Abstract:A new method to adjust the pore size in superalloy membranes is shown, utilizing controlled cooling from solution heat treatment of the solid superalloy. Hereby, the nucleation rate and, thus, the size of the γ'-precipitates can be varied to a large extent. This leads to a corresponding variation in the pore size once the membrane material is produced by directional coarsening of the γ'-phase to an interconnected network and subsequent selective extraction of the γ-phase. Furthermore, it was found that coherent and incoherent γ'-precipitates can be used alike to fabricate superalloy membranes, and yet, result in vastly different pore morphologies. The findings widen the application range of this novel material class.
Serious games (computer-based learning games) are increasingly used in medical education at various levels, as user access is independent of location and time and promotes non-linear learning. In legal medicine, interactive digital media are still scarce. The freely accessible online serious game “Adventure Legal Medicine” was developed as part of the “Hamburg Open Online University”. The goal was to teach the basics of forensic casework in a point-and-click adventure setting consisting of five cases. During development, 40 medical students were asked to evaluate the game anonymously. The System Usability Scale (SUS) resulted in a mean score of 86.7 (SD 8.3), which corresponds to above-average usability. Further specific evaluations revealed a good to very good rating of the game with no differences in terms of gender (p = 0.214), first-year versus advanced students (p = 0.393) and students who never/rarely or sometimes/often played computer games (p = 0.780). Since there are only a few digital media so far that allow curricular integration into undergraduate teaching in legal medicine, this serious game represents a possibility to integrate digital media into both face-to-face teaching and distance learning and to use it as a supplement to the medical school’s own teaching offer, encouraging users to actively engage with the subject.
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