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Game- and Problem-based learning in the Era of Artificial Intelligence: Insights for instructional design
Involving students in dynamic and activating pathways has long been confirmed as a key strategy for qualifying teaching and learning processes. In the field of active teaching methodologies, many studies have been developed on gamification and problem-based learning. The use of instructional tools oriented in this sense has been shown to foster good outcomes on students’ engagement and motivation, as well as on the development of key competences and conscious mastery of learning content.
In the Era of Artificial Intelligence (AI), educational practices can certainly benefit from additional resources offered by advanced technologies, moving beyond their conception as supports to simplify or digitize processes and rather considering them as skilled partners in creating immersive learning settings and experiences. By integrating the gaming and problem-based dimensions, the use of AI systems in education - e.g. for the management of role-playing or case simulation activities - can enable to challenge and foster students' engagement, critical thinking, and to promote personalized learning experiences.
The paper explores the results of a study conducted in Italy in the first months of 2024/25 school year, in a Secondary school based in Rome. The study was developed collaborating with two teachers, involving a total of four classes of different years.
The main objectives were: to design prototypes of engaging didactic activities - consistent with the gaming and problem-based dimensions - incorporating the use of generative AI systems; to assess the sustainability and feasibility of systematically integrating such activities into teaching; to deepen teachers’ and students’ perspectives on what was planned and managed.
A semi-structured logbook and questionnaires were used to monitor and assess the ongoing processes.
The study’s findings confirm the relevance of the topic within the current educational landscape, but is important to better reflect on several critical issues that emerged. The teachers involved showed interest in the co-designed teaching activities and satisfaction emerged with the way they were managed and the outcomes they generated. However, doubts remain regarding the possibility of systematically implement such activities within ordinary teaching and without the support of external supervisors. Overall, students replied to the tasks with a good level of interest and awareness, though some instances of inattentiveness and underestimation of the assignments emerged. Indeed, someone considered IA-supported activities as deregulated games rather than learning opportunities linked to teaching objectives. The effective integration of AI systems in teaching and learning processes is undoubtedly influenced by the mastered AI-literacy level of both teachers and students
Smart Glove: A Cost-Effective and Intuitive Interface for Advanced Drone Control
Recent years have witnessed the development of human-unmanned aerial vehicle (UAV) interfaces to meet the growing demand for intuitive and efficient solutions in UAV piloting. In this paper, we propose a novel Smart Glove v 1.0 prototype for advanced drone gesture control, leveraging key low-cost components such as Arduino Nano to process data, MPU6050 to detect hand movements, flexible sensors for easy throttle control, and the nRF24L01 module for wireless communication. The proposed research highlights the design methodology of reporting flight tests associated with simulation findings to demonstrate the characteristics of Smart Glove v1.0 in terms of intuitive, responsive, and hands-free piloting gesture interface. We aim to make the drone piloting experience more enjoyable and leverage ergonomics by adapting to the pilot’s preferred position. The overall research project points to a seedbed for future solutions, eventually extending its applications to medicine, space, and the metaverse
Proof of Concept: A 3D-Printed Applicator for Intensity-Modulated Interventional Radiotherapy (Brachytherapy) with Multiple Configurations
Evolution of Self-reported Neuropsychiatric Symptoms After Switching from Dolutegravir/Abacavir/Lamivudine to Bictegravir/Emtricitabine/Tenofovir Alafenamide: Results from the Randomized DOBINeuro Trial
Introduction: Central nervous system adverse events (AE) have been a cause of discontinuation of dolutegravir-containing therapy, especially in combination with abacavir. The main aim of the study was to evaluate whether the switch to bictegravir/emtricitabine/tenofovir alafenamide (BIC/FTC/TAF) was associated with a reduction in severity and incidence of neuropsychiatric symptoms compared to continued dolutegravir/abacavir/lamivudine (DTG/ABC/3TC). Methods: DOBINeuro is a randomized trial enrolling people living with HIV (PLWH) treated with DTG/ABC/3TC for > 6 months and with HIV-RNA < 50 cps/ml for > 12 months. At baseline, PLWH are randomized to continue DTG/ABC/3TC or switch to BIC/FTC/TAF. The original sample size was 50 PLWH per arm, but the enrollment was prematurely stopped due to a delayed recruitment process. Neuropsychiatric symptoms were evaluated by the self-report Symptom Checklist (SCL)-90-R and the Mini-International Neuropsychiatric Interview Plus. Results: A total of 41 PLWH were enrolled and underwent randomization: 20 were randomized to continue DTG/ABC/3TC and 21 to switch to BIC/FTC/TAF. At baseline, clinical and laboratory characteristics were homogeneous in the two arms. Switching from DTG/ABC/3TC to BIC/FTC/TAF in virologically suppressed PLWH was associated with an improvement in sleep disorders but not in any other neuropsychiatric symptom. Conclusions: Although limited by a low sample size, this study suggests neuropsychiatric tolerability may improve when switching virologically suppressed PLWH from DTG to BIC-based strategies
Accuracy and repeatability of the COSMED® Q-NRG max mobile metabolic system
Purpose: To investigate the accuracy and repeatability of the Q-NRG Max® metabolic system against a VacuMed metabolic simulator using a wide range of metabolic rates. Methods: Sixteen metabolic rates (oxygen consumption 0.9-6 L/min), with different combinations of minute ventilation, oxygen consumption, and carbon dioxide production, were measured for 5 minutes, two times by a single Q-NRG Max® unit over the course of one week. Recordings were performed early in the morning, by the same trained technician, in a ventilated laboratory under the same atmospheric conditions. Accuracy was assessed by ordinary least products (OLP) regression analysis, Bland-Altman plots, intraclass correlation coefficients (ICC), mean percentage differences, technical errors (TE) and minimum detectable change (MDC) for all three variables. This analysis was performed using 10 metabolic rates (oxygen consumption 0.9-4 L/min) and 16 metabolic rates (oxygen consumption 0.9-6 L/min) to allow comparisons with previous research. Intra-device repeatability was performed by absolute percentage differences between measurements (MAPE), ICC, TE, and MDC for the same variables. Repeatability was investigated using 16 metabolic rates. Results: High agreement and excellent ICCs (>0.998) were observed for all variables when considering both 10 and 16 metabolic rates. The mean percentage difference, TE and MDC were 0.87%-1.01%, 0.67%-1.07%, 1.55%-2.49%, respectively for the first 10 metabolic rates, and -0.39%-0.65%, 0.58%-1.63%, 1.35%-3.81%, respectively for the 16 metabolic rates. The intra-device repeatability results showed an excellent ICCs (=1.000), MAPE < 0.5%, TE < 1%, and MDC ≤ 2%. Conclusion: The Q-NRG Max® is a valid and reliable mobile metabolic system for the measurement of ventilation, oxygen consumption, and carbon dioxide production. Measurements were below the 5% TE and MDC, and 2% MAPE recommended thresholds across a wide range of metabolic rates up to 6 L/min oxygen consumption
From data to decisions: AI and functional connectivity for diagnosis, prognosis, and recovery prediction in stroke
Stroke is a severe medical condition which may lead to permanent disability conditions. The initial 8 weeks following a stroke are crucial for rehabilitation, as most recovery occurs during this period. Personalized approaches and predictive biomarkers are needed for tailored rehabilitation. In this context, EEG brain connectivity and Artificial Intelligence (AI) can play a crucial role in diagnosing and predicting stroke outcomes efficiently. In the present study, 127 patients with subacute ischemic lesions and 90 age- and gender-matched healthy controls were enrolled. EEG recordings were obtained from each participant within 15 days of stroke onset. Clinical evaluations were performed at baseline and at 40-days follow-up using the National Institutes of Health Stroke Scale (NIHSS). Functional connectivity analysis was conducted using Total Coherence (TotCoh) and Small Word (SW). Quadratic support vector machines (SVM) algorithms were implemented to classify healthy subjects compared to stroke patients (Healthy vs Stroke), determine the affected hemisphere (Left vs Right Hemisphere), and predict functional recovery (Functional Recovery Prediction). In the classification for Functional Recovery Prediction, an accuracy of 94.75%, sensitivity of 96.27% specificity of 92.33%, and AUC of 0.95 were achieved; for Healthy vs Stroke, an accuracy of 99.09%, sensitivity of 100%, specificity of 98.46%, and AUC of 0.99 were achieved. For Left vs Right Hemisphere classification, accuracy was 86.77%, sensitivity was 91.44%, specificity was 80.33%, and AUC was 0.87. These findings highlight the potential of utilizing functional connectivity measures based on EEG in combination with AI algorithms to improve patient outcomes by targeted rehabilitation interventions
Save the Children (2025). L’educazione affettiva e sessuale in adolescenza: a che punto siamo? NIMBI, F.M. (a cura di). ISBN 9788894378474 Accessibile online: https://www.savethechildren.it/cosa-facciamo/pubblicazioni/educazione-affettiva-e-sessuale-in-adolescenza-a-che-punto-siamo
Federico Fellini al Marc'Aurelio: un reticolo intermediale tra scrittura, grafica, pubblicità e spettacolo
Abstract
The thesis examines the early years of Federico Fellini in Rome and his work within the editorial staff of the satirical magazine «Marc'Aurelio» (1939-1943).
The state of the art starts from the interventions of Jean Antoine Gili, Peter Bondanella, Françoise Pieri and Aldo Tassone who have all highlighted the importance of this phase in the Fellinian creativity, In the nuce are themes and essential elements of its future film activity.
From a methodological point of view, the interp corpus was first reconstructed by direct consultation at the Sormani Library in Milan, the APICE Center, the Alessandrina Library in Rome and the National Library in Florence.
After mapping the material, it was determined what were the peculiarities of the magazine and the role it played in the Italian media scene at that time, considering whether and how it was possible to satirize during the fascist dictatorship; it was therefore necessary to contextualize the role of propaganda during the regime and the means used by it: radio, cinema, urban space, media; the advent of mass culture and the importance of advertising has been investigated in a particular way, dedicating a chapter to it, starting from the studies of Stefania Antonioni and Vanni Codeluppi.
It was therefore possible to show that the period spent by Fellini in the editorial staff should be considered as a kind of apprenticeship of great importance; here, in fact, on the one hand, Fellini has the opportunity to bring out and refine its multifaceted creativity alongside great personalities such as Metz, Maccari, Steno, Mosca and Attalo, on the other hand, uses the journalistic space as a springboard to other media spaces: the radio, first with writing together with Maccari of the advertising message for Elah, then with the radio magazines, cinema, first author of gags for films starring Erminio Macario, then during the contemporary period to' A.C.I. by Vittorio Mussolini, sent in 1942 to set in Libya of the Tuareg Desert, as reported by Roberto Chiesi, finally screenwriter, played by Aldo Fabrizi and Anna Magnani, considered by Andrea Minuz and Gian Piero Brunetta as the first steps towards the neo-Realist tur
Il fenomeno del drop-out universitario tra benessere e professioni educative. Una lettura pedagogica
I dati nazionali (MUR) inerenti all’abbandono universitario e al fenomeno degli studenti ‘silenti’ all’interno degli atenei italiani, confermano e amplificano le criticità emergenti dai dati europei sul tema e raccontano di un corpo studentesco attraversato da difficoltà e fatiche che culminano con il congelamento delle carriere universitarie. Valorizzare il benessere all’interno del contesto accademico si configura come una priorità per la riflessione pedagogica, la quale si interroga sulle modalità per poter intervenire in modo efficace - anche sul preoccupante espandersi del fenomeno dei drop out - e recuperare gli studenti le cui carriere hanno subito battute d’arresto. Le questioni concernenti il malessere universitario divengono emblematiche se riferite alle professioni educative e di cura, le quali, a loro volta stanno subendo le conseguenze di incertezze contrattuali e scarso riconoscimento sociale, rendendo le figure traguardo dell’educatore e del pedagogista anche molto soggette a burn out. Educare al benessere durante il percorso universitario, curandosi delle risorse studenti, rappresenta una scommessa sui professionisti di domani, investendo sul miglioramento sia delle prestazioni universitarie sia della qualità di vita dei futuri esperti nei processi educativi
I sentieri del desiderio nella società digitale. Tecnica, informazione e memoria nel solco di Bernard Stiegler
This research examines the pervasive influence of digital technologies on human life through the intersection of digital and desire. Specifically, I conceive digital society as a complex interplay between human beings, forms of communal life, and technological artifacts, interpreting this interaction through the immanent dynamics of desire.
The study is grounded in Bernard Stiegler’s concept of “general organology” – the necessary and constitutive intertwining of psycho-anatomical organs, technical organs, and social organizations – introduced as an essential framework to understand the relationship between humanity and technology.
From this theoretical perspective, which is heavily indebted to Stiegler’s thought while also seeking alternative pathways, I have outlined a progression through three key stages:
1. I explore the idea that humans and technology are intertwined elements that shape and redefine each other. This view emphasizes technology as a fundamental and constitutive component of human existence, not just a tool. This section begins with a reassessment of prevalent apocalyptic narratives about technology, highlighting that technology, especially digital technology, is an integral part of human processes. This foundation is crucial for later analyses of how digital technologies influence not only individual lives but also collective forms of organization.
2. I examine the transformative capacity of digital technologies to shape living environments. I first show how the rapid proliferation of ICTs has reshaped contemporary life. Next, I attempt to rethink information from an ontological perspective, drawing on theories by Simondon and Floridi. Finally, having established that digital technologies autonomously structure spaces and living environments, I conceptualize them, via Stiegler, as memory technologies.
3. I focus on desire, which Stiegler sees as intrinsically tied to the dynamic between humans and technology, showing a deep connection between desire, technology, and politics. In this view, digital platforms capture attention and channel desire toward standardized experiences, thus altering processes of self-formation as well as the collective and political space. Concluding, I offer speculative reflections on some of the more challenging aspects of Stiegler’s thought on desire, particularly by reinterpreting them through the concept of desire by Deleuze and Guattari to address the ethical and political challenges posed by the digital era and its impact on human desire.
In summary, this research explores the complex relationships between digital technologies and desire, guided by Stiegler’s philosophy, and provides insights into the ethical and political challenges emerging in an increasingly digitalized world