1Sarajevo School of Science and Technology, Sarajevo, Bosnia and Herzegovina 2University Clinical Center Sarajevo, Sarajevo, Bosnia and Herzegovina KeYWORdS: natriuretic peptides, brain natriuretic peptide, biomarker of myocardial infarction, Alzheimer’s disease. citAtiON: Cardiol Croat. 2018;13(11-12):435. | https://doi.org/10.15836/ccar2018.435 *AddReSS fOR cORReSpONdeNce: Edin Begic, Sarajevo School of Science and Technology, Sarajevo Medical School, Department of Pharmacology, Hrasnicka cesta 3a, 71000 Sarajevo, Bosnia and Herzegovina. / Phone: +38761303375 / E-mail: edinbegic90@gmail.com ORcid: Edin Begic, https://orcid.org/0000-0001-6842-262X • Suncica Hadzidedic, https://orcid.org/0000-0001-9026-8737 Ajla Kulaglic, https://orcid.org/0000-0003-3410-7079 • Belma Ramic-Brkic, https://orcid.org/0000-0002-8205-0137 Zijo Begic, https://orcid.org/0000-0002-1863-5755 • Mirsada Causevic, https://orcid.org/0000-0002-6099-6415
The increasing body of research is focused on developing tools and applications that aid the learning process of children with or without disabilities. However, learning by gaming is still not recognized by formal educational systems. The author believes that the application of this approach is particularly slow at the level of primary and secondary education in countries with low and middle income, such as Bosnia and Herzegovina. Integrating serious games into curricula in these contexts could significantly benefit the students, as well as the community in general. This work, therefore, promotes technology as one of the crucial educational and pedagogical components. It provides an overview of selected educational games created for pre-school and elementary school children with specific learning intentions revolving around alphabet, colours and elementary science. A pilot study was performed with neuro-typical and neuro-atypical children, and professionals working at an NGO ``EDUS - Education for All''. The findings show that both students and instructors have a positive attitude towards the game design and logic, and more importantly, towards the technology itself. In the end, we believe that the games presented in this paper can be valuable resources for teachers, as well as for children and parents.
Summary form only given. We present a method how to create locally and globally interesting stories for virtual museums in a relatively short time. The local interestingness is understood in a Koestlerian way (AH, AHA, HAHA bisociation effects). Global interestingness is achieved by discovering, within the given unique material, options for relating unrelated contexts, internal poetry and/or change of the narration mode. The craft of storytelling resulted in five short movies, completed during the South-East European Virtual Heritage School: Digital Storytelling for Virtual Museums. These intereStories“ are intentionally aimed at overcoming multiple limitations of backtelling, frequent in virtual museums. The five themes include Bosnian blues Sevdah, fate of Sephardic Jews, existing and nonexisting urban area, and traditional Bosnian coffee. The stories were coauthored by 15 beginners storytellers in groups (24 authors) in 5 days alongside with the 12 lectures on theory and narrative case studies from V-must network good practice. Besides the brainstormings, speed-up focused brainwritting feedback was provided twice: once for preexistent stories, second for betaversions. The final creations were produced in Adobe Premiere Pro and published at YouTube.
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