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Artificial intelligence has been used in the medical field for many years finding its way in assisting medical professionals to solve complex tasks in almost every application domain. Patient care and health care costs are in the forefront of any medical system. With the emergence of electronic games (EG), originally entertaining in nature, potential was seen for their application in the medical field in terms of exploring the capabilities of educating patients in the areas of need. Design of serious games emerged with a focus on helping with the patient’s therapeutic modality. Some of the medical field serious games are part of the daily work of a medical professional. With the development of mobile devices, this type of gaming has also become available to the wider population. The aim of this research was to demonstrate the possibilities and benefits of using EG in the daily clinical work of medical professionals. This work has a descriptive character where a section of the literature is given outlining the increased research interest in using serious games as therapy enhancements. We limited ourselves to research involving patients who need medical treatment or intervention.

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.

Belma Ramic-Brkic, Alican Balik, Suncica Hadzidedic, Nirvana Pistoljevic

Research has shown technology fosters learning environments that stimulate improved academic performance, learners' satisfaction and completion rates. For this reason, an increasing number of researchers focus on the development of tools and applications that support the learning process of children. The tool presented here is a web application for educators, therapists, parents, and children with and without disabilities. The core concept of this tool is aiding professionals in creating relevant educational content and motivating children by presenting learning materials and tasks in a modern, relevant and motivating way. A pilot study was performed with five professionals, daily delivering instruction to children, mostly diagnosed with Autism Spectrum Disorder, at an NGO in Bosnia and Herzegovina. The study findings show a general positive attitude towards the use of the web tool in the classroom and its functionalities for creating teaching material.

Alzheimer's disease represents the most common age-related neurodegenerative disorder and a leading cause of progressive cognitive impairment. Predicting cognitive decline is challenging but would be invaluable in an increasingly aging population which also experiences a rising cardiovascular risk. In order to examine whether plasma measurements of one of the established biomarkers of heart failure, brain natriuretic peptide (BNP), reflect a decline in cognitive function, associated with Alzheimer's disease neurodegeneration, BNP levels were analysed, by using a novel assay called a SOMAscan, in 1. cognitively healthy, control subjects; 2. subjects with mild cognitive impairment, and 3. subjects with Alzheimer's disease. The results of our study show that the levels of the BNP were significantly different between the three types of diagnoses (p < 0.05), whereby subjects with mild cognitive impairment had the lowest mean BNP value, and healthy subjects had the highest BNP value. Importantly, our results show that the levels of the BNP are influenced by the presence of at least one APOE4 allele in the healthy (p < 0.05) and in the Alzheimer's disease groups of subjects (p < 0.1). As the levels of the BNP appear to be independent of the APOE4 genotype in subjects with mild cognitive impairment, the results of our study support inclusion of measurements of plasma levels of the BNP in the list of the core Alzheimer's disease biomarkers for identification of the mild cognitive impairment group of patients. In addition, the results of our study warrant further investigations into molecular links between Alzheimer's disease-type cognitive decline and cardiovascular disorders.

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.

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