OAR@UM Community: /library/oar/handle/123456789/2068 2025-11-01T22:16:03Z Blockchain technologies and their impact on game-based education and learning assessment /library/oar/handle/123456789/140713 Title: Blockchain technologies and their impact on game-based education and learning assessment Abstract: Traditional education systems are characterised by inefficiencies, outdated certification methods and susceptibility to fraud, undermining confidence in academic qualifications. The lack of global standardisation also hinders the cross-border recognition of qualifications, limiting student mobility and employability. Blockchain technology offers a potentially transformative solution to these challenges, but misconceptions and technical and privacy concerns are slowing its adoption in education. This dissertation explores the potential of blockchain to transform educational processes, particularly in game-based learning (GBL) and game-based assessment (GBA), while addressing the challenges. Using a qualitative mixed methods approach - including an initial focus group, prototype testing, surveys and problem-centred expert interviews - several innovative frameworks were validated. A blockchain-based framework for GBL and GBA, which integrates smart contracts to securely track performance and automate grading, was proposed and validated through the 'Gallery Defender' game and quiz prototypes. These prototypes demonstrated improved learner engagement and transparent grading processes, with two technical approaches explored for integrating blockchain tokens and smart contracts. To address privacy concerns, this dissertation presents education-specific solutions such as encrypted non-fungible tokens (NFTs), zero-knowledge proofs (ZKPs), and anchoring off-chain data using one-way hashes to ensure GDPR compliance. In addition, a self-sovereign identity (SSI) eID wallet framework is proposed to securely store educational credentials and integrate ZKP technologies. This wallet acts as a hub and verification system, connecting different methods of credential storage and validation provided by governmental and non-governmental entities, in line with frameworks such as the European Digital Identity (EUDI) wallet. These contributions indicate the potential of blockchain to significantly improve efficiency, transparency and trust in education, while addressing critical issues of privacy and sustainability, pointing the way to a more secure education ecosystem. Description: Ph.D.(Melit.) 2025-01-01T00:00:00Z Development of a mobile application to provide targeted nutritional support to head and neck cancer patients undergoing radiotherapy /library/oar/handle/123456789/140509 Title: Development of a mobile application to provide targeted nutritional support to head and neck cancer patients undergoing radiotherapy Abstract: Head and neck cancer (HNC) patients frequently experience severe side effects during radiotherapy, including pain, mucositis, and dysphagia, which can compromise nutritional intake and quality of life. Despite clinical support, digital tools addressing nutrition during treatment remain limited. This study aimed to develop and evaluate NutriRT, a mobile application designed to provide side-effect-based dietary advice to HNC patients undergoing radiotherapy. A mixed-methods approach was employed across three phases. Phase 1 involved semi-structured interviews with healthcare professionals (HCPs) and patients to identify needs and app features. Phase 2 focused on prototype development using Thunkable, guided by insights from Phase 1 and literature. Phase 3 consisted of a usability study involving 10 participants (5 HCPs, 4 patients, and 1 informal carer) using the System Usability Scale (SUS), Single Ease Question (SEQ), and open-ended feedback. The NutriRT prototype incorporated tailored features including symptom reporting, fluid and food intake monitoring, dietary advice, educational content, weight monitoring, a contact list, a question submission feature, and frequently asked questions. SUS scores averaged 88 for patients and 97 for HCPs, well above the usability benchmark of 68. Average SEQ scores ranged between 6 and 7, indicating high ease of use across all functionalities. Qualitative feedback reinforced the value of the app’s simplicity, clarity, and clinical relevance. Key suggestions included adding post-treatment guidance and offering language localisation. NutriRT demonstrated strong usability and user satisfaction, offering an innovative, patient-centred tool that can complement existing nutritional care for HNC patients. The study highlighted the value of user-centred design in mHealth, especially in oncology settings, and set the foundation for broader implementation and further development. Description: M.Sc.(Melit.) 2025-01-01T00:00:00Z CSAW'18 computer science annual workshop /library/oar/handle/123456789/140356 Title: CSAW'18 computer science annual workshop Abstract: This is a collection of abstracts from the 2018 edition of the Computer Science Annual Workshop (CSAW'18), a research and work-in-progress workshop organised by the Department of Computer Science of the University of Malta. CSAW'18 was held at the Hilltop Gardens in Naxxar, Malta on the 30th November. 2018-11-01T00:00:00Z Real-time multi-camera tracking and od-matrix estimation of vehicles /library/oar/handle/123456789/140266 Title: Real-time multi-camera tracking and od-matrix estimation of vehicles Abstract: With computer vision, it is possible to capture data which is of great use to urban planners and infrastructure engineers. Informed decisions can then be taken to evolve existing and new infrastructure in a more robust and greener way. Data can be captured with the use of a single-camera tracker, which detects and tracks vehicles and pedestrians in the camera view. However, in more complex scenarios, such as a roundabout or intersection, the use of a single camera is not sufficient. For this study, a single-camera tracker, developed by Greenroads Ltd, is readily available [...] Description: M.Sc. ICT(Melit.) 2024-01-01T00:00:00Z