teacher Training as a Prerequisite for Economic Progress

D.L. Bearden

https://doi.org/10.6025/ed/2019/8/1/10-16

Abstract Teaching and learning using digital technology is a concern to policy makers in Italy. All the European states are concerned about cognitonics in education. How will the emerging Digital Italy project affect emerging adults in the knowledge economy? What can be gained by expanding broadband capacity to all of Italy’s school population and at what cost? Does the use of emerging technology improve... Read More


An Ethnographic Study of Mobile Videogames for English Vocabulary Development In Urban China

Paul Craig, Néna Roa-Seïler, Zongjie Wang

https://doi.org/10.6025/ed/2019/8/1/17-21

Abstract This study investigates the effectiveness of mobile video games for learning English language vocabulary among Chinese students in comparison with more standard electronic dictionary learning. This involved an ethnographic study of students in their natural learning environment which was followed by classroom testing of vocabulary proficiency. Results show that educational video games can both improve the student learning experience and student results when combined... Read More