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An investigation on the effects of cyanopeptides on the growth and secondary metabolite production of Microcystis aeruginosa PCC7806Arif Abdul Rahman, Thaslim January 2016 (has links)
Cyanobacteria are one of the oldest forms of photosynthetic life and may have contributed significantly to the evolution of oxygen into the then anoxic environment. Cyanobacteria are also one of the best sources of natural secondary metabolites (cyanopeptides) some of which have harmful effects on the ecosystem, while others may be beneficial. It is known that these secondary metabolites are continuously produced during growth, however, it is not known whether the producing cyanobacteria actually benefit from these metabolites. The overarching aim of this study was to answer the question ‘Why do cyanobacteria produce secondary metabolites?’. With this aim in mind, preliminary work focused on understanding the growth and secondary metabolite production characteristics of Microcystis aeruginosa PCC7806. The technique of labelling secondary metabolites with 15N was successfully employed in differentiation and quantification of ex-novo and de-novo metabolites. The effect of exogenous cyanopeptides such as microcystins, aerucyclamides, anabaenopeptins, aeruginosamide, cyanopeptolin and aeruginosin on M. aeruginosa PCC7806 was evaluated using a rapid bioassay approach along with an automated cell enumeration technique. The results indicate that at least some cyanopeptides (microcystins-LR, microcystin-LF, aeruginosamide, anabaenopeptin B and aerucyclamide A) induce significant changes to cell division and metabolite production rate. In an ecological scenario, the release of such secondary metabolites by lysing cells (such as when blooms collapse), may be perceived as an alarm signal by surrounding live cells, which may in turn slow cell division and prepare for re-invasion. This may be a strategy for species survival and dominance. While the results from this study do not confirm a role for cyanopeptides, it is thought that the results are clearly indicative of the role played by cyanopeptides for the producing organism. In order to confirm a role, it is recommended that monitoring ribosomally synthesised metabolites (e.g. aerucyclamides) along with chlorophyll-a gene expression, with sophisticated techniques such as qPCR are used.
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Ex novo : videojuego educativo para desarrollar la competencia comunicativa interculturalRomero Ponce, Boris Andres 09 1900 (has links)
L'objectif de la recherche-création conçue dans ce document était de développer les contenus d'un cours de Compétence Communicative Interculturelle (CCI) en Espagnol Langue Étrangère (ELE) à travers d’un jeu vidéo sérieux. Pour ce faire, les composantes culturelles à ajouter ont été identifiées en associant les éléments considérés dans les « Référents culturels » du Plan curricular del Instituto Cervantes (PCIC) et les « Caractéristiques distinctives » du Cadre Européen Commun de Référence (CECR). Ainsi, 18 sujets interculturels ont été extraits pour être abordés en classe. En outre, les six attitudes et les sept compétences interculturelles envisagées dans le PCIC ont été prises en compte. Avec ces éléments, un jeu vidéo sérieux appelé Ex Novo a été développé, dans un lieu fantastique appelé Maremagnum, dans lequel se trouvent sept clans, chacun avec des conflits internes qui sont liés aux attitudes et aux compétences interculturelles. Le joueur accomplit des missions qui conduisent chaque clan à célébrer la fête qui le caractérise, et qui se terminent par la persuasion du chef de clan de repenser son système de croyances. Le matériel développé intègre, outre le contenu du cours, un manuel pour l'enseignant et un carnet de bord intergalactique pour l'étudiant, qui permettent d'enregistrer une conversation entre le jeu et le travail en classe. Il est conclu qu'un jeu vidéo sérieux permet de travailler les compétences interculturelles parallèlement aux sujets développés en classe, puisqu'il ouvre un espace de débat, d'analyse et d'empathie. / The purpose of the research-creation conceived in this document was to develop the contents of a course on Intercultural Communicative Competence (ICC) in Spanish as a Foreign Language (SFL) through a serious video game. To achieve this, the cultural components to be added were identified, through the association of the elements considered in the “Cultural Referents” of the Plan curricular del Instituto Cervantes (PCIC) and the “Distinguishing Characteristics” of the Common European Framework of Reference (CEFR). Thus, 18 intercultural topics were extracted to talk about in the classroom. Additionally, the six attitudes and the seven intercultural skills contemplated in the PCIC were taken into account. With these elements, a serious video game called Ex Novo was developed, in a fantasy place called Maremagnum, in which seven clans are found, each with internal conflicts that are related to intercultural attitudes and skills. The player completes the missions that lead each clan to celebrate the festival that characterizes them, ending with the persuasion of the clan leader to rethink their belief systems. Within the material developed, along with the course contents, a manual for the teacher and an intergalactic logbook for the student are integrated, which allow recording a conversation between the game and the classroom work. It is concluded that a serious video game allows intercultural skills to be worked on in parallel to the topics developed in class, since it opens space for debate, analysis and empathy. / La investigación-creación desarrollada en el presente documento tuvo como propósito desarrollar los contenidos de un curso sobre la Competencia Comunicativa Intercultural (CCI) en el ámbito del español como lengua extranjera (ELE), a través de un videojuego serio. Para lograrlo, se identificaron los componentes de la cultura que se debían agregar, por medio de la asociación de los elementos considerados en los “Referentes culturales” del Plan curricular del Instituto Cervantes (PCIC) y las “Características distintivas” del Marco Común Europeo de Referencia (MCER). Así, se extrajeron 18 temas interculturales para hablar dentro del salón de clase. Adicionalmente, se tuvieron en cuenta las seis actitudes y las siete habilidades interculturales contempladas dentro del PCIC. Con estos elementos se desarrolló un videojuego serio llamado Ex Novo, ambientado en un lugar de fantasía llamado Maremágnum, en el cual se encuentran siete clanes, cada uno con unos conflictos internos que se relacionan con las actitudes y habilidades interculturales. El jugador desarrolla las misiones que llevan a que cada clan celebre el festival que los caracteriza, finalizando con la persuasión a la lideresa del clan para replantear sus sistemas de creencias. Dentro del material desarrollado, junto con los contenidos del curso, se integra un manual para el docente y una bitácora intergaláctica para el estudiante, que permiten registrar una conversación entre el juego y el trabajo en el aula. Se concluye que un videojuego serio permite que las habilidades interculturales se trabajen en paralelo a las temáticas desarrolladas en clase, puesto que abren un espacio para el debate, el análisis y la empatía.
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