The European epidemiological study EURALOC aimed to establish a dose response relationship for low dose radiation induced eye lens opacities using interventional cardiologists as the study group. Within the EURALOC project, two dosimetry methodologies were developed serving as the basis for cumulative eye lens dose assessment. Besides being the cornerstone of the epidemiological part of the project, these dosimetry methodologies were also used to develop two calculation tools, 'mEyeDose' and 'mEyeDose_X' which enable to track, calculate, optimise and analyse eye lens doses in interventional cardiology. mEyeDose was developed as a Mobile Web App and serves as a readily accessible, highly didactic educational tool for interventional cardiologists whereas the user-friendly desktop application mEyeDose_X is designed for radiation protection professionals. Both tools are freely available and can be used for a wide range of purposes such as optimisation of working practices, calculation of cumulative eye lens doses or risk assessment prior to routine eye lens dose monitoring.
Most people are using their smartphones daily and carry them all the time. Therefore, mobile learning applications can be integrated in daily routines to make learning a part of daily life. While numerous mobile learning applications exist, each with their own goal, our aim was to explore the possibility of creating an engaging mobile environment that could be useful for informal learning, as well as for other forms of learning, i.e., non-formal and formal learning. The result is TICKLE, a playful learning environment for youngsters. It is a mobile location-based smartphone application that offers youngsters an interactive environment for exploring their surroundings. It offers cards related to physical locations, which can be collected by performing small challenges (based on the principles of micro learning). A design science research approach has been used to develop this software environment. Persuasive techniques and gamification are used to stimulate usage. Furthermore, a personalized approach is applied. The environment was evaluated by means of formative evaluations in different contexts. We obtained positive results and received useful feedback to improve and extend the application. We can conclude that, in the context of these evaluations, the app was usable for youngsters and able to engage them, and we see indications that it may be able to increase the intrinsic motivation and learning capacity of youngsters. In addition, our demonstrations show that the app is usable in different contexts and for different purposes. In this way, the environment can be used to offer youngsters appealing learning related experiences.
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General rightsCopyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights.• Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim.
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