Sample records for flash game learners

  1. Online Games for Young Learners' Foreign Language Learning

    ERIC Educational Resources Information Center

    Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji

    2014-01-01

    Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…

  2. "Snow Soup" Students Take on Animation Creation

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2009-01-01

    This article describes the process of producing "Snow Soup"--the 2009 Adobe Flash animation produced by the Computer Game Development and Animation seniors of Washington County Technical High School in Hagerstown, Maryland, for libraries in their area. In addition to the Flash product, the students produced two related Game Maker games, a printed…

  3. The flashing Brownian ratchet and Parrondo's paradox.

    PubMed

    Ethier, S N; Lee, Jiyeon

    2018-01-01

    A Brownian ratchet is a one-dimensional diffusion process that drifts towards a minimum of a periodic asymmetric sawtooth potential. A flashing Brownian ratchet is a process that alternates between two regimes, a one-dimensional Brownian motion and a Brownian ratchet, producing directed motion. These processes have been of interest to physicists and biologists for nearly 25 years. The flashing Brownian ratchet is the process that motivated Parrondo's paradox, in which two fair games of chance, when alternated, produce a winning game. Parrondo's games are relatively simple, being discrete in time and space. The flashing Brownian ratchet is rather more complicated. We show how one can study the latter process numerically using a random walk approximation.

  4. EGameFlow: A Scale to Measure Learners' Enjoyment of E-Learning Games

    ERIC Educational Resources Information Center

    Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin

    2009-01-01

    In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…

  5. Part I: Reverse-docking studies of a squaramide-catalyzed conjugate addition of a diketone to a nitro-olefin Part II: The development of ChemSort: an education game for organic chemistry

    NASA Astrophysics Data System (ADS)

    Granger, Jenna Christine

    Part 1: Reverse-docking studies of a squaramide-catalyzed conjugate addition of a diketone to a nitro-olefin. Asymmetric organocatalysis, the catalysis of asymmetric reactions by small organic molecules, is a rapidly growing field within organic synthesis. The ability to rationally design organocatalysts is therefore of increasing interest to organic chemists. Computational chemistry is quickly proving to be an extremely successful method for understanding and predicting the roles of organocatalysts, and therefore is certain to be of use in the rational design of such catalysts. A methodology for reverse-docking flexible organocatalysts to rigid transition state models of asymmetric reactions has been previously developed by the Deslongchamps group. The investigation of Rawal's squaramide-based organocatalyst for the addition of a diketone to a nitro-olefin is described, and the results of the reverse docking of Rawal's catalyst to the geometry optimized transition state models of the uncatalyzed reaction for both the R and S-product enantiomers are presented. The results of this study indicate a preference for binding of the organocatalyst to the R-enantiomer transition state model with a predicted enantiomeric excess of 99%, which is consistent with the experimental results. A plausible geometric model of the transition state for the catalyzed reaction is also presented. The success of this study demonstrates the credibility of using reverse docking methods for the rational design of asymmetric organocatalysts. Part 2: The development of ChemSort: an educational game for organic chemistry. With the advent of the millennial learner, we need to rethink traditional classroom approaches to science learning in terms of goals, approaches, and assessments. Digital simulations and games hold much promise in support of this educational shift. Although the idea of using games for education is not a new one, well-designed computer-based "serious games" are only beginning to emerge as exceptional tools for helping learners understand concepts and processes. The use of computer games for learning college-level organic chemistry is still relatively unexplored and underrepresented within the realm of "serious gaming". In this section, ideas for games as a way for teaching and learning organic chemistry will be introduced and the development process of ChemSort, a web-based Flash game for learning college-level organic chemistry topics, will be outlined. ChemSort is a path-based game, in which the player, or in this case the learner, must match the chemical structures with their appropriate functional groups. At the end of this section a 4-level useable prototype of ChemSort will be unveiled.

  6. The flashing Brownian ratchet and Parrondo’s paradox

    PubMed Central

    Ethier, S. N.

    2018-01-01

    A Brownian ratchet is a one-dimensional diffusion process that drifts towards a minimum of a periodic asymmetric sawtooth potential. A flashing Brownian ratchet is a process that alternates between two regimes, a one-dimensional Brownian motion and a Brownian ratchet, producing directed motion. These processes have been of interest to physicists and biologists for nearly 25 years. The flashing Brownian ratchet is the process that motivated Parrondo’s paradox, in which two fair games of chance, when alternated, produce a winning game. Parrondo’s games are relatively simple, being discrete in time and space. The flashing Brownian ratchet is rather more complicated. We show how one can study the latter process numerically using a random walk approximation. PMID:29410868

  7. Encouraging Engagement in Game-Based Learning

    ERIC Educational Resources Information Center

    Whitton, Nicola

    2011-01-01

    It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging--either in terms of an…

  8. Effects of Character Voice-Over on Players' Engagement in a Digital Role-Playing Game Environment

    ERIC Educational Resources Information Center

    Byun, JaeHwan

    2012-01-01

    Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…

  9. Computational Thinking in Constructionist Video Games

    ERIC Educational Resources Information Center

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  10. A Principled Approach to Utilizing Digital Games in the Language Learning Classroom

    ERIC Educational Resources Information Center

    Baierschmidt, Jared

    2013-01-01

    Empirical research into the use of digital games for educational purposes has shown promising results such as increased learner motivation, improved learner retention of information, and increased learner interest in subject matter. Furthermore, in the field of language learning, digital games have been used successfully in a variety of ways such…

  11. Virtual Simulations and Serious Games in a Laptop-Based University: Gauging Faculty and Student Perceptions

    ERIC Educational Resources Information Center

    Kapralos, Bill; Hogan, Michelle; Pribetic, Antonin I.; Dubrowski, Adam

    2011-01-01

    Purpose: Gaming and interactive virtual simulation environments support a learner-centered educational model allowing learners to work through problems acquiring knowledge through an active, experiential learning approach. To develop effective virtual simulations and serious games, the views and perceptions of learners and educators must be…

  12. Logs Analysis of Adapted Pedagogical Scenarios Generated by a Simulation Serious Game Architecture

    ERIC Educational Resources Information Center

    Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne

    2017-01-01

    This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…

  13. Lesson Plan--Online Games to Teach Vocabulary to Young Learners

    ERIC Educational Resources Information Center

    Okaz, Abeer Ali

    2014-01-01

    This article describes how teachers can use online learning games to enhance young learners' language skill learning. Children love all sorts of games, therefore, implementing games (particularly online ones) are a useful aspect of lessons. Games are an indispensable tool while teaching, especially if employed effectively. The online activities…

  14. Can an Interactive Digital Game Help French Learners Improve Their Pronunciation?

    ERIC Educational Resources Information Center

    Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica

    2017-01-01

    This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…

  15. Between Learning and Playing? Exploring Learners' Perceptions of Corrective Feedback in an Immersive Game for English Pragmatics

    ERIC Educational Resources Information Center

    Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet

    2012-01-01

    This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where…

  16. Sustaining Motivation for Japanese "Kanji" Learning: Can Digital Games Help?

    ERIC Educational Resources Information Center

    Nesbitt, Dallas; Müller, Amanda

    2016-01-01

    Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…

  17. Telecollaborative Games for Youngsters: Impact on Motivation

    ERIC Educational Resources Information Center

    Jauregi, Kristi

    2016-01-01

    The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…

  18. A Chess-Like Game for Teaching Engineering Students to Solve Large System of Simultaneous Linear Equations

    NASA Technical Reports Server (NTRS)

    Nguyen, Duc T.; Mohammed, Ahmed Ali; Kadiam, Subhash

    2010-01-01

    Solving large (and sparse) system of simultaneous linear equations has been (and continues to be) a major challenging problem for many real-world engineering/science applications [1-2]. For many practical/large-scale problems, the sparse, Symmetrical and Positive Definite (SPD) system of linear equations can be conveniently represented in matrix notation as [A] {x} = {b} , where the square coefficient matrix [A] and the Right-Hand-Side (RHS) vector {b} are known. The unknown solution vector {x} can be efficiently solved by the following step-by-step procedures [1-2]: Reordering phase, Matrix Factorization phase, Forward solution phase, and Backward solution phase. In this research work, a Game-Based Learning (GBL) approach has been developed to help engineering students to understand crucial details about matrix reordering and factorization phases. A "chess-like" game has been developed and can be played by either a single player, or two players. Through this "chess-like" open-ended game, the players/learners will not only understand the key concepts involved in reordering algorithms (based on existing algorithms), but also have the opportunities to "discover new algorithms" which are better than existing algorithms. Implementing the proposed "chess-like" game for matrix reordering and factorization phases can be enhanced by FLASH [3] computer environments, where computer simulation with animated human voice, sound effects, visual/graphical/colorful displays of matrix tables, score (or monetary) awards for the best game players, etc. can all be exploited. Preliminary demonstrations of the developed GBL approach can be viewed by anyone who has access to the internet web-site [4]!

  19. Non-Native Chinese Language Learners' Attitudes towards Online Vision-Based Motion Games

    ERIC Educational Resources Information Center

    Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin

    2010-01-01

    Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…

  20. Motivational Elements of Digital Instructional Games: A Study of Young L2 Learners' Game Designs

    ERIC Educational Resources Information Center

    Butler, Yuko Goto

    2017-01-01

    This article focuses on the design of digital instructional game (DIG) tasks for young second language (L2) learners. The aim of the study is to identify motivational task elements based on what children respond to positively in games and incorporate into their own L2 vocabulary learning game designs. Eighty-two sixth-grade students (ages 11-12…

  1. The Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners

    ERIC Educational Resources Information Center

    Chen, Hao-Jan Howard; Yang, Ting-Yu Christine

    2013-01-01

    Several researchers have highlighted the potential of applying adventure video games in second language acquisition; however, few studies have investigated the impact of adventure games on foreign language learning. This study aimed to examine the effects of a commercial adventure video game on foreign language learning and learners' perceptions…

  2. Gaming as Extramural English L2 Learning and L2 Proficiency among Young Learners

    ERIC Educational Resources Information Center

    Sylven, Liss Kerstin; Sundqvist, Pia

    2012-01-01

    Today, playing digital games is an important part of many young people's everyday lives. Claims have been made that certain games, in particular massively multiplayer online role-playing games (MMORPGs) provide L2 English learners with a linguistically rich and cognitively challenging virtual environment that may be conducive to L2 learning, as…

  3. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    NASA Astrophysics Data System (ADS)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  4. The influence of a game-making project on male and female learners' attitudes to computing

    NASA Astrophysics Data System (ADS)

    Robertson, Judy

    2013-03-01

    There is a pressing need for gender inclusive approaches to engage young people in computer science. A recent popular approach has been to harness learners' enthusiasm for computer games to motivate them to learn computer science concepts through game authoring. This article describes a study in which 992 learners across 13 schools took part in a game-making project. It provides evidence from 225 pre-test and post-test questionnaires on how learners' attitudes to computing changed during the project, as well as qualitative reflections from the class teachers on how the project affected their learners. Results indicate that girls did not enjoy the experience as much as boys, and that in fact, the project may make pupils less inclined to study computing in the future. This has important implications for future efforts to engage young people in computing.

  5. Serious Use of a Serious Game for Language Learning

    ERIC Educational Resources Information Center

    Johnson, W. Lewis

    2010-01-01

    The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…

  6. Exploring Learners' Perceptions of the Use of Digital Letter Games for Language Learning: The Case of Magic Word

    ERIC Educational Resources Information Center

    Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca

    2016-01-01

    In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…

  7. Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source

    ERIC Educational Resources Information Center

    Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M.

    2017-01-01

    One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…

  8. Effects of Locus of Control on Behavioral Intention and Learning Performance of Energy Knowledge in Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun

    2017-01-01

    Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…

  9. Sight-Word Practice in a Flash!

    ERIC Educational Resources Information Center

    Erwin, Robin W., Jr.

    2016-01-01

    For learners who need sight-word practice, including young students and struggling readers, digital flash cards may promote automatic word recognition when used as a supplemental activity to regular reading instruction. A novel use of common presentation software efficiently supports this practice strategy.

  10. Graphics performance in rich Internet applications.

    PubMed

    Hoetzlein, Rama C

    2012-01-01

    Rendering performance for rich Internet applications (RIAs) has recently focused on the debate between using Flash and HTML5 for streaming video and gaming on mobile devices. A key area not widely explored, however, is the scalability of raw bitmap graphics performance for RIAs. Does Flash render animated sprites faster than HTML5? How much faster is WebGL than Flash? Answers to these questions are essential for developing large-scale data visualizations, online games, and truly dynamic websites. A new test methodology analyzes graphics performance across RIA frameworks and browsers, revealing specific performance outliers in existing frameworks. The results point toward a future in which all online experiences might be GPU accelerated.

  11. Juvenile Offenders: Developing Motivation, Engagement, and Meaning-Making through Video Game Creation

    ERIC Educational Resources Information Center

    Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R.

    2013-01-01

    In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…

  12. Play and Learn: Potentials of Game-Based Learning

    NASA Technical Reports Server (NTRS)

    Pivec, Maja

    2008-01-01

    Learners are encouraged to combine knowledge from different areas to choose a solution or to make a decision at acertain point. Learners can test how the outcome of the game changes based on their decisions and actions. Learners are encouraged to contact other team members and discuss and negotiate subsequent steps, thus improving their social skills.

  13. Learner Interaction in a Massively Multiplayer Online Role Playing Game (MMORPG): A Sociocultural Discourse Analysis

    ERIC Educational Resources Information Center

    Peterson, Mark

    2012-01-01

    This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a…

  14. Can a "Shouting" Digital Game Help Learners Develop Oral Fluency in a Second Language?

    ERIC Educational Resources Information Center

    Grimshaw, Jennica; Cardoso, Walcir; Waddington, David

    2016-01-01

    This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…

  15. Curriculum Constructions of Ability: Enhancing Learning through Teaching Games for Understanding (TGfU) as a Curriculum Model

    ERIC Educational Resources Information Center

    Butler, Joy I.

    2006-01-01

    This article examines the curricular constructions that influence our perceptions of learner "ability" within games education. Games education has both inherent and intrinsic value for learners, and within this context, teachers make important choices about what they believe will be of most value and interest for students. This in turn impacts the…

  16. Effects of Gender Differences and Spatial Abilities within a Digital Pentominoes Game

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Chen, Sherry Y.

    2010-01-01

    Spatial ability is a critical skill in geometric learning. Several studies investigate how to use digital games to improve spatial abilities. However, not every learner favors this kind of support. To this end, there is a need to examine how human factors affect learners' reactions to the use of a digital game to support geometric learning. In…

  17. Just for Fun: Using Programming Games in Software Programming Training and Education--A Field Study of IBM Robocode Community

    ERIC Educational Resources Information Center

    Long, Ju

    2007-01-01

    Improving learning effectiveness has always been a constant challenge in software education and training. One of the primary tasks educators face is to motivate learners to perform to their best abilities. Using computer games is one means to encourage learners to learn (Klawe, 1994). When games are used in general education, they could enhance…

  18. Assessing Semantic Knowledge Using Computer-Based and Paper-Based Media

    DTIC Science & Technology

    1992-01-01

    capitalized upon in this research. Computer-Based Assessment A computer-based game or test, FlashCards (Liggett & Federico, 1986), was adopt- ed and adapted...alterative forms did not have to be specifically or previously programmed as such. FlashCards is analogous to using real flash cards. That is, a...reflects their degree of confidence in their answer. Also, for each answer the student’s response latency is recorded and displayed. FlashCards quizzed

  19. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  20. Serious games in the classroom: gauging student perceptions.

    PubMed

    Kapralos, Bill; Cristancho, Sayra; Porte, Mark; Backstein, David; Monclou, Alex; Dubrowski, Adam

    2011-01-01

    Serious games, or video game-based technology applied to training, learning applications, provide a high fidelity simulation of particular environments and situations that focus on high level skills that are required in the field. Given the popularity of video games, particularly with today's generation of learners, and the growing trend of restricted resident work hours and diminished operating room exposure due to limited budgets increased case complexity and medicolegal concerns, serious games provide a cost-effective viable training option. To develop effective serious games, the views and perceptions of both the end users (learners) and educators regarding their use "in the classroom" must be assessed and accounted for. Here we present the results of a survey that was designed to assess students' perceptions of serious games.

  1. Music-Games: A Case Study of Their Impact

    ERIC Educational Resources Information Center

    Cassidy, Gianna G.; Paisley, Anna M. J. M.

    2013-01-01

    Music-games present a highly pervasive new platform to create, perform, appreciate and transmit music through peer and online communities (e.g., Peppler, Downton, Lindsay, & Hay, 2011). While learners are increasingly engaged with such digital music participation outside the classroom, evidence indicates learners are increasingly disengaged…

  2. An Unofficial Guide to Web-Based Instructional Gaming and Simulation Resources.

    ERIC Educational Resources Information Center

    Kirk, James J.

    Games and digital-based games and simulations are slowly becoming an accepted learning strategy. Public school teachers, college professors, corporate trainers, and military trainers are embracing games as an effective means of motivating learners and teaching complex concepts. Popular games include action games, adventure games,arcade games,…

  3. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.

    PubMed

    Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien

    2017-11-01

    This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.

  4. The SIMs Meet ESL Incorporating Authentic Computer Simulation Games into the Language Classroom

    ERIC Educational Resources Information Center

    Miller, Megan; Hegelheimer, Volker

    2006-01-01

    Despite their motivational appeal to learners, innovative and technologically advanced computer simulation games targeting native English speakers frequently remain beyond the competence of ESL learners as independent didactic tools. Guided by Chapelle's (2001) criteria for determining CALL task appropriateness, this paper illustrates how the…

  5. There's a Green Glob in Your Classroom.

    ERIC Educational Resources Information Center

    Dugdale, Sharon

    1983-01-01

    Discusses computer games (called intrinsic models) focusing on mathematics rather than on unrelated motivations (flashing lights or sounds). Games include "Green Globs," (equations/linear functions), "Darts"/"Torpedo" (fractions), "Escape" (graphing), and "Make-a-Monster" (equivalent fractions and…

  6. Learning Icelandic Language and Culture in Virtual Reykjavik: Starting to Talk

    ERIC Educational Resources Information Center

    Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías

    2016-01-01

    This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…

  7. Who Are with Us: MOOC Learners on a FutureLearn Course

    ERIC Educational Resources Information Center

    Liyanagunawardena, Tharindu Rekha; Lundqvist, Karsten Øster; Williams, Shirley Ann

    2015-01-01

    Massive open online courses (MOOCs) attract learners with a variety of backgrounds. Engaging them using game development was trialled in a beginner's programming course, "Begin programming: build your first mobile game," on FutureLearn platform. The course has completed two iterations: first in autumn 2013 and second in spring 2014 with…

  8. Gamification in Action: Theoretical and Practical Considerations for Medical Educators.

    PubMed

    Rutledge, Chrystal; Walsh, Catharine M; Swinger, Nathan; Auerbach, Marc; Castro, Danny; Dewan, Maya; Khattab, Mona; Rake, Alyssa; Harwayne-Gidansky, Ilana; Raymond, Tia T; Maa, Tensing; Chang, Todd P

    2018-02-20

    Gamification involves the application of game design elements to traditionally non-game contexts. It is increasingly being used as an adjunct to traditional teaching strategies in medical education to engage the millennial learner and enhance adult learning. The extant literature has focused on determining whether the implementation of gamification results in better learning outcomes, leading to a dearth of research examining its theoretical underpinnings within the medical education context. The authors define gamification, explore how gamification works within the medical education context using self-determination theory as an explanatory mechanism for enhanced engagement and motivation, and discuss common roadblocks and challenges to implementing gamification.While previous gamification research has largely focused on determining whether implementation of gamification in medical education leads to better learning outcomes, the authors recommend that future research should explore how and under what conditions gamification is likely to be effective. Selective, purposeful gamification that aligns with learning goals has the potential to increase learner motivation and engagement and, ultimately, learning. In line with self-determination theory, game design elements can be used to enhance learners' feelings of relatedness, autonomy, and competence to foster learners' intrinsic motivation. Poorly applied game design elements, however, may undermine these basic psychological needs by the overjustification effect or through negative effects of competition. Educators must, therefore, clearly understand the benefits and pitfalls of gamification in curricular design, take a thoughtful approach when integrating game design elements, and consider the types of learners and overarching learning objectives.

  9. "Gamestar Mechanic": Learning a Designer Mindset through Communicational Competence with the Language of Games

    ERIC Educational Resources Information Center

    Games, Ivan Alex

    2010-01-01

    This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…

  10. What Can K-12 School Leaders Learn from Video Games and Gaming?

    ERIC Educational Resources Information Center

    Halverson, Richard

    2005-01-01

    Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…

  11. Classroom Proven Motivational Mathematics Games, Monograph No. 1.

    ERIC Educational Resources Information Center

    Michigan Council of Teachers of Mathematics.

    This collection includes 50 mathematical games and puzzles for classroom use at all grade levels. Also included is a wide variety of activities with cubes, flash cards, graphs, dots, number patterns, geometric shapes, cross-number puzzles, and magic squares. (MM)

  12. Septris: a novel, mobile, online, simulation game that improves sepsis recognition and management.

    PubMed

    Evans, Kambria H; Daines, William; Tsui, Jamie; Strehlow, Matthew; Maggio, Paul; Shieh, Lisa

    2015-02-01

    Annually affecting over 18 million people worldwide, sepsis is common, deadly, and costly. Despite significant effort by the Surviving Sepsis Campaign and other initiatives, sepsis remains underrecognized and undertreated. Research indicates that educating providers may improve sepsis diagnosis and treatment; thus, the Stanford School of Medicine has developed a mobile-accessible, case-based, online game entitled Septris (http://med.stanford.edu/septris/). Septris, launched online worldwide in December 2011, takes an innovative approach to teaching early sepsis identification and evidence-based management. The free gaming platform leverages the massive expansion over the past decade of smartphones and the popularity of noneducational gaming.The authors sought to assess the game's dissemination and its impact on learners' sepsis-related knowledge, skills, and attitudes. In 2012, the authors trained Stanford pregraduate (clerkship) and postgraduate (resident) medical learners (n = 156) in sepsis diagnosis and evidence-based practices via 20 minutes of self-directed game play with Septris. The authors administered pre- and posttests. By October 2014, Septris garnered over 61,000 visits worldwide. After playing Septris, both pre- and postgraduate groups improved their knowledge on written testing in recognizing and managing sepsis (P < .001). Retrospective self-reporting on their ability to identify and manage sepsis also improved (P < .001). Over 85% of learners reported that they would or would maybe recommend Septris. Future evaluation of Septris should assess its effectiveness among different providers, resource settings, and cultures; generate information about how different learners make clinical decisions; and evaluate the correlation of game scores with sepsis knowledge.

  13. An Investigation of Learner-Control Variables in Vocabulary Learning Using Traditional Instruction and Two Forms of Computer-Based Instruction.

    ERIC Educational Resources Information Center

    Balajthy, Ernest

    1988-01-01

    Investigates college students' ability to monitor learner-controlled vocabulary instruction when performed in traditional workbook-like tasks and in two different computer-based formats: video game and text game exercises. Suggests that developmental reading students are unable to monitor their own vocabulary development accurately. (MM)

  14. Impact of Using Instructional Video Games as an on EFL Learners' Vocabulary Retention

    ERIC Educational Resources Information Center

    Salavati, Maryam; Salehi, Hadi

    2016-01-01

    This study aimed at investigating the impact of Instructional Video Games (IVGs) on the vocabulary retention of Iranian language learners. To do so, 32 male and 43 female, between the ages thirteen to thirty one years old, in Padideh Derakhshan Institute, Sahinshahr, Isfahan, Iran were selected as a whole population. First, the World English…

  15. Effectiveness of Using Games in Teaching Grammar to Young Learners

    ERIC Educational Resources Information Center

    Yolageldili, Gulin; Arikan, Arda

    2011-01-01

    The primary aim of this study was to explore the effectiveness of using games in teaching grammar to young learners from the view points of Turkish EFL teachers working in primary schools. English language teacher' (n = 15) opinions were collected through a questionnaire and the results of this study demonstrated that Turkish EFL teachers have a…

  16. Toward Modeling the Learner's Personality Using Educational Games

    ERIC Educational Resources Information Center

    Essalmi, Fathi; Tlili, Ahmed; Ben Ayed, Leila Jemni; Jemmi, Mohamed

    2017-01-01

    Learner modeling is a crucial step in the learning personalization process. It allows taking into consideration the learner's profile to make the learning process more efficient. Most studies refer to an explicit method, namely questionnaire, to model learners. Questionnaires are time consuming and may not be motivating for learners. Thus, this…

  17. Working without a Safety Net

    ERIC Educational Resources Information Center

    Foster, Colin

    2012-01-01

    A science teacher has the advantage of hooking learners with all their senses: flashes, bangs and smells. The science labs are something that many learners at the start of secondary school (high school) are eager to explore, and when there is an open day at school it feels unfair that the mathematics department has to try to compete for excitement…

  18. Language Learners & Computer Games: From "Space Invaders" to "Second Life"

    ERIC Educational Resources Information Center

    Stanley, Graham; Mawer, Kyle

    2008-01-01

    The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…

  19. Communicating in English: The Value of Certain Language Games.

    ERIC Educational Resources Information Center

    Lee, William R.

    Language learners want to communicate with others about the sort of things that interest them. Nearly everybody is interested in playing games. Many language games are kept going by communication and break down if communication itself does so. Four types of game are described to illustrate this point: guessing games, certain number games, games…

  20. Collaboration of chemistry instructional games and group investigation (Gi) model to improve learning outcome in high school students

    NASA Astrophysics Data System (ADS)

    Puspita, Ita; Sugiyarto, Kristian H.; Ikhsan, Jaslin

    2017-05-01

    The aims of this research are to: (1) develop chemistry instructional games on reaction rate matter; and (2) reveal the collaboration of chemistry instructional games and group investigation model to improvement learning outcome in high school student. This study is research and development (R&D). The procedure of developing product was adapted from Borg & Gall that modified into three principal steps: product planning, product developing, and product evaluating. The product planning step consist of field study, literature study, and manufacturing product. Product developing was developed product using Adobe Flash Professional CS 6 program. The last, product evaluating was performed by year XI of high school students, uses experimental methods nonequivalent control-group design by control class and experiment class. The results of this research show that: (1) a software of chemistry instructional games successfully developed using Adobe Flash Professional CS 6 and can be run on Android device; and (2) the test results of students showed that the collaboration of instructional games and group investigation model able to improvement learning outcome of hight school student.

  1. First Steps and beyond: Serious Games as Preparation for Future Learning

    ERIC Educational Resources Information Center

    Reese, Debbie Denise

    2007-01-01

    Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…

  2. Learning historical heritage with a serious game: a user study of Heerlen Roman bathhouse

    NASA Astrophysics Data System (ADS)

    Qi, Wen

    2015-03-01

    The advances of computer games have shown their potentials for developing edutainment content and services. Current cultural heritages often make use of games in order to complement existing presentations, to create a memorable exhibition. It offers opportunities to reorganize and conceptualize historical, cultural and technological information or knowledge about the exhibits. To demonstrate the benefits of serious games in terms of facilitating the learning activities, we designed a video game about the Heerlen Roman bathhouse heritage. This paper explains the design considerations of this Roman bathhouse game, with a particular focus on the link between game play and learning. In addition, we have carried out a user study to observe and measure the learning effects of this game. Both quantitative and qualitative data are collected to analyze the performance of the learners. The results have shown that this game indeed can help learners understand the important historical facts and the related knowledge of the heritage being studied. Further directions include converting the first-person game into a third-person or multiple players' game.

  3. The Effect of Video Games on Iranian EFL Learners' Vocabulary Learning

    ERIC Educational Resources Information Center

    Vahdat, Sedigheh; Rasti Behbahani, Amin

    2013-01-01

    This study explored the effect of video games as a new tool for Iranian EFL (English as a foreign language) vocabulary learning. To conduct the study, 40 intermediate EFL learners, both male and female, were chosen through a TOEFL proficiency test. The participants were divided into two groups (10 males and 10 females in each): a control group and…

  4. Game of Words: Prototype of a Digital Game Focusing on Oral Production (and Comprehension) through Asynchronous Interaction

    ERIC Educational Resources Information Center

    Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada

    2016-01-01

    In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…

  5. Fun and games in reviewing neonatal emergency care.

    PubMed

    Gordon, D W; Brown, H N

    1995-04-01

    To develop a game-based review instrument for use by newborn caregivers in preparing for emergency situations. One hundred and one test questions covering pathophysiology, resuscitation, and medications were developed. The questions then underwent expert and peer review, psychometric testing for content validity and test-retest reliability, and a game trial. The needs of adult learners are different from those of other learners. The gaming format uses knowledge gained through experience and provides an avenue for validating knowledge and sharing experiences. This format has been found effective for review and reinforcement of facts. Twelve nurses participated in a trial game and completed a written evaluation using a Likert scale. The Neonatal Emergency Trivia Game is an effective tool for reviewing material related to neonatal emergency care decisions. Additional testing with a larger group would strengthen validity and reliability data.

  6. Bringing your a-game: Educational gaming for student success.

    PubMed

    Strickland, Haley P; Kaylor, Sara K

    2016-05-01

    The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

  8. Serious Games and Learning Effectiveness: The Case of "It's a Deal!"

    ERIC Educational Resources Information Center

    Guillen-Nieto, Victoria; Aleson-Carbonell, Marian

    2012-01-01

    Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that…

  9. Role playing games for scientific citizenship

    NASA Astrophysics Data System (ADS)

    Gaydos, Matthew J.; Squire, Kurt D.

    2012-12-01

    Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science's most "gamelike" features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.

  10. Can I Say Something? The Effects of Digital Game Play on Willingness to Communicate

    ERIC Educational Resources Information Center

    Reinders, Hayo; Wattana, Sorada

    2014-01-01

    This paper reports on a study into the effects of digital game play on learners' Willingness to Communicate (WTC), or individuals' "readiness to enter into discourse at a particular time with a specific person or persons, using a L2" (MacIntyre, Dörnyei, Clément, & Noels, 1998, p. 547). Thirty Thai learners of English as a foreign…

  11. The Opinions and Attitudes of the Foreign Language Learners and Teachers Related to the Traditional and Digital Games: Age and Gender Differences

    ERIC Educational Resources Information Center

    Uzun, Levent; Ekin, M. Tugba Yildiz; Kartal, Erdogan

    2013-01-01

    The present study aimed at investigating the differences between the teachers and the "new generation" of learners, their opinions about which language skills would benefit more from games, and the nuances of the two genders (male and female), while also revealing the profiles and tendencies of different age groups in relation to their…

  12. Video Games, Gender, Diversity, and Learning as Cultural Practice: Implications for Equitable Learning and Computing Participation through Games

    ERIC Educational Resources Information Center

    Richard, Gabriela T.

    2017-01-01

    Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…

  13. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    PubMed

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  14. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game

    PubMed Central

    Shaw, Tim; Goodyear, Peter

    2015-01-01

    Background Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. Objective The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. Methods A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. Results The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Conclusions Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future. PMID:26416522

  15. A little healthy competition: using mixed methods to pilot a team-based digital game for boosting medical student engagement with anatomy and histology content.

    PubMed

    Janssen, Anna; Shaw, Tim; Goodyear, Peter; Kerfoot, B Price; Bryce, Deborah

    2015-10-12

    Digital games have been demonstrated to be beneficial for a range of non-recreational purposes, with a particular focus on their value for education. There is a limited amount of research supporting their use for medical education, but their are several studies on their use in areas such as surgical training, and life-support re-training. However, a significant gap exists in demonstrating how they engage with learners and games can be used most effectively in medical education. This pilot study assessed the value of digital games for teaching anatomy, by evaluating participant engagement and their attitudes towards a team-based strategy game. A digital game platform was designed, and then populated with anatomy questions developed by subject matter experts. Second year medical students were recruited to play three matches of the game. At the end of each match participants were asked to complete a Likert rating of their experiences of the game across five domains. Semi-structured interviews were conducted to assess engagement with the platform and perceived value to learners. Sixteen participants volunteered to participate. Post-match ratings indicated that participants had a generally positive experience with the game, with 89 % of respondents agreeing the game was engaging, 93 % of respondents agreeing the game was challenging and 74 % indicating they would like to play the game again if given the opportunity. A total of fourteen participants agreed to be interviewed after playing three matches of the game. Interview responses supported the findings of the post-match ratings that the game was considered enjoyable and engaging. Participants noted they particularly enjoyed the competitive aspect of the game, particularly the opportunity to play against peers they consider their academic equals. In addition to finding the game engaging interview participants indicated they perceived the game impacted on their knowledge around anatomy. In particular, participants noted that the game provided them unique insight into their knowledge strengths and deficits. This study demonstrated that digital games can engage medical students in traditionally-challenging areas such as anatomy and offer learners unique insights into their knowledge strengths and deficits.

  16. The ReDistricting Game: Teaching Congressional Gerrymandering through an Online Simulation Game

    ERIC Educational Resources Information Center

    Juckett, Emily; Feinberg, Joseph R.

    2010-01-01

    The ReDistricting Game is an online simulation game that engages learners in the redistricting process and spotlights the problem of gerrymandering districts in the United States. Hands-on simulation games such as this one can motivate students to think at higher levels and master key concepts. The concept of redistricting does not automatically…

  17. Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game-Based Learning Environment

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2011-01-01

    The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…

  18. The Inquiry, Communication, Construction and Expression (ICCE) Framework for Understanding Learning Experiences in Games

    ERIC Educational Resources Information Center

    Shah, Mamta; Foster, Aroutis

    2014-01-01

    There is a paucity of research frameworks that focus on aiding game selection and use, analyzing the game as a holistic system, and studying learner experiences in games. There is a need for frameworks that provide a lens for understanding learning experiences afforded in digital games and facilitating knowledge construction and motivation to…

  19. Conflict and Gaming in Instruction and Performance.

    ERIC Educational Resources Information Center

    Kowitz, Gerald T.; Smith, Jay C.

    1989-01-01

    Discussion of instruction and training to introduce new ideas and to improve performance focuses on the presence of conflict and the theory of games. Topics discussed include learner participation; Theory X; Theory Y; and Theory Z; and game rules, including control, scoring, changing rules, and ending the game. (25 references) (LRW)

  20. The ICCE Framework: Framing Learning Experiences Afforded by Games

    ERIC Educational Resources Information Center

    Foster, Aroutis; Shah, Mamta

    2015-01-01

    There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…

  1. Players and Thinkers and Learners

    ERIC Educational Resources Information Center

    Frye, Jonathan

    2012-01-01

    The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game "Spore," which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design,…

  2. A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games

    ERIC Educational Resources Information Center

    Kickmeier-Rust, Michael D.; Mattheiss, Elke; Steiner, Christina; Albert, Dietrich

    2011-01-01

    One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fitsall level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and…

  3. Taking Educational Games Seriously: Using the RETAIN Model to Design Endogenous Fantasy into Standalone Educational Games

    ERIC Educational Resources Information Center

    Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.

    2008-01-01

    We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…

  4. Secrets of the Crystal Ball

    ERIC Educational Resources Information Center

    Croucher, John S.

    2007-01-01

    This article describes how a crystal ball known as "The Flash Mind Reader" is played. "The Flash Mind Reader" is a mathematics game in which the player is invited to select any-two digit number and then subtract the sum of these two digits from the original number. A chart is provided in which the (adjusted) number they obtained will have a symbol…

  5. Learning via Game Design: From Digital to Card Games and Back Again

    ERIC Educational Resources Information Center

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…

  6. An Examination of Game-Based Learning from Theories of Flow Experience and Cognitive Load

    ERIC Educational Resources Information Center

    Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan

    2013-01-01

    This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…

  7. The Way Ahead in Game-Based Learning

    DTIC Science & Technology

    2009-08-01

    Mostly Hype…NOT science  Lack of guidelines Opportunity to exploit technology is tremendous! World of Warcraft Blizzard Games Civilization 4 2K Games...Second Life Linden Labs SimCity 4 EA Maxis 5 Background  Definitions: Game Serious game  Simulation vs Virtual World vs Game The Binary Game Cisco...learn in context by interacting with objects in a complex world .  Consistent with anchored, experiential learning, learners can make connections

  8. Playing Games with Formative Assessment

    ERIC Educational Resources Information Center

    Cassie, Jonathan

    2018-01-01

    Games can be great tools to engage reluctant learners and provide ongoing feedback to educators about how their lessons are "sticking." Cassie discusses how to use gamified formative assessments to measure different kinds of skills and looks at the different ways teachers can use games in the classroom--from out-of-the-box board games to…

  9. Computer Games for the Math Achievement of Diverse Students

    ERIC Educational Resources Information Center

    Kim, Sunha; Chang, Mido

    2010-01-01

    Although computer games as a way to improve students' learning have received attention by many educational researchers, no consensus has been reached on the effects of computer games on student achievement. Moreover, there is lack of empirical research on differential effects of computer games on diverse learners. In response, this study…

  10. Complex and Nonlinear Pedagogy and the Implications for Physical Education

    ERIC Educational Resources Information Center

    Chow, Jia Yi; Atencio, Matthew

    2014-01-01

    There is increasing support to describe and examine the teaching of game skills in physical education from a complex and nonlinear perspective. The emergence of game behaviours as a consequence of the dynamic interactions of the learner, the game environment and the task constraints within the game context highlights the nonlinear and complex…

  11. Validity Evidence for Games as Assessment Environments. CRESST Report 773

    ERIC Educational Resources Information Center

    Delacruz, Girlie C.; Chung, Gregory K. W. K.; Baker, Eva L.

    2010-01-01

    This study provides empirical evidence of a highly specific use of games in education--the assessment of the learner. Linear regressions were used to examine the predictive and convergent validity of a math game as assessment of mathematical understanding. Results indicate that prior knowledge significantly predicts game performance. Results also…

  12. Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning

    ERIC Educational Resources Information Center

    Ranalli, Jim

    2008-01-01

    With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…

  13. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  14. Game Engagement Theory and Adult Learning

    ERIC Educational Resources Information Center

    Whitton, Nicola

    2011-01-01

    One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…

  15. Video Game Based Learning in English Grammar

    ERIC Educational Resources Information Center

    Singaravelu, G.

    2008-01-01

    The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…

  16. L2 (IM)Politeness in the Synchronous Chat of Elementary School Learners

    ERIC Educational Resources Information Center

    Howard, Craig D.; Do, Jaewoo

    2017-01-01

    Participation in interactive games, especially those in immersive environments, is often employed in learning contexts to stochastically develop L2 learners' language ability. However, typical measures of language ability often do not reflect pragmatic competencies. This study juxtaposes two elementary school ESL learners' language ability, and…

  17. Comparison of Student Performance in Video Game Format vs. Traditional Approach in Introductory Astronomy Classes

    NASA Astrophysics Data System (ADS)

    Barringer, Daniel; Kregenow, Julia M.; Palma, Christopher; Plummer, Julia

    2015-01-01

    In Spring of 2014, Penn State debuted an online Introductory Astronomy (AST 001) section that was designed as a video game. Previous studies have shown that well-designed games help learners to build accurate understanding of embedded concepts and processes and aid learner motivation, which strongly contributes to a student's willingness to learn. We start by presenting the learning gains as measured with the Test of Astronomy Standards (TOAST) from this new course design. We further compare the learning gains from the video game section with learning gains measured from more traditional online formats and in-person lecture sections of AST 001 taught at Penn State over the last five years to evaluate the extent to which this new medium for online Astronomy education supports student learning.

  18. Learning Strategies and Learner Attitudes in the Massively Multiplayer Online Role-Playing Game Cube World

    ERIC Educational Resources Information Center

    Goh, Shu Li

    2016-01-01

    The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…

  19. A Constructionism Framework for Designing Game-Like Learning Systems: Its Effect on Different Learners

    ERIC Educational Resources Information Center

    Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung

    2013-01-01

    Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…

  20. Affect and Willingness to Communicate in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Reinders, Hayo; Wattana, Sorada

    2015-01-01

    The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact…

  1. Multiplayer Online Games as Educational Tools: Facing New Challenges in Learning

    ERIC Educational Resources Information Center

    Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini

    2010-01-01

    This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…

  2. Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning

    ERIC Educational Resources Information Center

    Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf

    2014-01-01

    For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…

  3. Game-Based Experiential Learning in Online Management Information Systems Classes Using Intel's IT Manager 3

    ERIC Educational Resources Information Center

    Bliemel, Michael; Ali-Hassan, Hossam

    2014-01-01

    For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…

  4. Enumeration versus Multiple Object Tracking: The Case of Action Video Game Players

    ERIC Educational Resources Information Center

    Green, C. S.; Bavelier, D.

    2006-01-01

    Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop…

  5. Authentic Game-Based Learning and Teachers' Dilemmas in Reconstructing Professional Practice

    ERIC Educational Resources Information Center

    Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan

    2015-01-01

    Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…

  6. To Win the Game, Know the Rules and Legitimize the Players: Disciplinary Literacy and Multilingual Learners

    ERIC Educational Resources Information Center

    Hickey, Pamela J.; Lewis, Tarie

    2015-01-01

    Effective disciplinary literacy instruction is an essential element in the education of multilingual learners. In this article, we provide an overview of disciplinary literacy as well as instructional approaches that support meaningful pedagogy for these students. We recognize that multilingual learners are already skilled at negotiating language…

  7. An Evaluation of the Integration of a Board Game in Introductory Accounting

    ERIC Educational Resources Information Center

    Fouche, J. P.; Visser, S. S.

    2008-01-01

    Accounting education must change and be relevant to add value to learners and the community. Regarding the ever-changing corporate world, a new generation of learners (generation Y) at university, learners lacking skills, educators' resisting calls for change in accounting education and the need for continuous improvement, the teaching methodology…

  8. The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning

    ERIC Educational Resources Information Center

    Wang, Li-Chun; Chen, Ming-Puu

    2010-01-01

    Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…

  9. Developing Oral Interaction Skills with a Digital Information Gap Activity Game

    ERIC Educational Resources Information Center

    Rueb, Avery; Cardoso, Walcir; Grimshaw, Jennica

    2016-01-01

    This study introduces the digital game Prêt à négocier, an information gap digital game, and investigates language learners' perceptions of its use in a French as a Second Language (FSL) context. In the game, students negotiate orally and synchronously with a partner for items like cars, houses, and even pirate ships. Inspired by Larsen-Freeman…

  10. The Interaction Effects of Working Memory Capacity, Gaming Expertise, and Scaffolding Design on Attention and Comprehension in Digital Game Based Learning

    ERIC Educational Resources Information Center

    Lee, Yu-Hao

    2013-01-01

    Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…

  11. How Competition in a Game-Based Science Learning Environment Influences Students' Learning Achievement, Flow Experience, and Learning Behavioral Patterns

    ERIC Educational Resources Information Center

    Chen, Ching-Huei; Liu, Jun-Han; Shou, Wen-Chuan

    2018-01-01

    Although educational games have become prevalent in recent research, only a limited number of studies have considered learners' learning behaviors while playing a science problem-solving game. Introducing a competitive element to game-based learning is promising; however, research has produced ambiguous results, indicating that more studies should…

  12. A Description Grid to Support the Design of Learning Role-Play Games

    ERIC Educational Resources Information Center

    Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe

    2012-01-01

    To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…

  13. Understanding Game-Based Learning Cultures: Introduction to Special Issue

    ERIC Educational Resources Information Center

    Engerman, Jason A.; Carr-Chellman, Alison

    2017-01-01

    This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…

  14. A Learner-Centred Game-Design Approach: Impacts on Teachers' Creativity

    ERIC Educational Resources Information Center

    Frossard, Frederique; Barajas, Mario; Trifonova, Anna

    2012-01-01

    This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…

  15. The Guilded Classroom: Using Gamification to Engage and Motivate Undergraduates

    ERIC Educational Resources Information Center

    Gressick, Julia; Langston, Joel B.

    2017-01-01

    There is a breadth of psychological research that points to potential cognitive benefits of game play. Games engage and motivate learners while promoting mastery of skills and content knowledge. Further, thoughtfully applying gaming elements and structures to classroom environments, an approach called gamification, has the potential to optimize…

  16. Digital-Gaming Trajectories and Second Language Development

    ERIC Educational Resources Information Center

    Scholz, Kyle W.; Schulze, Mathias

    2017-01-01

    Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…

  17. Remote Labs and Game-Based Learning for Process Control

    ERIC Educational Resources Information Center

    Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz

    2013-01-01

    Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…

  18. Games and Strategies for Teaching Reading.

    ERIC Educational Resources Information Center

    Starr, John W.; Brown, Don

    1975-01-01

    The selected activities in this bulletin are divided into three categories: games and strategies for primary grades, those for intermediate grades, and activities for the slow or reluctant learner. Among the activities and games contained in the first part are those which deal with: reading readiness; visual and auditory discrimination; concept…

  19. Games Learners Will Play

    ERIC Educational Resources Information Center

    Boyce, Byrl N.; And Others

    1971-01-01

    Clark Abt's book Serious Games" describes how games can enable children (and adults) to learn the abstract concepts that are required to deal with a world that is becoming increasingly complex. His book is here reviewed by three members of the University of Connecticut's Center for Real Estate and Urban Economics Studies. (Author)

  20. The Significance of an Educational Game in Teaching Politology

    ERIC Educational Resources Information Center

    Dvorkovaya, Marina Vasilievna; Kurenkova, Evgeniya Alekseevna

    2015-01-01

    Game-based learning is being increasingly used in teaching humanities. In teaching politology, it seems to bring the most effective results. Through educational games, learners can fully experience modeling particular situations in the job of a would-be political technologist, which would guarantee training professional politologists with maximum…

  1. Playing for Climate Change: An Educational Alternative Realty Game (ARG) in Second Life

    NASA Astrophysics Data System (ADS)

    Law, Sandra Kim

    Learner engagement in the learning process is a challenge faced by educators, instructional designers, administrators and policy makers (Barab, Sadler, Heiselt, & Zuiker, 2007b; Van Eck, 2006). One area in which learner engagement is particularly problematic is science education; participation rates in sciences at the post-secondary level are significantly lower than in other disciplines (Fox & Stephan, 2001; Industry Canada, 2007; Kennepohl, 2009). Learners who are enrolled in science programs at postsecondary institutions also have deficits in their scientific illiteracy, specifically in their ability to understand the language of science and evaluate scientific claims in journal articles and reports. This design-based research study represents the first phase of an ongoing project exploring the role that digital educational games designed to support knowledge building within small groups can play in addressing issues of engagement and literacy in science education. A set of game design principles derived from the existing literature was used to inform the development of a prototype of the game. The prototype was evaluated by a group (N=18) of educational technology graduate students at a local university. As this was a first phase of a study in a field (i.e. game-based learning) that is still contested, it is felt that qualitative research methods can provide a representative view of the effectiveness of the game design principles and types of interactions observed between players as well as between players and artefacts in environment. The data collection methods used in this study included participant observation, data player characteristics survey, interviews, and content analysis. The final products of this study are game design principles and a game prototype. Data gathered from this study will be used to inform the design of the next version of the game, and future research in the area of digital game design and implementation (e.g., learning analytics, inoperability of the game on different MUVEs, future implementations of the game). This research demonstrated that digital educational games developed in MUVEs have the potential to support scientific literacy and higher level cognition (e.g., reflection, knowledge synthesis).

  2. Investigating of Memory - Colours of Intellectually Disabled Children and Virtual Game Addict Students

    NASA Astrophysics Data System (ADS)

    Sik Lányi, Cecília

    We describe an investigation of memory colours. For this investigation Flash test software was developed. 75 observers used this test software in 4 groups: average elementary school children (aged: 8-9 years), intellectually disabled children (age: 9-15), virtual game addict university students (average age: 20) and university students who play with VR games rarely or never (average age: 20). In this pilot test we investigated the difference of memory colours of these 4 groups.

  3. LewiSpace: An Exploratory Study with a Machine Learning Model in an Educational Game

    ERIC Educational Resources Information Center

    Ghali, Ramla; Ouellet, Sébastien; Frasson, Claude

    2016-01-01

    The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational…

  4. A Multilevel Analysis of Diverse Learners Playing Life Science Video Games: Interactions between Game Content, Learning Disability Status, Reading Proficiency, and Gender

    ERIC Educational Resources Information Center

    Israel, Maya; Wang, Shuai; Marino, Matthew T.

    2016-01-01

    Extant research reports differential effects related to the efficacy of video games as a means to enhance science instruction. However, there are very few studies examining differences in learning outcomes across student-level independent variables. This study used multilevel modeling to examine the effects of three video game-enhanced life…

  5. Motivation, students' needs and learning outcomes: a hybrid game-based app for enhanced language learning.

    PubMed

    Berns, Anke; Isla-Montes, José-Luis; Palomo-Duarte, Manuel; Dodero, Juan-Manuel

    2016-01-01

    In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve proficiency, hence are indeed, effective tools for enhanced language learning.

  6. Viewpoints: Teaching and Learning with Games?

    ERIC Educational Resources Information Center

    Williamson, Ben

    2007-01-01

    In this article, findings from a recent one-year research project that investigated the use of games in a variety of school settings are described and discussed. The project involved four schools and 12 teachers designing classroom activities around specific games to support learners both within the formal national curriculum and in the context of…

  7. Developing a Big Game for Financial Education Using Service Design Approach

    ERIC Educational Resources Information Center

    Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung

    2018-01-01

    The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…

  8. Using Instructional Pervasive Game for School Children's Cultural Learning

    ERIC Educational Resources Information Center

    Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun

    2014-01-01

    In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…

  9. Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming Can Inform 21st Century Education

    ERIC Educational Resources Information Center

    Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R.

    2011-01-01

    In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…

  10. Providing Sufficient Opportunity to Learn: A Response to Grehaigne, Caty and Godbout

    ERIC Educational Resources Information Center

    Slade, Dennis G.; Webb, Louisa A.; Martin, Andrew J.

    2015-01-01

    Background: Over the last 30 years, traditional skill-based game teaching models have gradually been supplemented by instruction under an inclusive banner of "Teaching Games for Understanding" (TGfU). This approach focuses on developing tactical understanding through modified games and a philosophy that places the learner rather than the…

  11. Inferring a Learner's Cognitive, Motivational and Emotional State in a Digital Educational Game

    ERIC Educational Resources Information Center

    Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich

    2012-01-01

    Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…

  12. What Do Students Learn by Playing an Online Simulation Game?

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

    Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…

  13. Exploring Preservice Teacher Perspectives on Video Games as Learning Tools

    ERIC Educational Resources Information Center

    Ray, Beverly B.; Powell, Angiline; Jacobsen, Brenda

    2014-01-01

    Despite their popularity with learners, many K-12 teachers are reluctant to use video games as learning tools. Addressing issues surrounding this reluctance is important since the educational use of video games is supported by learning theory and an emerging research base. Specifically, this study adopts exploratory research as a means to examine…

  14. A Methodological Proposal for Learning Games Selection and Quality Assessment

    ERIC Educational Resources Information Center

    Dondi, Claudio; Moretti, Michela

    2007-01-01

    This paper presents a methodological proposal elaborated in the framework of two European projects dealing with game-based learning, both of which have focused on "quality" aspects in order to create suitable tools that support European educators, practitioners and lifelong learners in selecting and assessing learning games for use in…

  15. Real-time individualized training vectors for experiential learning.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Willis, Matt; Tucker, Eilish Marie; Raybourn, Elaine Marie

    2011-01-01

    Military training utilizing serious games or virtual worlds potentially generate data that can be mined to better understand how trainees learn in experiential exercises. Few data mining approaches for deployed military training games exist. Opportunities exist to collect and analyze these data, as well as to construct a full-history learner model. Outcomes discussed in the present document include results from a quasi-experimental research study on military game-based experiential learning, the deployment of an online game for training evidence collection, and results from a proof-of-concept pilot study on the development of individualized training vectors. This Lab Directed Research & Development (LDRD)more » project leveraged products within projects, such as Titan (Network Grand Challenge), Real-Time Feedback and Evaluation System, (America's Army Adaptive Thinking and Leadership, DARWARS Ambush! NK), and Dynamic Bayesian Networks to investigate whether machine learning capabilities could perform real-time, in-game similarity vectors of learner performance, toward adaptation of content delivery, and quantitative measurement of experiential learning.« less

  16. Multi-Head Very High Power Strobe System For Motion Picture Special Effects

    NASA Astrophysics Data System (ADS)

    Lovoi, P. A.; Fink, Michael L.

    1983-10-01

    A very large camera synchronizable strobe system has been developed for motion picture special effects. This system, the largest ever built, was delivered to MGM/UA to be used in the movie "War Games". The system consists of 12 individual strobe heads and a power supply distribution system. Each strobe head operates independently and may be flashed up to 24 times per second under computer control. An energy of 480 Joules per flash is used in six strobe heads and 240 Joules per flash in the remaining six strobe heads. The beam pattern is rectangular with a FWHM of 60° x 48°.

  17. Improving learning performance with happiness by interactive scenarios.

    PubMed

    Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun

    2014-01-01

    Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance.

  18. Improving Learning Performance with Happiness by Interactive Scenarios

    PubMed Central

    Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun

    2014-01-01

    Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance. PMID:24558331

  19. Mobile computing device as tools for college student education: a case on flashcards application

    NASA Astrophysics Data System (ADS)

    Kang, Congying

    2012-04-01

    Traditionally, college students always use flash cards as a tool to remember massive knowledge, such as nomenclature, structures, and reactions in chemistry. Educational and information technology have enabled flashcards viewed on computers, like Slides and PowerPoint, works as tunnels of drilling and feedback for the learners. The current generation of students is more capable of information technology and mobile computing devices. For example, they use their Mobile phones much more intensively everyday day. Trends of using Mobile phone as an educational tool is analyzed and a educational technology initiative is proposed, which use Mobile phone flash cards applications to help students learn biology and chemistry. Experiments show that users responded positively to these mobile flash cards.

  20. Serious games and blended learning; effects on performance and motivation in medical education.

    PubMed

    Dankbaar, Mary

    2017-02-01

    More efficient, flexible training models are needed in medical education. Information technology offers the tools to design and develop effective and more efficient training. The aims of this thesis were: 1) Compare the effectiveness of blended versus classroom training for the acquisition of knowledge; 2) Investigate the effectiveness and critical design features of serious games for performance improvement and motivation. Five empirical studies were conducted to answer the research questions and a descriptive study on an evaluation framework to assess serious games was performed. The results of the research studies indicated that: 1) For knowledge acquisition, blended learning is equally effective and attractive for learners as classroom learning; 2) A serious game with realistic, interactive cases improved complex cognitive skills for residents, with limited self-study time. Although the same game was motivating for inexperienced medical students and stimulated them to study longer, it did not improve their cognitive skills, compared with what they learned from an instructional e‑module. This indicates an 'expertise reversal effect', where a rich learning environment is effective for experts, but may be contra-productive for novices (interaction of prior knowledge and complexity of format). A blended design is equally effective and attractive as classroom training. Blended learning facilitates adaptation to the learners' knowledge level, flexibility in time and scalability of learning. Games may support skills learning, provided task complexity matches the learner's competency level. More design-based research is needed on the effects of task complexity and other design features on performance improvement, for both novices and experts.

  1. Impact of Online Instructional Game Features on College Students' Perceived Motivational Support and Cognitive Investment: A Structural Equation Modeling Study

    ERIC Educational Resources Information Center

    Huang, Wenhao David; Johnson, Tristan E.; Han, Seung-Hyun Caleb

    2013-01-01

    Colleges and universities have begun to understand the instructional potential of digital game-based learning (DGBL) due to digital games' immersive features. These features, however, might overload learners as excessive motivational and cognitive stimuli thus impeding intended learning. Current research, however, lacks empirical evidences to…

  2. Fantasy Seed Company: A Role Playing Game for Plant Breeding Courses

    ERIC Educational Resources Information Center

    Hague, Steve S.

    2011-01-01

    Understanding plant breeding as well as procedures and issues of seed companies are skills students studying agronomy need to acquire. Simulation games can be effective teaching tools in developing higher-order thinking skills of students. The "Fantasy Seed Company" game was developed to create motivated learners by allowing students to run a mock…

  3. Exploring the Behavioral Patterns of Learners in an Educational Massively Multiple Online Role-Playing Game (MMORPG)

    ERIC Educational Resources Information Center

    Hou, Huei-Tse

    2012-01-01

    Massively multiple online role-playing games (MMORPGs) are very popular among students. Educational MMORPGs, however, are very rare, as are studies on gamers' behavioral patterns during such games. The current study is an empirical observation and analysis of the behavioral patterns of 100 gamers participating in an educational MMORPG called…

  4. The Game Embedded CALL System to Facilitate English Vocabulary Acquisition and Pronunciation

    ERIC Educational Resources Information Center

    Young, Shelley Shwu-Ching; Wang, Yi-Hsuan

    2014-01-01

    The aim of this study is to make a new attempt to explore the potential of integrating game strategies with automatic speech recognition technologies to provide learners with individual opportunities for English pronunciation learning. The study developed the Game Embedded CALL (GeCALL) system with two activities for on-line speaking practice. For…

  5. Can Learning Motivation Predict Learning Achievement? A Case Study of a Mobile Game-Based English Learning Approach

    ERIC Educational Resources Information Center

    Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun

    2017-01-01

    This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…

  6. Innovation Diffusion: Learner Benefits and Instructor Insights with the DIFFUSION SIMULATION GAME

    ERIC Educational Resources Information Center

    Kovalik, Cindy L.; Kuo, Chia-Ling

    2012-01-01

    This research project investigated student reaction to playing the DIFFUSION SIMULATION GAME (DSG) and how an instructor, who is a novice in playing online games, implemented the DSG in an online higher education course. The goal of this research project was to determine whether playing the DSG helps students learn and apply course content. In…

  7. The Association between Learning and Learning Style in Instructional Marketing Games

    ERIC Educational Resources Information Center

    Garber, Lawrence L., Jr.; Hyatt, Eva M.; Boya, Unal O.; Ausherman, Babs

    2012-01-01

    To understand how learners of respective types respond to marketing games, a joint space generated by canonical correlation analysis is used to recreate Kolb's learning style-type plot and locate business students as points within it according to their learning style types. Two hundred twenty-three undergraduate students played The Marketing Game!…

  8. Nursing Students' Experiential Learning Processes Using an Online 3D Simulation Game

    ERIC Educational Resources Information Center

    Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina

    2017-01-01

    The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…

  9. Learner Satisfaction in Marketing Simulation Games: Antecedents and Influencers

    ERIC Educational Resources Information Center

    Caruana, Albert; La Rocca, Antonella; Snehota, Ivan

    2016-01-01

    Simulation games have become widespread in business courses, yet the understanding of their learning effects remains limited. The effectiveness of using simulation in marketing classes is not uniform, and not all students welcome it to the same extent. Drawing on a survey among 173 students engaged in a simulation game as part of a course in a…

  10. Learner-Centred Pedagogy for Swim Coaching: A Complex Learning Theory-Informed Approach

    ERIC Educational Resources Information Center

    Light, Richard

    2014-01-01

    While constructivist theories of learning have been widely drawn on to understand and explain learning in games when using game-based approaches their use to inform pedagogy beyond games is limited. In particular, there has been little interest in applying constructivist perspectives on learning to sports in which technique is of prime importance.…

  11. The Use of Massively Multiplayer Online Role-Playing Games in CALL: An Analysis of Research

    ERIC Educational Resources Information Center

    Peterson, Mark

    2016-01-01

    Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…

  12. Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System

    ERIC Educational Resources Information Center

    Scholz, Kyle

    2017-01-01

    Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…

  13. The Importance and Use of Targeted Content Knowledge with Scaffolding Aid in Educational Simulation Games

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying

    2013-01-01

    While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…

  14. Players and thinkers and learners

    NASA Astrophysics Data System (ADS)

    Frye, Jonathan

    2012-12-01

    The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game Spore, which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design, while the other implied the game merely made students excited about science topics. While this debate is nothing new, having foundations in several theoretical perspectives; educators must identify their own perceptions of video games and how even commercial games can be used as tools for teaching.

  15. Centering on Sea Life in the Classroom.

    ERIC Educational Resources Information Center

    Gruendike, Janis L.

    1982-01-01

    Describes an oceanography learning center for elementary/middle school students, focusing on use of games (review jeopardy), instructional tapes, flash cards, activity felt boards, picture puzzles, reading materials, science displays, and experiment stations. (JN)

  16. STEM@School: an engaging Serious Game!

    NASA Astrophysics Data System (ADS)

    terracina, annalisa; mecella, massimo

    2016-04-01

    Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. One new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The term game is quite ambiguous, that means that researchers, game designers, parents, students, teachers, etc. have a different concept of games. In this research, we intend games as inquiry based laboratories in which participants are able to imagine, engage with, and reflect upon their experiences. Gaming and schooling have developed into two distinct "knowledge traditions" that often rely on opposing validity criteria for determining what counts and what does not count as relevant knowledge. To avoid that dichotomy, GBL should integrate different aspects that are related to the knowledge itself, to pedagogical aspects, to scenario-based and every day practice. In the above scenario we matured the idea to develop a serious game that integrates the most up-to-date technologies in new teaching trends: Virtual Learning Environments (VLEs) and Intelligent Pedagogical Agents (IPAs). The main idea of our research is a VLE that in turn is a role playing game. The role playing game is a social game in which each student becomes a player with her abilities and her tasks. In order to succeed, all the players should work to achieve a common objective/goal. The storyboard is designed in a way that there is an evolution in the role playing game and a progress in the level of learning as well. The idea of helping students in the process of learning in a different way with respect to the classical approach finds support in many psychological studies and previous work, in particular we refer to Howard Gardner theory (1983): "We might think of the topic as a room with at least five doors or entry points into it. Students vary as to which entry point is most appropriate for them and which routes are most comfortable to follow once they have gained initial access to the room. Awareness of these entry points can help the teacher to introduce new materials in ways in which they can be easily grasped by a range of students; then, as students explore other entry points, they have the chance to develop those multiple perspectives that are the best antidote to stereotypical thinking". In the above scenario, students face with numerous learning opportunities and therefore require intelligent support and guidance. The use of IPAs is proposed as support during the game evolution and each student has its own IPA: they act as learning facilitators and guide the learners in the virtual environment, by explaining topics, answering questions, giving feedbacks, helping the learners to collaborate with others, providing personalized learning support.

  17. Effects of Using Instructional Video Games on Teaching English Vocabulary to Iranian Pre-Intermediate EFL Learners

    ERIC Educational Resources Information Center

    Salehi, Hadi

    2017-01-01

    This study aims to investigate whether there is any benefit in using IVGs among the Iranian pre-intermediate EFL learners or not. Therefore, 60 EFL learners from Padideh Derakhshan Institute in Sahinshahr, Isfahan, Iran were chosen as the sample. First, a test of novelty was administered at the early stage to ensure the novelty of to-be-instructed…

  18. iLearning, The Game Changer

    DTIC Science & Technology

    2012-03-21

    physical kinesthetically. Auditory learners ’ best receive and process information by hearing what is presented. Visual learners ’ best learn by reading or...Leader Development Strategy , which highlights essential elements necessary for future leader development. Inquiry Based Learning (IBL) is a learner ...ADDRESS. 1. REPORT DATE (DD-MM-YYYY) 03-21-2012 2. REPORT TYPE Strategy Research Project 3. DATES COVERED (From - To) 4. TITLE AND SUBTITLE

  19. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    NASA Astrophysics Data System (ADS)

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning Approach) toward learning science was positively affected by playing games. This research confirmed the value of playing instructional games and indicated the potential benefits for teaching and learning scientific vocabulary and concepts in middle school settings. Educators are in need of finding methods that stimulate the often disinterested or disengaged adolescent student. Results from this investigation suggested that games provided a meaningful alternate learning approach that relieved the boredom associated with traditional science instruction.

  20. Making Games in the Classroom: Benefits and Gender Concerns

    ERIC Educational Resources Information Center

    Robertson, Judy

    2012-01-01

    This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games…

  1. Exploring the Potential of a Location Based Augmented Reality Game for Language Learning

    ERIC Educational Resources Information Center

    Richardson, Donald

    2016-01-01

    This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…

  2. Technology and Curriculum Standards: How Well Do Internet-Based Learning Games Support Common Core Standards for Mathematics?

    ERIC Educational Resources Information Center

    Bingham, Teri; Ray, Jan

    2013-01-01

    In an effort to keep up with the new generation of digital learners, educators are integrating multiple forms of technology into their teaching, including online learning game applications. The purpose of this study was to determine the degree to which internet-based learning game applications selected by preservice teachers were aligned with the…

  3. Evidence-Centered Design of Epistemic Games: Measurement Principles for Complex Learning Environments

    ERIC Educational Resources Information Center

    Rupp, Andre A.; Gushta, Matthew; Mislevy, Robert J.; Shaffer, David Williamson

    2010-01-01

    We are currently at an exciting juncture in developing effective means for assessing so-called 21st-century skills in an innovative yet reliable fashion. One of these avenues leads through the world of "epistemic games" (Shaffer, 2006a), which are games designed to give learners the rich experience of professional practica within a discipline.…

  4. Collaborative 3D Learning Games for Future Learning: Teachers' Instructional Practices to Enhance Shared Knowledge Construction among Students

    ERIC Educational Resources Information Center

    Hämäläinen, Raija; Oksanen, Kimmo

    2014-01-01

    Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen learners' in-depth understanding. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have…

  5. Game Plan. Race against Time.

    ERIC Educational Resources Information Center

    DeRosa, Bill

    1988-01-01

    Presents a learning center game that will help children develop and improve skills with reference books while helping to familiarize them with the problem of endangered species. Emphasizes that saving endangered species is a race against time. Provides an alternative activity for younger learners. (CW)

  6. "I Feel like I'm Being Hit from All Directions": Enduring the Bombardment as a Mature-Age Learner Returning to Formal Learning

    ERIC Educational Resources Information Center

    Willans, Julie; Seary, Karen

    2011-01-01

    The mature-age learner's re-engagement with a formal learning environment may be somewhat akin to the novice Paintball player who, unless well positioned and attuned to the rules of the combative game, is bombarded and worn down by constant "hits". For the mature-age learner, such "hits" may come in the form of tensions…

  7. PlayPhysics: An Emotional Games Learning Environment for Teaching Physics

    NASA Astrophysics Data System (ADS)

    Muñoz, Karla; Kevitt, Paul Mc; Lunney, Tom; Noguez, Julieta; Neri, Luis

    To ensure learning, game-based learning environments must incorporate assessment mechanisms, e.g. Intelligent Tutoring Systems (ITSs). ITSs are focused on recognising and influencing the learner's emotional or motivational states. This research focuses on designing and implementing an affective student model for intelligent gaming, which reasons about the learner's emotional state from cognitive and motivational variables using observable behaviour. A Probabilistic Relational Models (PRMs) approach is employed to derive Dynamic Bayesian Networks (DBNs). The model uses the Control-Value theory of 'achievement emotions' as a basis. A preliminary test was conducted to recognise the students' prospective-outcome emotions with results presented and discussed. PlayPhysics is an emotional games learning environment for teaching Physics. Once the affective student model proves effective it will be incorporated into PlayPhysics' architecture. The design, evaluation and postevaluation of PlayPhysics are also discussed. Future work will focus on evaluating the affective student model with a larger population of students, and on providing affective feedback.

  8. The Effectiveness of Game-Based Learning as an Instructional Strategy to Engage Students in Higher Education in Singapore

    ERIC Educational Resources Information Center

    Tham, Raymond; Tham, Lesley

    2014-01-01

    The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in…

  9. Using Music to Support the Literacy Development of Young English Language Learners

    ERIC Educational Resources Information Center

    Paquette, Kelli R.; Rieg, Sue A.

    2008-01-01

    Integrating experiences with music in the early childhood classroom supports English language learners' literacy development (Peregoy and Boyle, "Reading, writing, and learning in ESL." Pearson, Boston, 2008; Saricoban and Metin, "Songs, verse and games for teaching grammar." Internet "TESL J," 2000). This article describes the benefits of…

  10. Maker Culture and "Minecraft": Implications for the Future of Learning

    ERIC Educational Resources Information Center

    Niemeyer, Dodie J.; Gerber, Hannah R.

    2015-01-01

    Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…

  11. Voices of Canadian Literacy. Plus Teacher's Guide and Workbook.

    ERIC Educational Resources Information Center

    Weinstein, Lee, Ed.

    This book presents the lives, stories, and photographs of Canadian adults who are literacy learners. Each of the seven features in the book tells one aspect of Canada's literacy story. "Orval: The Stories of Orval Daugherty," includes: "Time is Short" (Bounchanh Chanthavimone); "Flash Back" (Wendi Rooks); "The…

  12. Using Computer Games to Communicate Prevention and Preparedness Concepts

    NASA Astrophysics Data System (ADS)

    Kerlow, I.

    2012-12-01

    Earth Girl: The Natural Disaster Fighter is a digital game about a girl who can save her family and friends from natural hazards. The scenario and game play are inspired by the challenges faced by communities living in the Asian regions prone to earthquakes, tsunamis, flooding and volcano hazards. This paper focuses on the interdisciplinary issues and development, the user testing and refinement process and a brief demonstration of the final product. The Earth Girl game is meant to help players, particularly pre-teens worldwide, to gain a better understanding of natural hazards through imaginative and fun game play. The game offers three levels of side-scrolling action, plus factual information in the form of quizzes to enhance the players' knowledge. The correct answers provide players with extra health and/or super-powers. The game was developed in English, Indonesian, Japanese and Chinese. It runs on any Flash-enabled browser and has been successfully user-tested in Southeast Asia with positive results and feedback.Earth Girl, a game of preparedness and survival

  13. Task Difficulty and Prior Videogame Experience: Their Role in Performance and Motivation in Instructional Videogames

    DTIC Science & Technology

    2007-06-01

    Video game -based environments are an increasingly popular medium for training Soldiers. This research investigated how various strategies for...modifying task difficulty over the progression of an instructional video game impact learner performance and motivation. Further, the influence of prior... video game experience on these learning outcomes was examined, as well as the role prior experience played in determining the optimal approach for

  14. Using a Role-Play Simulation Game to Promote Systems Thinking.

    PubMed

    Young, Judith

    2018-01-01

    Learning is a dynamic process where the learner discovers new knowledge and constructs new insights. The "Friday Night in the ER" © role-play simulation game facilitates system thinking, data-based decision making, and collaboration. Nurse educators in academe and health care settings can use this game to practice the essential skills of nurse professionals. J Contin Nurs Educ. 2018;49(1):10-11. Copyright 2018, SLACK Incorporated.

  15. A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

    ERIC Educational Resources Information Center

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2012-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…

  16. The Effectiveness of Digital Game-Based Vocabulary Learning: A Framework-Based View of Meta-Analysis

    ERIC Educational Resources Information Center

    Chen, Meng-Hua; Tseng, Wen-Ta; Hsiao, Tsung-Yuan

    2018-01-01

    This study presents the results of a meta-analytic study about the effects of digital game-based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = 0.016), but not with learners' age (Q = 0.906, df = 1, p = 0.341) or linguistic…

  17. Games, Simulations and Virtual Labs for Science Education: a Compendium and Some Examples

    NASA Astrophysics Data System (ADS)

    Russell, R. M.

    2012-12-01

    We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations and games. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.

  18. Moving Past "Hello World": Learning to Mod in an Online Affinity Space

    ERIC Educational Resources Information Center

    Subramanian, Shree Durga

    2012-01-01

    Game modding has increasingly become a mainstream and "cutting edge" medium to foster a broad range of critical software design and programming practices to learners coming from wide-ranging educational and professional backgrounds. Participatory practices, like game modding, are highly interest-driven and entail intense engagement with…

  19. Motivational Aspects of Gaming for Students with Intellectual Disabilities

    ERIC Educational Resources Information Center

    Saridaki, Maria; Mourlas, Constantinos

    2011-01-01

    The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in…

  20. Motivating Distance Learners in Online Gaming Worlds

    ERIC Educational Resources Information Center

    Marvel, Michele D.

    2012-01-01

    Massively multiplayer online games (MMOGs) have potential as educational tools. Existing literature shows that MMOG-based courses can foster a more immediate sense of community among students than traditional distance learning interfaces. The immersive technology of MMOGs opens the door for students to be able to virtually walk through the college…

  1. Affordances for Second Language Learning in "World of Warcraft"

    ERIC Educational Resources Information Center

    Rama, Paul S.; Black, Rebecca W.; van Es, Elizabeth; Warschauer, Mark

    2012-01-01

    What are the affordances of online gaming environments for second language learning and socialization? To answer this question, this qualitative study examines two college-age Spanish learners' experiences participating in the Spanish language version of the massively multi-player online game "World of Warcraft." Using data culled from participant…

  2. Measuring Learning in Serious Games: A Case Study with Structural Assessment

    ERIC Educational Resources Information Center

    Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre

    2011-01-01

    The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…

  3. The Effects of Goal-Oriented Instructions in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Erhel, Séverine; Jamet, Eric

    2016-01-01

    Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…

  4. Digital Games as Multirepresentational Environments for Science Learning: Implications for Theory, Research, and Design

    ERIC Educational Resources Information Center

    Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim

    2015-01-01

    Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…

  5. GREENIFY: A Real-World Action Game for Climate Change Education

    ERIC Educational Resources Information Center

    Lee, Joey J.; Ceyhan, Pinar; Jordan-Cooley, William; Sung, Woonhee

    2013-01-01

    The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience's values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study…

  6. Multimedia Games for Fun and Learning English in Preschool

    ERIC Educational Resources Information Center

    Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor

    2015-01-01

    Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…

  7. Learning "Number Sense" through Digital Games with Intrinsic Feedback

    ERIC Educational Resources Information Center

    Laurillard, Diana

    2016-01-01

    The paper proposes a new interdisciplinary approach to helping low attaining learners in basic mathematics. It reports on the research-informed design and user testing of an adaptive digital game based on constructionist tasks with intrinsic feedback. The approach uses findings from the neuroscience of dyscalculia, cognitive science research on…

  8. Assessment of minimally invasive surgical skills of pre-medical students: What can we learn from future learners?

    PubMed

    Borahay, Mostafa A; Jackson, Mary; Tapısız, Omer L; Lyons, Elizabeth; Patel, Pooja R; Nassar, Ramsey; Kılıç, Gökhan Sami

    2014-01-01

    Knowledge of baseline laparoscopic and robotic surgical skills of future learners is essential to develop teaching strategies that best fit them. The objectives of this study are to determine baseline laparoscopic and robotic skills of high school and college students and compare them to those of current obstetrics and gynecology residents. A cross-sectional (Class II-2) pilot study. Laparoscopic and robotic surgical skills of college and high (secondary) school students were evaluated using simulators and compared to those of obstetrics and gynecology residents. In addition, questionnaire data were collected regarding video game playing and computer use. A total of 17 students, both high school (n=9) and college (n=8), in addition to 11 residents, completed the study. Overall, students performed comparably to the residents in simple exercises (p>.05). However, students took significantly longer time to complete complex exercises (p=.001). Finally, students played video games significantly more than residents (p<.001). Future learners may have a different background skill set. This difference may be related to improved hand-eye coordination, possibly due to playing video games. The results of this pilot study should spur more research into surgical teaching strategies.

  9. Outcomes from building system courseware for teaching and testing in a discipline-based human structure curriculum.

    PubMed

    Reilly, Frank D

    2011-01-01

    This study investigated the educational benefits of system-based lecture notes and interactive learning objects in a peripheral nervous system component of a traditional first-year medical school human anatomy course. The impetus for the investigation was anecdotal evidence suggesting enhanced learner satisfaction with the learning resources. Retrospective review of existing data from 2006 to 2009 was undertaken to quantify (1) the effects of Web-based system courseware on examination item performance, and (2) differences among learner opinions regarding the benefit level of the five different types of interactive learning objects as evaluated by instructional design questionnaires. Interactive patient-based case studies (IPCS) and review games (Games), simulated interactive patients (SIP), flashcards, and unit quizzes (Quizzes) developed in-house have been peer-reviewed and published in MedEdPORTAL. Statistics included one-way analysis of variance, Tukey's post hoc test, and power meta-analysis (d). Examination item analysis scores remained significantly higher (P ≤ 0.05; d = 0.3938) for learners receiving the instructional treatment incorporating system-based lecture notes and interactive learning objects than for those not receiving this treatment. Using questionnaires with a five-point Likert scale, students reported favorably on the benefit level of all learning objects. They rated the SIP and IPCS significantly higher (P ≤0.05) and games significantly lower (P ≤ 0.05) than in previous years, indicating a change in learner preferences. This study reaffirms that online system-based instructional techniques improve student examination performance and overall student satisfaction. Learners indicated stronger preferences for SIP and IPCS over exercises encouraging passive memorization of anatomical content. Copyright © 2011 American Association of Anatomists.

  10. Vocabulary Learning through an Online Computerized Flashcard Site

    ERIC Educational Resources Information Center

    McLean, Stuart; Hogg, Nicholas; Rush, Thomas W.

    2013-01-01

    Recent research has shown that paired-associate learning is an effective way to acquire second language vocabulary. However, much research in the field has measured small-scale vocabulary learning. This is due to the methods which learners used to conduct paired-associate learning: paper flash cards. This project sought to measure vocabulary…

  11. The Good Behavior Game for Latino English Language Learners in a Small-Group Setting

    ERIC Educational Resources Information Center

    Ortiz, Jennifer; Bray, Melissa A.; Bilias-Lolis, Evelyn; Kehle, Thomas J.

    2017-01-01

    The Good Behavior Game (GBG) is a group contingency intervention that has effectively reduced disruptive behavior and improved classroom management in many replications, for various settings and populations. The student composition of American public schools is changing, leading to culturally and linguistically diverse classrooms with unique…

  12. Playing by Programming: Making Gameplay a Programming Activity

    ERIC Educational Resources Information Center

    Weintrop, David; Wilensky, Uri

    2016-01-01

    Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…

  13. Virtual Learning Ecosystems: A Proposed Framework for Integrating Educational Games, E-Learning Methods, and Virtual Community Platforms

    ERIC Educational Resources Information Center

    Washington, Christopher

    2015-01-01

    Digitally delivered learning shows the promise of enhancing learner motivation and engagement, advancing critical thinking skills, encouraging reflection and knowledge sharing, and improving professional self-efficacy. Digital learning objects take many forms including interactive media, apps and games, video and other e-learning activities and…

  14. Mentoring and Argumentation in a Game-Infused Science Curriculum

    ERIC Educational Resources Information Center

    Gould, Deena L.; Parekh, Priyanka

    2018-01-01

    Engaging in argumentation from evidence is challenging for most middle school students. We report the design of a media-based mentoring system to support middle school students in engaging in argumentation in the context of a game-infused science curriculum. Our design emphasizes learners apprenticing with college student mentors around the…

  15. What Counts Is How the Game Is Scored: One Way to Increase Achievement in Learning Mathematics.

    ERIC Educational Resources Information Center

    Allen, Layman E.; And Others

    1978-01-01

    Studies the extent to which the effectiveness of instructional gaming in learning specific mathematical ideas can be increased by incorporating devices that channel learners' attention upon those ideas. In particular, the effect of channeling attention by changing the method of scoring is explored. (Author/CMV)

  16. Gamification: A Systematic Review of Design Frameworks

    ERIC Educational Resources Information Center

    Mora, Alberto; Riera, Daniel; González, Carina; Arnedo-Moreno, Joan

    2017-01-01

    Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reaching up to university degrees. Among other techniques that are often applied by instructors to counteract this issue, those related to the use of gaming elements seem to very promising. In this context, considering the use of game-like properties in…

  17. A Taxonomy of Vocabulary Learning Strategies Used in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Bytheway, Julie

    2015-01-01

    Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…

  18. Computer Game Design: Opportunities for Successful Learning

    ERIC Educational Resources Information Center

    Robertson, Judy; Howells, Cathrin

    2008-01-01

    Developing children as successful learners is a key aim of "A Curriculum for Excellence" in Scotland. This paper presents qualitative results from an eight week exploratory field study in which a class of ten year olds made their own computer games. The analysis focuses on the development of aspects of successful learning as identified…

  19. Improving Moral Reasoning among College Students: A Game-Based Learning Approach

    ERIC Educational Resources Information Center

    Huang, Wenyeh; Ho, Jonathan C.

    2018-01-01

    Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…

  20. "Roda Boa", "Roda Boa": Legitimate Peripheral Participation in Diasporic "Capoeira"

    ERIC Educational Resources Information Center

    Stephens, Neil; Delamont, Sara

    2010-01-01

    "Capoeira", the Brazilian dance and martial art, is taught across the world. Learners acquire vital knowledge and are socialised as "capoeiristas" through legitimate peripheral participation, in particular when watching games in the "roda". The "roda", the circle within which the "capoeira" game is played, is a classic place for learning by…

  1. Violent Video Games as Exemplary Teachers: A Conceptual Analysis

    ERIC Educational Resources Information Center

    Gentile, Douglas A.; Gentile, J. Ronald

    2008-01-01

    This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…

  2. Why Students Engage in "Gaming the System" Behavior in Interactive Learning Environments

    ERIC Educational Resources Information Center

    Baker, Ryan; Walonoski, Jason; Heffernan, Neil; Roll, Ido; Corbett, Albert; Koedinger, Kenneth

    2008-01-01

    In recent years there has been increasing interest in the phenomena of "gaming the system," where a learner attempts to succeed in an educational environment by exploiting properties of the system's help and feedback rather than by attempting to learn the material. Developing environments that respond constructively and effectively to…

  3. Software Reviews.

    ERIC Educational Resources Information Center

    McGrath, Diane, Ed.

    1989-01-01

    Provides reviews of courseware entitled: "Mystery Matter," which is a series that supplements the basic inquiry process; "Jumping Math Flash," which is an arcade-game program with arithmetic problems; and "Quest for Files: Science Rocks and Minerals The Upper Crust," which is a database program for earth science.…

  4. Defining Learning Space in a Serious Game in Terms of Operative and Resultant Actions

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2012-01-01

    This paper explores the distinction between operative and resultant actions in games, and proposes that the learning space created by a serious game is a function of these actions. Further, it suggests a possible relationship between these actions and the forms of cognitive load imposed upon the game player. Association of specific types of cognitive load with respective forms of actions in game mechanics also presents some heuristics for integrating learning content into serious games. Research indicates that different balances of these types of actions are more suitable for novice or experienced learners. By examining these relationships, we can develop a few basic principles of game design which have an increased potential to promote positive learning outcomes.

  5. Using Games as a Tool in Teaching Vocabulary to Young Learners

    ERIC Educational Resources Information Center

    Bakhsh, Sahar Ameer

    2016-01-01

    Over the last few decades, teaching English become a phenomenon in Saudi Arabia, especially to young learners. English is taught as a main subject in kindergarten and elementary schools. Like any other children, Saudis accept new foreign languages easily, but they get bored very fast if the teacher is teaching them using the old conventional…

  6. Game On! Young Learners' Incidental Language Learning of English Prior to Instruction

    ERIC Educational Resources Information Center

    De Wilde, Vanessa; Eyckmans, June

    2017-01-01

    In this paper the incidental language acquisition of 11-year-old Flemish children (n = 30) who have not received any formal English instruction is investigated. The study looks into children's English proficiency and the learner characteristics that can be associated with it. In order to measure the children's English proficiency, a receptive…

  7. The Temporal Attentive Observation (TAO) Scale: Development of an Instrument to Assess Attentive Behavior Sequences during Serious Gameplay

    ERIC Educational Resources Information Center

    Folkestad, James E.; McKernan, Brian; Train, Stephanie; Martey, Rosa Mikeal; Rhodes, Matthew G.; Kenski, Kate; Shaw, Adrienne; Stromer-Galley, Jennifer; Clegg, Benjamin A.; Strzalkowski, Tomek

    2018-01-01

    The engaging nature of video games has intrigued learning professionals attempting to capture and retain learners' attention. Designing learning interventions that not only capture the learner's attention, but also are designed around the natural cycle of attention will be vital for learning. This paper introduces the temporal attentive…

  8. Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment

    ERIC Educational Resources Information Center

    Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho

    2012-01-01

    The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…

  9. Games and 21st-Century Standards--An Ideal Partnership

    ERIC Educational Resources Information Center

    Mayer, Brian

    2011-01-01

    In their dual roles of teacher and librarian, school librarians have been presented with two new sets of standards that challenge them to redefine how they approach education. AASL's Standards for the 21st-Century Learner take a broad approach to address many of the fundamental skills that make students effective and self-efficient learners.…

  10. Lateness to School Remediation Game

    ERIC Educational Resources Information Center

    Ugwuegbulam, Charles N.; Ibrahim, Haj. Naheed

    2015-01-01

    Primary and secondary school in Nigeria encourage punctuality to school yet a good number of the learners came late to school. This is especially true in the case of day students. Learners who come late to school are usually punished in one way or the other yet the lateness to school phenomenon still persist. Lateness to school behaviour affects…

  11. Astro-tainment: Using modern and indigenous games to communicate astronomy

    NASA Astrophysics Data System (ADS)

    Manxoyi, S.

    2008-06-01

    Games are by their nature interactive, informative and developmental and in many cases full of fun and entertainment. SAAO has used modern and indigenous games to communicate astronomy to learners, educators and members of the public. These games include board, card, stone, pen and paper, domino, singalongs, ball and computer games. The use of games serves to simplify, demystify and communicate hard concepts in a fun way. They extend beyond the confines of institutions as games can be played at home and school. There is also no need for supervision when rules are mastered. This presentation also examines the principles (racing, collection, simulation and placing) which underpin our games as well seeking to demonstrate how simple materials can be transformed into communication and educational tools by infusing relevant astronomical knowledge.

  12. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments

    DTIC Science & Technology

    2005-06-01

    videogame-based training environment. In this research, 413 participants played a first-person-perspective videogame that began with a single- player ...section to introduce game-specific tasks, followed by a multi- player section where participants formed small teams to conduct several collaborative...with over four million registered players . In Janurary 2004, America’s Army was used during a four-day inter-semester game- based training exercise at

  13. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    PubMed

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  14. Computer Class Role Playing Games, an innovative teaching methodology based on STEM and ICT: first experimental results

    NASA Astrophysics Data System (ADS)

    Maraffi, S.

    2016-12-01

    Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".

  15. Losses Disguised as Wins Affect Game Selection on Multiline Slots.

    PubMed

    Graydon, Candice; Stange, Madison; Dixon, Mike J

    2018-05-05

    Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players' game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games-two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.

  16. Integrating a Discovery-Based Laboratory to Teach Supply Chain Management Fundamentals in an Undergraduate Management Course

    ERIC Educational Resources Information Center

    Zeng, Amy; Johnson, Sharon

    2009-01-01

    Using experiential simulation games is a commonly used pedagogical method to enrich classroom discussions and to facilitate students' learning in supply chain management education at both undergraduate and graduate levels. However, existing games are inappropriate for undergraduate students that are first-time learners of the subject. In this…

  17. Future Game Developers within a Virtual World: Learner Archetypes and Team Leader Attributes

    ERIC Educational Resources Information Center

    Franetovic, Marija

    2016-01-01

    This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…

  18. The Effects of GBL and Learning Styles on Chinese Idiom by Using TUI Device

    ERIC Educational Resources Information Center

    Ku, D. T.; Huang, Y.-H.; Hus, S. C.

    2015-01-01

    This study investigated how the integration of a game-based learning strategy and a tangible user interface (TUI) device improves the learning achievement of fifth-grade students in studying Chinese idioms. By using the sifting, and sorting, features of Sifteo Cubes, learners, via a gaming situation, manually composed the cubes to the correct…

  19. Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement

    ERIC Educational Resources Information Center

    Seaborn, Katie; Fels, Deborah I.; Bajko, Rob; Hodson, Jaigris

    2017-01-01

    Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and content. Additionally, little work has reported on course…

  20. Online Vocabulary Games as a Tool for Teaching and Learning English Vocabulary

    ERIC Educational Resources Information Center

    Yip, Florence W. M.; Kwan, Alvin C. M.

    2006-01-01

    Vocabulary learning is often perceived as boring by learners, especially for those who grew up in the digital age. This paper reports a study of the usefulness of online games in vocabulary learning for some undergraduate students. Three teachers and 100 engineering students participated in a quasi-experimental study for approximately nine weeks.…

  1. Enhancing Information Systems Auditing Knowledge with Role-Playing Game: An Experimental Investigation

    ERIC Educational Resources Information Center

    Wongpinunwatana, Nitaya

    2013-01-01

    This study examined the use and effect of a role-playing game on learners' ability in information systems audit. The study is based on experimental research. Information systems control and audit case study and video had been developed. A total of 75 graduate students undertaking a Master's degree in accounting participated in the experiment. The…

  2. Volleyball. Steps to Success.

    ERIC Educational Resources Information Center

    Viera, Barbara L.; Ferguson, Bonnie Jill

    This handbook was written to introduce learners to the game of volleyball and its skills and strategies. Twenty-four steps to mastery of techniques of the game are organized sequentially, providing a transition from one skill to the next. An explanation of what is covered in the step, why it is important, and how to execute or perform the step's…

  3. Embedding Diagnostic Mechanisms in a Digital Game for Learning Mathematics

    ERIC Educational Resources Information Center

    Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting

    2014-01-01

    Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…

  4. Adolescent English Language Learners' Second Language Literacy Engagement in World of Warcraft (WoW)

    ERIC Educational Resources Information Center

    Li, Zhuo

    2011-01-01

    As noted by researchers (Funk, Hagen, & Schimming, 1999; Squire, 2006; Williams, 2003), many youth today spend more time playing in digital worlds than reading, or watching TV or films. Though many people, parents and teachers, still take video games as mere entertainment, "gaming culture" (Sanford & Madill, 2007) and "game…

  5. Children's Perception of Learning with Educational Games Using iPod Touches

    ERIC Educational Resources Information Center

    Allsop, Yasemin

    2011-01-01

    The use of computer games on mobile devices in schools for learning is still relatively new and is constantly evolving. The successful integration of this emerging technology into education requires a longitudinal study into how they are being perceived by learners and teachers. Finding out what works well with children in the terms of technology…

  6. Springing into Spring: Reading Games for the Season

    ERIC Educational Resources Information Center

    Maxwell, D. Jackson

    2008-01-01

    As spring arrives, more time is spent outdoors. Unfortunately, as spring fever hits, books and learning often take a backseat. The goal is for educators to find a way to re-engage learners. In this article, the author presents a seasonal story and game that can help catch students' attention by making learning both informative and entertaining.…

  7. Relativity in a Rock Field: A Study of Physics Learning with a Computer Game

    ERIC Educational Resources Information Center

    Carr, David; Bossomaier, Terry

    2011-01-01

    The "Theory of Special Relativity" is widely regarded as a difficult topic for learners in physics to grasp, as it reformulates fundamental conceptions of space, time and motion, and predominantly deals with situations outside of everyday experience. In this paper, we describe embedding the physics of relativity into a computer game, and…

  8. The Effect of Educational Computerized Games on Learning English Spelling among Iranian Children

    ERIC Educational Resources Information Center

    Mehrpour, Saeed; Ghayour, Maaedeh

    2017-01-01

    The present study investigated the effects of educational computerized games on learning English spelling among Iranian children. In doing so, 66 young Iranian English learners with the average age of 9.5, attending the children's branch of Iran Language Institute (ILI), the most well-established state-run language teaching institute in Iran,…

  9. Promoting Increased Pitch Variation in Oral Presentations with Transient Visual Feedback

    ERIC Educational Resources Information Center

    Hincks, Rebecca; Edlund, Jens

    2009-01-01

    This paper investigates learner response to a novel kind of intonation feedback generated from speech analysis. Instead of displays of pitch curves, our feedback is flashing lights that show how much pitch variation the speaker has produced. The variable used to generate the feedback is the standard deviation of fundamental frequency as measured…

  10. Shufflegolf: Teaching Golf Strategies and Etiquette to Young Children and Learners with Intellectual Disabilities

    ERIC Educational Resources Information Center

    Kozub, Francis M.

    2010-01-01

    The purpose of this article is to share a unique curricular idea with physical educators interested about adding golf concepts to their curriculum. The focus is on a modified golf game that helps teach tactics, strategies, rules, and etiquette to young learners and those with intellectual disabilities. The specific content for this unit focuses on…

  11. A Digital Game-Based Learning System for Energy Education: An Energy COnservation PET

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Chien, Kun Huang; Liu, Tzu Chien

    2012-01-01

    Energy education has been conducted to equip learners with relevant energy conservation knowledge for many years. However, learners seldom put the knowledge into practice and even have few ideas about how to reduce energy consumption. To this end, there is a need to address this issue to improve the efficiency of energy education. One of the…

  12. Enjoyable learning: the role of humour, games, and fun activities in nursing and midwifery education.

    PubMed

    Baid, Heather; Lambert, Nicky

    2010-08-01

    Education that captures the attention of students is an essential aspect of promoting meaningful, active learning. Rather than standing at the front of a group of learners simply speaking about a topic, teachers have the opportunity of livening up their teaching with humour, games, and other fun activities. This article critically evaluates the benefits and limitations of humour within nursing education as well as the use of games and fun activities as teaching strategies. Examples of various games and interactive activities are also provided. Copyright 2009 Elsevier Ltd. All rights reserved.

  13. Enriching Addition and Subtraction Fact Mastery through Games

    ERIC Educational Resources Information Center

    Bay-Williams, Jennifer M.; Kling, Gina

    2014-01-01

    The learning of "basic facts"--single-digit combinations for addition, subtraction, multiplication, and division--has long been a focus of elementary school mathematics. Many people remember completing endless worksheets, timed tests, and flash card drills as they attempted to "master" their basic facts as children. However,…

  14. Use of a Web-based game to teach pediatric content to medical students.

    PubMed

    Sward, Katherine A; Richardson, Stephanie; Kendrick, Jeremy; Maloney, Chris

    2008-01-01

    The aim of this study was to assess, using a Web-based format, third-year medical students' pediatric knowledge and perceptions of game playing with faculty facilitation compared with self-study computerized flash cards. This study used a repeated-measures experimental design with random assignment to a game group or self-study group. Pediatric knowledge was tested using multiple choice exams at baseline, week 6 of the clerkship following a 4-week intervention, and 6 weeks later. Perceptions about game playing and self-study were evaluated using a questionnaire at week 6. The groups did not differ on content mastery, perceptions about content, or time involved in game playing or self-study. Perceptions about game playing versus self-study as a pedagogical method appeared to favor game playing in understanding content (P<.001), perceived help with learning (P<.05), and enjoyment of learning (P<.008). An important difference was increased game group willingness to continue participating in the intervention. Games can be an enjoyable and motivating method for learning pediatric content, enhanced by group interactions, competition, and fun. Computerized, Web-based tools can facilitate access to educational resources and are feasible to apply as an adjunct to teaching clinical medicine.

  15. Research and implementation of role-playing teaching mode supported by gamification

    NASA Astrophysics Data System (ADS)

    Cui, Xu; Zhang, Zhenglei; Sun, Lei

    2017-08-01

    The paper designs a Role-playing Teaching Mode Supported by Gamification to stimulate the interest of learners. In the process of creating the teaching mode, the factors of incentive factors, teaching mode and course selection are the most important factors gained by investigate and research. Then under the guidance of the three factors, a leaning framework of role-playing teaching mode which is called Gamification Learning Framework (GM1.0) is determined. In the design of GM1.0, First, collect problem cases which students interested in and select three courses which are Algorithm Design, Data Structure and Program Design. Then, extract the knowledge points of the three courses and merge into the problem cases to form game maps. Last, Learners gain a role-playing actor to join games with the support of game maps and finish selected tasks reaching a higher task level by upgrade checkpoints, experience promotions and award medals changing. After that, learners’ enthusiasm for learning can be stimulated and the innovation abilities can also be improved gradually.

  16. Virtual Worlds and the Learner Hero: How Today's Video Games Can Inform Tomorrow's Digital Learning Environments

    ERIC Educational Resources Information Center

    Rigby, C. Scott; Przybylski, Andrew K.

    2009-01-01

    Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…

  17. The Effects of Group Dynamics on Language Learning and Use in an MMOG

    ERIC Educational Resources Information Center

    Vosburg, Donald

    2017-01-01

    The use of video games as a learning tool, in particular massively multiplayer online games (MMOGs), continues to grow, as does the research in this field of study; research to date has revealed benefits to the language learner as well as hindrances and research gaps (Godwin-Jones, 2014). This study examines participant perspectives on group…

  18. Know Thy Learner: User Characteristics Underlying Effective Videogame-Based Training

    NASA Technical Reports Server (NTRS)

    Orvis, Karin A.; Horn, Daniel B.; Belanich, James

    2008-01-01

    Some proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).

  19. The Analysis of Interactivity in a Teaching and Learning Sequence of Rugby: The Transfer of Control and Learning Responsibility

    ERIC Educational Resources Information Center

    Llobet-Martí, Bernat; López-Ros, Víctor; Vila, Ignasi

    2018-01-01

    Background: The social constructivist perspective emphasises that learning is a process of self-construction of knowledge in a social context. Game-centred approaches, such as teaching games for understanding, have been used in accordance with this perspective. The process of transferring learning responsibility takes place when the learner is…

  20. Exploring Learners' Sequential Behavioral Patterns, Flow Experience, and Learning Performance in an Anti-Phishing Educational Game

    ERIC Educational Resources Information Center

    Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan

    2017-01-01

    The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…

  1. Clarifying the "A" in CAI for Learners of Different Abilities. Assessing the Cognitive consequences of Computer Environments for Learning (ACCCEL).

    ERIC Educational Resources Information Center

    Mandinach, Ellen B.

    This study investigated the degree to which 48 seventh and eighth grade students of different abilities acquired strategic planning knowledge from an intellectual computer game ("Wumpus"). Relationships between ability and student performance with two versions of the game were also investigated. The two versions differed in the structure…

  2. The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial.

    PubMed

    Leiker, Amber M; Miller, Matthew; Brewer, Lauren; Nelson, Monica; Siow, Maria; Lohse, Keith

    2016-04-21

    Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement's influence on learning. A group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants' attentional reserve. Participants returned for retention and transfer testing one week later. Although both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=-.08, P=.02). This finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes.

  3. The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial

    PubMed Central

    Brewer, Lauren; Nelson, Monica; Siow, Maria

    2016-01-01

    Background Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). Objective To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement’s influence on learning. Methods A group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants’ attentional reserve. Participants returned for retention and transfer testing one week later. Results Although both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=−.08, P=.02). Conclusions This finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes. PMID:27103052

  4. An educational game for teaching clinical practice guidelines to Internal Medicine residents: development, feasibility and acceptability

    PubMed Central

    Akl, Elie A; Mustafa, Reem; Slomka, Thomas; Alawneh, Alia; Vedavalli, Abhishek; Schünemann, Holger J

    2008-01-01

    Background Adherence to Clinical Practice Guidelines (CPGs) remains suboptimal among internal medicine trainees. Educational games are of growing interest and have the potential to improve adherence to CPGs. The objectives of this study were to develop an educational game to teach CPGs in Internal Medicine residency programs and to evaluate its feasibility and acceptability. Methods We developed the Guide-O-Game© in the format of a TV game show with questions based on recommendations of CPGs. The development of the Guide-O-Game© consisted of the creation of a multimedia interactive tool, the development of recommendation-based questions, and the definition of the game's rules. We evaluated its feasibility through pilot testing and its acceptability through a qualitative process. Results The multimedia interactive tool uses a Macromedia Flash web application and consists of a manager interface and a user interface. The user interface allows the choice of two game styles. We created so far 16 sets of questions relating to 9 CPGs. The pilot testing proved that the game was feasible. The qualitative evaluation showed that residents considered the game to be acceptable. Conclusion We developed an educational game to teach CPGs to Internal Medicine residents that is both feasible and acceptable. Future work should evaluate its impact on educational outcomes. PMID:19017400

  5. Evaluating the Influence of Past Gaming Experience on Learner Preferences and Motivation to Learn in a Military Training Environment

    DTIC Science & Technology

    2009-03-01

    76 Appendix C: Aural Study Strategies ...were identified as Kinesthetic learners , 16.25% were strong in more than one style, 16.12% were strongly Aural , 9.65% were Read/Write, and only 3.22...Bonwell, Green Mountain Falls, Colorado 80819 U.S.A. 76 Appendix B: Visual Study Strategies 77 Appendix C: Aural Study

  6. Simulations, Games, and Virtual Labs for Science Education: a Compendium and Some Examples

    NASA Astrophysics Data System (ADS)

    Russell, R. M.

    2011-12-01

    We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations, including the "Very, Very Simple Climate Model", and report on formative evaluations of these resources. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.

  7. Gaming used as an informal instructional technique: effects on learner knowledge and satisfaction.

    PubMed

    Webb, Travis P; Simpson, Deborah; Denson, Steven; Duthie, Edmund

    2012-01-01

    Jeopardy!, Concentration, quiz bowls, and other gaming formats have been incorporated into health sciences classroom and online education. However, there is limited information about the impact of these strategies on learner engagement and outcomes. To address this gap, we hypothesized that gaming would lead to a significant increase in retained short- and long-term medical knowledge with high learner session satisfaction. Using the Jeopardy! game show model as a primary instructional technique to teach geriatrics, 8 PGY2 General Surgery residents were divided into 2 teams and competed to provide the "question" to each stated "answer" during 5 protected block curriculum units (1-h/U). A surgical faculty facilitator acted as the game host and provided feedback and brief elaboration of quiz answers/questions as necessary. Each quiz session contained two 25-question rounds. Paper-based pretests and posttests contained questions related to all core curriculum unit topics with 5 geriatric gaming questions per test. Residents completed the pretests 3 days before the session and a delayed posttest of geriatric topics on average 9.2 weeks (range, 5-12 weeks) after the instructional session. The cumulative average percent correct was compared between pretests and posttests using the Student t test. The residents completed session evaluation forms using Likert scale ratings after each gaming session and each protected curriculum block to assess educational value. A total of 25 identical geriatric preunit and delayed postunit questions were administered across the instructional sessions. The combined pretest average score across all 8 residents was 51.5% for geriatric topics compared with 59.5% (p = 0.12) for all other unit topics. Delayed posttest geriatric scores demonstrated a statistically significant increase in retained medical knowledge with an average of 82.6% (p = 0.02). The difference between delayed posttest geriatric scores and posttest scores of all other unit topics was not significant. Residents reported a high level of satisfaction with the gaming sessions: The average session content rating was 4.9 compared with the overall block content rating of 4.6 (scale, 1-5, 5 = Outstanding). The quiz type and competitive gaming sessions can be used as a primary instructional technique leading to significant improvements in delayed posttests of medical knowledge and high resident satisfaction of educational value. Knowledge gains seem to be sustained based on the intervals between the interventions and recorded gains. Copyright © 2012 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  8. Virtual Gaming Simulation in Nursing Education: A Focus Group Study.

    PubMed

    Verkuyl, Margaret; Hughes, Michelle; Tsui, Joyce; Betts, Lorraine; St-Amant, Oona; Lapum, Jennifer L

    2017-05-01

    The use of serious gaming in a virtual world is a novel pedagogical approach in nursing education. A virtual gaming simulation was implemented in a health assessment class that focused on mental health and interpersonal violence. The study's purpose was to explore students' experiences of the virtual gaming simulation. Three focus groups were conducted with a convenience sample of 20 first-year nursing students after they completed the virtual gaming simulation. Analysis yielded five themes: (a) Experiential Learning, (b) The Learning Process, (c) Personal Versus Professional, (d) Self-Efficacy, and (e) Knowledge. Virtual gaming simulation can provide experiential learning opportunities that promote engagement and allow learners to acquire and apply new knowledge while practicing skills in a safe and realistic environment. [J Nurs Educ. 2017;56(5):274-280.]. Copyright 2017, SLACK Incorporated.

  9. [The P300-based brain-computer interface: presentation of the complex "flash + movement" stimuli].

    PubMed

    Ganin, I P; Kaplan, A Ia

    2014-01-01

    The P300 based brain-computer interface requires the detection of P300 wave of brain event-related potentials. Most of its users learn the BCI control in several minutes and after the short classifier training they can type a text on the computer screen or assemble an image of separate fragments in simple BCI-based video games. Nevertheless, insufficient attractiveness for users and conservative stimuli organization in this BCI may restrict its integration into real information processes control. At the same time initial movement of object (motion-onset stimuli) may be an independent factor that induces P300 wave. In current work we checked the hypothesis that complex "flash + movement" stimuli together with drastic and compact stimuli organization on the computer screen may be much more attractive for user while operating in P300 BCI. In 20 subjects research we showed the effectiveness of our interface. Both accuracy and P300 amplitude were higher for flashing stimuli and complex "flash + movement" stimuli compared to motion-onset stimuli. N200 amplitude was maximal for flashing stimuli, while for "flash + movement" stimuli and motion-onset stimuli it was only a half of it. Similar BCI with complex stimuli may be embedded into compact control systems requiring high level of user attention under impact of negative external effects obstructing the BCI control.

  10. Increasing Student Motivation to Learn by Making Computer Game Technology More Engaging: Measurable Outcomes That Determine Success

    ERIC Educational Resources Information Center

    Mann, Mark D.

    2017-01-01

    In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…

  11. The Use of Narrative: Gender Differences and Implications for Motivation and Learning in a Math Game. CRESST Report 804

    ERIC Educational Resources Information Center

    Bittick, Sarah Joy; Chung, Gregory K. W. K.

    2011-01-01

    The use of a narrative in educational contexts has been found to increase learners' experience of flow or absorption in a task. This increased experience of flow can in turn result in increased retention and learning outcomes. However, narrative can also be polarizing particularly in the male-dominated realm of video game play due to gender…

  12. Mediation Game When the Conflict Can Be Fun to Learn--A Legal Skill Learning Tool: The Integration of Knowledge Management, Learning Theory and Serious Game Concept

    ERIC Educational Resources Information Center

    Luengvilai, Chainarong; Yodmongkol, Pitipong

    2016-01-01

    Legal justice in Thailand has been shifted to restorative justice for reasons. But Thai law schools have not been changed to promote lawyering skill learning opportunities due to various obstacles and limitations caused by existing legal educational policies, law curriculum's structure, knowledgeable instructors, and learners' characteristics. As…

  13. [Research and Development of A Kinect Based Virtual System for Upper Limb Rehabilitation].

    PubMed

    Ding, Weili; Zheng, Yazhuo; Su, Yuping; Li, Xiaoli; Wei, Xiuli

    2015-06-01

    We developed a rehabilitation system by using the virtual reality technique and the Kinect in this paper. The system combines rehabilitation training with HMI and serious game organically, and provides a game and motion database to meet different patients' demands. Extended interface of game database is provided in two ways: personalized games can be developed by Virtools and Flash games which are suitable for patients' rehabilitation can be download from the Internet directly. In addition, the system provides patients with flexible interaction and easy control mode, and also presents real time data recording. An objective and subjective evaluation method is proposed to review the effectiveness of the rehabilitation training. According to the results of short questionnaires and the evaluation results of patients' rehabilitation training, the system compared with traditional rehabilitation can record and analyze the training data, which is useful to make rehabilitation plans. More entertainment and lower cost will increase patients' motivation, which helps to increase the rehabilitation effectiveness.

  14. Hanging on to the Wetlands. Book II.

    ERIC Educational Resources Information Center

    Newton, David E.; Slesnick, Irwin L.

    This middle/junior high school unit on wetland ecology consists of 12 activities and activity packets containing data sheets, activity sheets, flash cards, game cards, and other materials needed to complete the activities. The first activity is the text for a slide-tape show which provides an overview of the entire unit. Each of the remaining…

  15. Hanging on to the Wetlands. Book I.

    ERIC Educational Resources Information Center

    Newton, David E.; Slesnick, Irwin L.

    This elementary school unit on wetland ecology consists of 12 activities and activity packets containing data sheets, activity sheets, flash cards, game cards, and other materials needed to complete the activities. The first activity is the text for a slide-tape show which provides an overview of the entire unit. Each of the remaining activities…

  16. Anglo-American Cataloging Rules. Chapter Twelve, Revised. Audiovisual Media and Special Instructional Materials.

    ERIC Educational Resources Information Center

    American Library Association, Chicago, IL.

    Chapter 12 of the Anglo-American Cataloging Rules has been revised to provide rules for works in the principal audiovisual media (motion pictures, filmstrips, videorecordings, slides, and transparencies) as well as instructional aids (charts, dioramas, flash cards, games, kits, microscope slides, models, and realia). The rules for main and added…

  17. Comparing Two Types of Text-Tracking Design for Young Learners' E-Books

    ERIC Educational Resources Information Center

    Wang, Pei-Yu

    2013-01-01

    This study examined the impact of e-book text-tracking design on 4th graders' (10-year-old children's) learning of Chinese characters. The e-books used in this study were created with Adobe Flash CS 5.5 and Action Script 3.0. This study was guided by two main questions: (1) Is there any difference in learning achievement (Chinese character…

  18. The design and development of a computer game on insulin injection.

    PubMed

    Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges

    2014-01-01

    Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. It seems that the use of new technologies, such as computer games, can influence diabetic children's acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection.

  19. Developing the Systems Engineering Experience Accelerator (SEEA) Prototype and Roadmap

    DTIC Science & Technology

    2013-12-31

    information to be automatically presented without comment. 2.2.2 NEW FEATURES AND CAPABILITIES A number of new multiplayer capabilities were...2.4.1 OVERVIEW The EA game engine has two components: the runtime engine and the tools suite. The tools suite includes the Experience Development...the Learner. Figure 6: Experience Accelerator Logical Block Diagram The EARTE is a multiuser architecture for internet gaming . It has light

  20. Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game

    NASA Astrophysics Data System (ADS)

    Bressler, Denise M.

    Mobile science learning games show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. Using an embedded mixed methods design, this study investigated whether an INPLACE mobile game promotes flow experience, scientific practices, and effective team collaboration. Students playing the game (n=59) were compared with students in a business-as-usual control activity (n=120). Using an open-ended instrument designed to measure scientific practices and a self-report flow survey, this study empirically assessed flow and learner's scientific practices. The game players had significantly higher levels of flow and scientific practices. Using a multiple case study approach, collaboration among game teams (n=3 teams) were qualitatively compared with control teams (n=3 teams). Game teams revealed not only higher levels of scientific practices but also higher levels of engaged responses and communal language. Control teams revealed lower levels of scientific practice along with higher levels of rejecting responses and command language. Implications for these findings are discussed.

  1. Hanging on to the Wetlands. Book III.

    ERIC Educational Resources Information Center

    Newton, David E.; Slesnick, Irwin L.

    This high school unit on wetland ecology consists of 12 activities and activity packets containing data sheets, activity sheets, flash cards, game cards, and other materials needed to complete the activities. The first activity is the text for a slide-tape show which provides an overview of the entire unit. Each of the remaining activities is then…

  2. The Effect of Gender on Motivation and Student Achievement in Digital Game-Based Learning: A Case Study of a Contented-Based Classroom

    ERIC Educational Resources Information Center

    Chung, Liang-Yi; Chang, Rong-Chi

    2017-01-01

    This study attempts to probe into the impact of learners' gender on learning outcomes and motivation. A digital game focusing on the topic of emergency first aid is designed for the purpose of this present study, according to the curriculum objectives for a content-based instruction (CBI) course as part of the experiment. In the process of playing…

  3. Animated Pedagogical Agents in Interactive Learning Environment: The Future of Air Force Training?

    DTIC Science & Technology

    2008-02-01

    confusion and disorder. Players enhance their skills of strategy and tactics as they advance through the game and destroy the enemy (Prensky, 2001b...based learning, individual learners control avatars in a 3D world where a CBRNE event has occurred. Participants can also be dispersed. Learners ...how effective the technology is for achieving training goals or 7 where it would be best to apply the technology. Johnson, Rickel, and Lester (2000

  4. Digital Game-Based Learning (DGBL) in the L2 Classroom: The Impact of the UN's Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention

    ERIC Educational Resources Information Center

    Hitosugi, Claire Ikumi; Schmidt, Matthew; Hayashi, Kentaro

    2014-01-01

    This mixed-method study explored the impact of "Food Force (FF)", a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed. In Study 1 (n = 9), new vocabulary…

  5. The Design and Development of a Computer Game on Insulin Injection

    PubMed Central

    Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges

    2014-01-01

    Background: Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. Methods: After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. Results: The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. Conclusions: It seems that the use of new technologies, such as computer games, can influence diabetic children’s acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection. PMID:25763157

  6. Computer Programming Games and Gender Oriented Cultural Forms

    NASA Astrophysics Data System (ADS)

    AlSulaiman, Sarah Abdulmalik

    I present the design and evaluation of two games designed to help elementary and middle school students learn computer programming concepts. The first game was designed to be "gender neutral", aligning with might be described as a consensus opinion on best practices for computational learning environments. The second game, based on the cultural form of dress up dolls was deliberately designed to appeal to females. I recruited 70 participants in an international two-phase study to investigate the relationship between games, gender, attitudes towards computer programming, and learning. My findings suggest that while the two games were equally effective in terms of learning outcomes, I saw differences in motivation between players of the two games. Specifically, participants who reported a preference for female- oriented games were more motivated to learn about computer programming when they played a game that they perceived as designed for females. In addition, I describe how the two games seemed to encourage different types of social activity between players in a classroom setting. Based on these results, I reflect on the strategy of exclusively designing games and activities as "gender neutral", and suggest that employing cultural forms, including gendered ones, may help create a more productive experience for learners.

  7. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    PubMed

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  8. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    PubMed Central

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  9. Examining an online microbiology game as an effective tool for teaching the scientific process.

    PubMed

    Bowling, Kristi G; Klisch, Yvonne; Wang, Shu; Beier, Margaret

    2013-01-01

    This study investigates the effectiveness of the online Flash game Disease Defenders in producing knowledge gains for concepts related to the scientific process. Disease Defenders was specifically designed to model how the scientific process is central to a variety of disciplines and science careers. An additional question relates to the game's ability to shift attitudes toward science. Middle school classes from grades six to eight were assigned to the experimental group (n = 489) or control group (n = 367) and asked to participate in a three-session intervention. The sessions involved completing a pretest, a game play session, and taking a posttest. Students in the experimental group played Disease Defenders while students in the control group played an alternative science game. Results showed a significant increase in mean science knowledge scores for all grades in the experimental group, with sixth grade and seventh grade students gaining more knowledge than eighth grade students. Additionally, results showed a significant positive change in science attitudes only among sixth graders, who also rated their satisfaction with the game more favorably than students in higher grades. No differences in mean test scores were found between genders for science knowledge or science attitudes, suggesting that the game is equally effective for males and females.

  10. Assessing the learning potential of an interactive digital game versus an interactive-style didactic lecture: the continued importance of didactic teaching in medical student education.

    PubMed

    Courtier, Jesse; Webb, Emily M; Phelps, Andrew S; Naeger, David M

    2016-12-01

    Games with educational intent offer a possible advantage of being more interactive and increasing learner satisfaction. We conducted a two-armed experiment to evaluate student satisfaction and content mastery for an introductory pediatric radiology topic, taught by either an interactive digital game or with a traditional didactic lecture. Medical students participating in a fourth-year radiology elective were invited to participate. Student cohorts were alternatively given a faculty-supervised 1h session playing a simple interactive digital Tic-tac-toe quiz module on pediatric gastrointestinal radiology or a 1h didactic introductory lecture on the same topic. Survey questions assessed the learners' perceived ability to recall the material as well as their satisfaction with the educational experience. Results of an end-of-rotation exam were reviewed to evaluate a quantitative measure of learning between groups. Survey responses were analyzed with a chi-squared test. Exam results for both groups were analyzed with a paired Student's t-test. Students in the lecture group had higher test scores compared to students in the game group (4.0/5 versus 3.6/5, P = 0.045). Students in the lecture group reported greater understanding and recall of the material than students in the game group (P < 0.001 and P = 0.004, respectively). Students in the lecture group perceived the lecture to be more enjoyable and a better use of their time compared to those in the game group (P = 0.04 and P < 0.001, respectively). There was no statistically significant difference between the lecture and game group in ability to maintain interest (P = 0.187). In comparison to pre-survey results, there was a statistically significant decrease in interest for further digital interactive materials reported by students in the game group (P = 0.146). Our experience supported the use of a traditional lecture over a digital game module. While these results might be affected by the specific lecture and digital content in any given comparison, a digital module is not always the superior option.

  11. Kinespell: Kinesthetic Learning Activity and Assessment in a Digital Game-Based Learning Environment

    NASA Astrophysics Data System (ADS)

    Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel

    Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.

  12. Help me if I can't: Social interaction effects in adult contextual word learning.

    PubMed

    Verga, Laura; Kotz, Sonja A

    2017-11-01

    A major challenge in second language acquisition is to build up new vocabulary. How is it possible to identify the meaning of a new word among several possible referents? Adult learners typically use contextual information, which reduces the number of possible referents a new word can have. Alternatively, a social partner may facilitate word learning by directing the learner's attention toward the correct new word meaning. While much is known about the role of this form of 'joint attention' in first language acquisition, little is known about its efficacy in second language acquisition. Consequently, we introduce and validate a novel visual word learning game to evaluate how joint attention affects the contextual learning of new words in a second language. Adult learners either acquired new words in a constant or variable sentence context by playing the game with a knowledgeable partner, or by playing the game alone on a computer. Results clearly show that participants who learned new words in social interaction (i) are faster in identifying a correct new word referent in variable sentence contexts, and (ii) temporally coordinate their behavior with a social partner. Testing the learned words in a post-learning recall or recognition task showed that participants, who learned interactively, better recognized words originally learned in a variable context. While this result may suggest that interactive learning facilitates the allocation of attention to a target referent, the differences in the performance during recognition and recall call for further studies investigating the effect of social interaction on learning performance. In summary, we provide first evidence on the role joint attention in second language learning. Furthermore, the new interactive learning game offers itself to further testing in complex neuroimaging research, where the lack of appropriate experimental set-ups has so far limited the investigation of the neural basis of adult word learning in social interaction. Copyright © 2017 Elsevier B.V. All rights reserved.

  13. Learning outcomes in a simulation game for associate degree nursing students.

    PubMed

    Clark-C

    1977-01-01

    Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported. The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested. Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.

  14. Flash Mob Science - Increasing Seismic Hazard Awareness and Preparedness in Oregon

    NASA Astrophysics Data System (ADS)

    Hoffman, J. S.; Lownsbery, D. S.

    2015-12-01

    Living in a region of imminent threat of a magnitude-9.0 (M­­­w ≈ ­9) earthquake is a daily reality for the millions of people predicted to be directly affected by a full rupture of the Cascadia Subduction Zone (CSZ), a fault line extending for hundreds of miles off the western coast of North America. Many coastal residents and visitors will also be affected by the tsunami caused by the rupture. How can the scientific community effectively communicate with those who are unaware of the threat and unprepared to respond? We are studying the effects of a novel approach to science outreach we have called Flash Mob Science. You have probably seen examples of flash mobs staging dynamic musical and dance routines to unsuspecting audiences. Similarly, Flash Mob Science takes the challenging (and often avoided) topic of earthquake and tsunami awareness and preparedness to unsuspecting audiences. However, Flash Mob Science seeks to move beyond having an audience of observers by engaging others as participants who enact important roles in an unfolding drama. We simulate the effects of seismic and tsunami events (e.g., prolonged surface shaking, falling debris, repeated tsunami surges) and model best practices in response (e.g., "Drop, Cover, Hold On" and moving quickly to high ground). True to the general flash mob model, when the Cascadia event inevitably does occur, it will come suddenly, and everyone affected will unavoidably be involved as actors in a real-life drama of immense scale. We seek to embed the learning of basic understandings and practices for an actual Cascadia event in a very small-scale, memorable, and sometimes even humorous, dramatization. We present here the lessons we have learned in the background, planning, and implementation of Flash Mob Science. We highlight the successes, limitations, and preliminary results evaluating the effectiveness of this outreach in developing learners' understandings and preparedness in an Oregon community affected by the CSZ.

  15. Geschlechtertausch II.

    ERIC Educational Resources Information Center

    Holschuh, Albrecht

    1993-01-01

    Describes how mental experiments can be used to turn expository writing into games and even self-exploration in an advanced language course. Through a class project on sex change, for example, learners acquire more knowledge about themselves as well as heightened language skills. (LET)

  16. Engaging Environments Enhance Motor Skill Learning in a Computer Gaming Task.

    PubMed

    Lohse, Keith R; Boyd, Lara A; Hodges, Nicola J

    2016-01-01

    Engagement during practice can motivate a learner to practice more, hence having indirect effects on learning through increased practice. However, it is not known whether engagement can also have a direct effect on learning when the amount of practice is held constant. To address this question, 40 participants played a video game that contained an embedded repeated sequence component, under either highly engaging conditions (the game group) or mechanically identical but less engaging conditions (the sterile group). The game environment facilitated retention over a 1-week interval. Specifically, the game group improved in both speed and accuracy for random and repeated trials, suggesting a general motor-related improvement, rather than a specific influence of engagement on implicit sequence learning. These data provide initial evidence that increased engagement during practice has a direct effect on generalized learning, improving retention and transfer of a complex motor skill.

  17. Improving student understanding in web programming material through multimedia adventure games

    NASA Astrophysics Data System (ADS)

    Fitriasari, N. S.; Ashiddiqi, M. F.; Nurdin, E. A.

    2018-05-01

    This study aims to make multimedia adventure games and find out the improvement of learners’ understanding after being given treatment of using multimedia adventure game in learning Web Programming. Participants of this study are students of class X (ten) in one of the Vocational Schools (SMK) in Indonesia. The material of web programming is a material that difficult enough to be understood by the participant therefore needed tools to facilitate the participants to understand the material. Solutions offered in this study is by using multimedia adventures game. Multimedia has been created using Construct2 and measured understood with method Non-equivalent Control Group Design. Pre-test and post-test has given to learners who received treatment using the multimedia adventure showed increase in understanding web programming material.

  18. Games as an innovative teaching strategy for overactive bladder and BPH.

    PubMed

    LeCroy, Cheryl

    2006-10-01

    A challenge for urologic nurses and nurse educators is how to present information to staff, students, and patients in a way that will capture their interest and engage them in the learning process. The use of adult-learning principles and innovative teaching strategies can make the learning experience dynamic, and encourage learners to take a more active role in their own learning. Games are a creative, fun, and interactive way to assist in the emphasis, review, reinforcement, and retention of information for urology nurses.

  19. Computer-Based and Paper-Based Measurement of Recognition Performance

    DTIC Science & Technology

    1989-03-01

    domains (e.g., ship silhouettes, electronic schemata, human anatomy ) to ascertain the universality of the validity and reliability results...specific graphic 4 database (e.g., ship silhouettes, human anatomy , electronic circuits, topography), con- tributes to its wide applicability. The game, then...seek implementation of FLASH and PICTURE in other content areas or subject-matter domains (e.g., ship silhouettes, electronic schemata, human anatomy ) to

  20. An overview of game-based learning in building services engineering education

    NASA Astrophysics Data System (ADS)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

  1. Making Games for Health Engaging: The Influence of Cognitive Skills.

    PubMed

    Kreutzer, Christine P; Bowers, Clint A

    2016-02-01

    Serious games for health care are on the rise. These games are thought to be effective because they can provide information in a context that is engaging. However, it is likely that game-based health training is most effective for a subset of people with specific skills, traits, and experiences. Understanding the factors associated with optimum game outcomes will help us better describe the learners for whom they are appropriate. Toward this end, the present study examined specific cognitive skills related to the achievement of flow state while playing a game for health. In total, 59 college students were recruited from undergraduate classes to play a game for health and were assessed on levels of mindfulness, cognitive flexibility, and flow state. The results suggest that the effect of cognitive flexibility on flow changes as a function of mindfulness. More specifically, the results suggest that there is a negative relationship between cognitive flexibility and flow in individuals low on mindfulness and a positive relationship between cognitive flexibility and flow in individuals high on mindfulness. Game designers wishing to create effective game-based treatment supplements may wish to implement cognitive flexibility and mindfulness training.

  2. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series.

    PubMed

    Cler, Gabriel J; Mittelman, Talia; Braden, Maia N; Woodnorth, Geralyn Harvey; Stepp, Cara E

    2017-06-22

    Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. https://doi.org/10.23641/asha.5116828.

  3. Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

    NASA Astrophysics Data System (ADS)

    Ney, Muriel; Gonçalves, Celso; Blacheff, Nicolas; Schwartz, Claudine; Bosson, Jean-Luc

    A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).

  4. Computer game as a tool for training the identification of phonemic length.

    PubMed

    Pennala, Riitta; Richardson, Ulla; Ylinen, Sari; Lyytinen, Heikki; Martin, Maisa

    2014-12-01

    Computer-assisted training of Finnish phonemic length was conducted with 7-year-old Russian-speaking second-language learners of Finnish. Phonemic length plays a different role in these two languages. The training included game activities with two- and three-syllable word and pseudo-word minimal pairs with prototypical vowel durations. The lowest accuracy scores were recorded for two-syllable words. Accuracy scores were higher for the minimal pairs with larger rather than smaller differences in duration. Accuracy scores were lower for long duration than for short duration. The ability to identify quantity degree was generalized to stimuli used in the identification test in two of the children. Ideas for improving the game are introduced.

  5. Examining an Online Microbiology Game as an Effective Tool for Teaching the Scientific Process†

    PubMed Central

    Bowling, Kristi G.; Klisch, Yvonne; Wang, Shu; Beier, Margaret

    2013-01-01

    This study investigates the effectiveness of the online Flash game Disease Defenders in producing knowledge gains for concepts related to the scientific process. Disease Defenders was specifically designed to model how the scientific process is central to a variety of disciplines and science careers. An additional question relates to the game’s ability to shift attitudes toward science. Middle school classes from grades six to eight were assigned to the experimental group (n = 489) or control group (n = 367) and asked to participate in a three-session intervention. The sessions involved completing a pretest, a game play session, and taking a posttest. Students in the experimental group played Disease Defenders while students in the control group played an alternative science game. Results showed a significant increase in mean science knowledge scores for all grades in the experimental group, with sixth grade and seventh grade students gaining more knowledge than eighth grade students. Additionally, results showed a significant positive change in science attitudes only among sixth graders, who also rated their satisfaction with the game more favorably than students in higher grades. No differences in mean test scores were found between genders for science knowledge or science attitudes, suggesting that the game is equally effective for males and females. PMID:23858354

  6. Learner Perceptions of Realism and Magic in Computer Simulations.

    ERIC Educational Resources Information Center

    Hennessy, Sara; O'Shea, Tim

    1993-01-01

    Discusses the possible lack of credibility in educational interactive computer simulations. Topics addressed include "Shopping on Mars," a collaborative adventure game for arithmetic calculation that uses direct manipulation in the microworld; the Alternative Reality Kit, a graphical animated environment for creating interactive…

  7. The scientific learning approach using multimedia-based maze game to improve learning outcomes

    NASA Astrophysics Data System (ADS)

    Setiawan, Wawan; Hafitriani, Sarah; Prabawa, Harsa Wara

    2016-02-01

    The objective of curriculum 2013 is to improve the quality of education in Indonesia, which leads to improving the quality of learning. The scientific approach and supported empowerment media is one approach as massaged of curriculum 2013. This research aims to design a labyrinth game based multimedia and apply in the scientific learning approach. This study was conducted in one of the Vocational School in Subjects of Computer Network on 2 (two) classes of experimental and control. The method used Mix Method Research (MMR) which combines qualitative in multimedia design, and quantitative in the study of learning impact. The results of a survey showed that the general of vocational students like of network topology material (68%), like multimedia (74%), and in particular, like interactive multimedia games and flash (84%). Multimediabased maze game developed good eligibility based on media and material aspects of each value 840% and 82%. Student learning outcomes as a result of using a scientific approach to learning with a multimediabased labyrinth game increase with an average of gain index about (58%) and higher than conventional multimedia with index average gain of 0.41 (41%). Based on these results the scientific approach to learning by using multimediabased labyrinth game can improve the quality of learning and increase understanding of students. Multimedia of learning based labyrinth game, which developed, got a positive response from the students with a good qualification level (75%).

  8. Gaming-simulation and health education an overview.

    PubMed

    Greenblat, C S

    1977-01-01

    Simulation entails abstraction and representation from a larger system in terms of process as well as structure. Central features are identified and simplified, less important elements are omitted from the model. In medical and health education, simulation enables learners to practice in an environment where mistakes are not costly, such as with simulated patients. Gaming-simulation incorporates role-playing into a defined system of interaction simulating a real world system and is characterized by the degree of structure of the roles and the focus on role interactions. Employment of gaming-simulation is embryonic in health education. Examples included in this Monograph concern problems of aging, hemophiliacs, and the dying; teaching interpersonal skills in psychiatric nursing; interactions of health care systems with their communities; and several other topics. Evaluation is discussed in a separate paper. A variety of health care gaming resources are described.

  9. Active-learning strategies: the use of a game to reinforce learning in nursing education. A case study.

    PubMed

    Boctor, Lisa

    2013-03-01

    The majority of nursing students are kinesthetic learners, preferring a hands-on, active approach to education. Research shows that active-learning strategies can increase student learning and satisfaction. This study looks at the use of one active-learning strategy, a Jeopardy-style game, 'Nursopardy', to reinforce Fundamentals of Nursing material, aiding in students' preparation for a standardized final exam. The game was created keeping students varied learning styles and the NCLEX blueprint in mind. The blueprint was used to create 5 categories, with 26 total questions. Student survey results, using a five-point Likert scale showed that they did find this learning method enjoyable and beneficial to learning. More research is recommended regarding learning outcomes, when using active-learning strategies, such as games. Copyright © 2012 Elsevier Ltd. All rights reserved.

  10. Enumeration versus multiple object tracking: the case of action video game players

    PubMed Central

    Green, C.S.; Bavelier, D.

    2010-01-01

    Here, we demonstrate that action video game play enhances subjects’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills. PMID:16359652

  11. Enumeration versus multiple object tracking: the case of action video game players.

    PubMed

    Green, C S; Bavelier, D

    2006-08-01

    Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.

  12. SeriousGeoGames - Geoscience Virtual Reality Experiences for Festival Settings

    NASA Astrophysics Data System (ADS)

    Skinner, Christopher

    2017-04-01

    Festivals, fairs and showcases provide scientists an opportunity to engage with potentially thousands of members of the public in a short space of time. However, the festival setting provides the same members of the public many exhibits competing for their attention - for family groups, this means a successful exhibit must both attract the attention of the group, and also entertain them long enough for the scientist to communicate their message. Here, we will discuss the use of short Virtual Reality (VR) experiences by the SeriousGeoGames project in engaging the public with research in a festival-like setting. SeriousGeoGames uses bespoke, immersive VR experiences to both attract and engage the user. They merge scientific models and/or research field data with popular gaming engines, and present them in VR using the Oculus Rift headset. The experiences are designed to last around four minutes and follow a basic script, although a conversational tone is encouraged. SeriousGeoGames applications have been successfully exhibited at several festivals of different sizes and intended audiences, such as the national-level week-long Cheltenham Science Festival, and the local arts and cultural festival, Hull Freedom Festival. The Flash Flood! application was developed for the Natural Environment Research Council UK (NERC) Flooding from Intense Rainfall (FFIR) programme as a Knowledge Transfer (KT) tool. It was demonstrated at the 5-day NERC Into the blue Science Showcase as one of 38 stands highlighting the UK's cutting edge environmental science research. Over 5000 members of the public attended, and more than 1000 demonstrations of Flash Flood! were made, with 400 booklets handed out. The exhibit received positive feedback from users, and won third prize in a public vote for favourite stand - but this had little visible impact on online metrics of the SeriousGeoGames web presence. In terms of providing a 'positive experience' with science the application was successfully but whether it worked as a KT tool for the project is more difficult to ascertain and will be discussed. However, after positive comments and feedback from teachers, materials are also being produced to support the use of the applications in Secondary School and Sixth Form teaching (ages 11-18). This has led to two invited articles in magazines aimed at teachers and pupils. Whilst engagement post-event with the online presence of SeriousGeoGames by the general public may not be significant, this unanticipated outcome is a direct consequence of engagement with the VR applications at festivals, fairs and showcases.

  13. Experiments on individual strategy updating in iterated snowdrift game under random rematching.

    PubMed

    Qi, Hang; Ma, Shoufeng; Jia, Ning; Wang, Guangchao

    2015-03-07

    How do people actually play the iterated snowdrift games, particularly under random rematching protocol is far from well explored. Two sets of laboratory experiments on snowdrift game were conducted to investigate human strategy updating rules. Four groups of subjects were modeled by experience-weighted attraction learning theory at individual-level. Three out of the four groups (75%) passed model validation. Substantial heterogeneity is observed among the players who update their strategies in four typical types, whereas rare people behave like belief-based learners even under fixed pairing. Most subjects (63.9%) adopt the reinforcement learning (or alike) rules; but, interestingly, the performance of averaged reinforcement learners suffered. It is observed that two factors seem to benefit players in competition, i.e., the sensitivity to their recent experiences and the overall consideration of forgone payoffs. Moreover, subjects with changing opponents tend to learn faster based on their own recent experience, and display more diverse strategy updating rules than they do with fixed opponent. These findings suggest that most of subjects do apply reinforcement learning alike updating rules even under random rematching, although these rules may not improve their performance. The findings help evolutionary biology researchers to understand sophisticated human behavioral strategies in social dilemmas. Copyright © 2015 Elsevier Ltd. All rights reserved.

  14. Extended Parrondo's game and Brownian ratchets: strong and weak Parrondo effect.

    PubMed

    Wu, Degang; Szeto, Kwok Yip

    2014-02-01

    Inspired by the flashing ratchet, Parrondo's game presents an apparently paradoxical situation. Parrondo's game consists of two individual games, game A and game B. Game A is a slightly losing coin-tossing game. Game B has two coins, with an integer parameter M. If the current cumulative capital (in discrete unit) is a multiple of M, an unfavorable coin p(b) is used, otherwise a favorable p(g) coin is used. Paradoxically, a combination of game A and game B could lead to a winning game, which is the Parrondo effect. We extend the original Parrondo's game to include the possibility of M being either M(1) or M(2). Also, we distinguish between strong Parrondo effect, i.e., two losing games combine to form a winning game, and weak Parrondo effect, i.e., two games combine to form a better-performing game. We find that when M(2) is not a multiple of M(1), the combination of B(M(1)) and B(M(2)) has strong and weak Parrondo effect for some subsets in the parameter space (p(b),p(g)), while there is neither strong nor weak effect when M(2) is a multiple of M(1). Furthermore, when M(2) is not a multiple of M(1), a stochastic mixture of game A may cancel the strong and weak Parrondo effect. Following a discretization scheme in the literature of Parrondo's game, we establish a link between our extended Parrondo's game with the analysis of discrete Brownian ratchet. We find a relation between the Parrondo effect of our extended model to the macroscopic bias in a discrete ratchet. The slope of a ratchet potential can be mapped to the fair game condition in the extended model, so that under some conditions, the macroscopic bias in a discrete ratchet can provide a good predictor for the game performance of the extended model. On the other hand, our extended model suggests a design of a ratchet in which the potential is a mixture of two periodic potentials.

  15. Arc-Ed Curriculum: Applicability for Severely Handicapped Pupils.

    ERIC Educational Resources Information Center

    Chaffin, Jerry D.

    1982-01-01

    The Arc Ed Curriculum uses video game formats to teach math and language arts content. Four motivational features (feedback, improvement, high response rates, and unlimited ceiling on performance along with adapted content could make the system applicable for use with severely handicapped learners. (CL)

  16. Rhymes around the World.

    ERIC Educational Resources Information Center

    Novelli, Joan

    1993-01-01

    Examines how one teacher combined jump rope jingles and computerized telecommunications to create a cross-cultural curriculum, having students use electronic mail to collect data from and play games with other students nationwide. The article also describes technology tools to link students with an international community of learners. (SM)

  17. Global Leadership Education: Upping the Game

    ERIC Educational Resources Information Center

    Goryunova, Elizabeth; Jenkins, Daniel M.

    2017-01-01

    While scholars recognize that digital technology is a major tool employed by contemporary learners to access knowledge, its full capacity is yet to be utilized. This paper investigates opportunities to increase individual learning engagement and knowledge retention in higher education and corporate environments through integrating educational…

  18. Climate Games in the Classroom - Engaging Problem-Solving

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Schlosser, P.; Lee, J.; Steiner, R. V.; Sparrow, E. B.; Carr, M.

    2012-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership, funded under the National Science Foundation's Climate Change Education Partnership Phase II (CCEP) program is using fascination with the changing polar regions and novel educational approaches to engage adult learners and inform public understanding and response to climate change. In Phase I we developed a suite of resources that range from low-tech games to social networking, to be used in venues from classrooms to the internet, and targeting audiences from the general public to Alaskan community leaders. This presentation synthesizes experience integrating game-like approaches in formal educational environments with the goal of inspiring change in educational practices and policies. Adults, be they community leaders, the general public, pre- and in-service teachers, or college students, are today's decision-makers. Informed decisions are more likely if individuals are aware of the scientific evidence of climate change and potential economic and social consequences. Learning research and our PoLAR Phase I demonstration projects show that games and game-like approaches motivate exploration and learning of complex material. Evaluation indicates that such approaches are effective in deepening adult learner awareness and understanding of climate change and informing responses to climate change impacts through engaged problem-solving. For example, an undergraduate student playing a climate change card game commented "I certainly felt an adrenaline rush as I kept the possibility of a major disaster impacting my web at the forefront of my mind to strategize the best possible food web combination." Two others playing a board game noted "I think that interactive activities like the one done in class really help students to learn because it tests our ability to analyze and interpret previous readings and discussions in a different context. Anyone can read a paper and summarize, but it takes genuine understanding to engage in an activity like this." "I am hopeful … that with our generation having more discussions like the ones we had in class, we will be better-equipped in the coming years to effectively work out solutions that can benefit all stakeholders." Our experience and analysis of the literature indicates that games can transform the classroom experience - both by engaging a more diverse student population and by building capacity in novel ways. Incorporating students in customizing games/activities, allocating time for post game debriefing/reflection, then re-running the game, and using concept maps to assess learning gains are a few of the best practices that will be discussed that help make the experience successful for both the teacher and the student.

  19. Patients' Perceptions of a Game About Warfarin and Vitamin K: A Pilot Study.

    PubMed

    Faddoul, Badia; Kelemen, Arpad; Connerney, Ingrid; Grover, Brian; Hoffman, Janice

    2012-10-01

    Digital games to promote healthy behaviors are rapidly expanding in the healthcare industry. One area where health game can be useful is in educating patients about oral anticoagulants such as warfarin. The goal of this pilot study was to develop a game about warfarin and vitamin K interactions and evaluate its usability among adult patients receiving warfarin therapy. The game was developed by an interdisciplinary team. The content of the game was based on published evidence-based practice about anticoagulation education. Kolb's experiential learning theory served as the theoretical foundation of the game, which we developed in Flash and Actionscript 2(®) (Adobe Systems, San Jose, CA) programming and scripting languages, and it is playable on various platforms, including Windows and Macintosh, via Internet Explorer, Mozilla Firefox, and Safari Web browsers. Twenty patients were surveyed using a 7-point Likert scale to evaluate their experience on the Perceived Health Web Site Usability Questionnaire (PHWSUQ). The PHWSUQ measures satisfaction, ease of learning the site, and usefulness. Possible responses ranged from 1 (very unsatisfied) to 7 (very satisfied) and from strongly disagree (1) to strongly agree (7). The overall mean score on the PHWSUQ was 53.6 out of 70 (SD, 11.3), or 76.6 percent. The mean scores for "satisfaction," "ease of use," and "usefulness" subscales were 80.2 percent, 71.2 percent, and 77.4 percent, respectively. The findings suggest that patients were satisfied with the game, which indicates that adult patients on warfarin are open to game use as an educational tool to learn health information.

  20. Fusing visual and behavioral cues for modeling user experience in games.

    PubMed

    Shaker, Noor; Asteriadis, Stylianos; Yannakakis, Georgios N; Karpouzis, Kostas

    2013-12-01

    Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.

  1. Enhancing learning: A comparison of lecture and gaming outcomes.

    PubMed

    Gipson, Mary; Bear, Mary

    2013-01-01

    Contrary to what we anticipated, our outcomes indicated that learning and satisfaction with learning were no different between the traditional lecture group and the educational gaming group. Learners in the gaming group scored on the examination just as well as, but no higher than, did those in the lecture group. Similarly, students in the gaming group were just as, but no more, satisfied with their learning than were students in the lecture group. Of note, both teaching/learning strategies were shown to be effective for learning with students earning a B average on the examination. Likewise, students in both groups were very satisfied with their respective teaching/learning strategies. Given that our assessment did not support gaming as a superior teaching/learning strategy over lecture, what remains now is the need for a longitudinal study to determine if there are differences in long-term learning. As we implement creative methods of instruction, it is also important to test their effectiveness to ensure that the teaching-learning process is evidence based.

  2. TSI-Enhanced Pedagogical Agents to Engage Learners in Virtual Worlds

    ERIC Educational Resources Information Center

    Leung, Steve; Virwaney, Sandeep; Lin, Fuhua; Armstrong, AJ; Dubbelboer, Adien

    2013-01-01

    Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction…

  3. Creating Visual Materials for Multi-Handicapped Deaf Learners.

    ERIC Educational Resources Information Center

    Hack, Carole; Brosmith, Susan

    1980-01-01

    The article describes two groups of visual materials developed for multiply handicapped deaf teenagers. The daily living skills project includes vocabulary lists, visuals, games and a model related to household cleaning, personal grooming, or consumer skills. The occupational information project includes visuals of tools, materials, and clothing…

  4. Computer Needs of Severely Mentally Retarded Persons.

    ERIC Educational Resources Information Center

    Flanagan, Kelly

    1982-01-01

    The article reviews technology applicable for use by severely mentally retarded learners. Descriptions are given of assistive devices (including communication aids), controls and interfaces (such as single switch access to standard software), and software (including games to teach cause and effect and simple matching and counting). (CL)

  5. Analog Design for Digital Deployment of a Serious Leadership Game

    NASA Technical Reports Server (NTRS)

    Maxwell, Nicholas; Lang, Tristan; Herman, Jeffrey L.; Phares, Richard

    2012-01-01

    This paper presents the design, development, and user testing of a leadership development simulation. The authors share lessons learned from using a design process for a board game to allow for quick and inexpensive revision cycles during the development of a serious leadership development game. The goal of this leadership simulation is to accelerate the development of leadership capacity in high-potential mid-level managers (GS-15 level) in a federal government agency. Simulation design included a mixed-method needs analysis, using both quantitative and qualitative approaches to determine organizational leadership needs. Eight design iterations were conducted, including three user testing phases. Three re-design iterations followed initial development, enabling game testing as part of comprehensive instructional events. Subsequent design, development and testing processes targeted digital application to a computer- and tablet-based environment. Recommendations include pros and cons of development and learner testing of an initial analog simulation prior to full digital simulation development.

  6. Educational gaming in the health sciences: systematic review.

    PubMed

    Blakely, Gillian; Skirton, Heather; Cooper, Simon; Allum, Peter; Nelmes, Pam

    2009-02-01

    This paper is a report of a review to investigate the use of games to support classroom learning in the health sciences. One aim of education in the health sciences is to enable learners to develop professional competence. Students have a range of learning styles and innovative teaching strategies assist in creating a dynamic learning environment. New attitudes towards experiential learning methods have contributed to the expansion of gaming as a strategy. A search for studies published between January 1980 and June 2008 was undertaken, using appropriate search terms. The databases searched were: British Education Index, British Nursing Index, The Cochrane Library, CINAHLPlus, Medline, PubMed, ERIC, PsychInfo and Australian Education Index. All publications and theses identified through the search were assessed for relevance. Sixteen papers reporting empirical studies or reviews that involved comparison of gaming with didactic methods were included. The limited research available indicates that, while both traditional didactic methods and gaming have been successful in increasing student knowledge, neither method is clearly more helpful to students. The use of games generally enhances student enjoyment and may improve long-term retention of information. While the use of games can be viewed as a viable teaching strategy, care should be exercised in the use of specific games that have not been assessed objectively. Further research on the use of gaming is needed to enable educators to gaming techniques appropriately for the benefit of students and, ultimately, patients.

  7. A Mobile Game-Based English Vocabulary Practice System Based on Portfolio Analysis

    ERIC Educational Resources Information Center

    Wu, Ting-Ting; Huang, Yueh-Min

    2017-01-01

    English learning has become a vital educational strategy in many non-English-speaking countries. Vocabulary is a critical element for language learners. Therefore, developing sufficient vocabulary knowledge enables effective communication. However, learning a foreign language is difficult and stressful. In addition, memorizing English vocabulary…

  8. Not Playing the Game: Student Assessment Resistance as a Form of Agency

    ERIC Educational Resources Information Center

    Harris, Lois R.; Brown, Gavin T. L.; Dargusch, Joanne

    2018-01-01

    Within self-regulated learning, learners exercise agency by setting targets, formatively monitoring progress, and evaluating results in ways which inform their own goal attainment. However, in real-world classroom situations, assessment processes can elicit behaviours that are more ego-protective than growth-oriented. Resistance to teacher…

  9. Amazing Animals

    ERIC Educational Resources Information Center

    Al-Kuwari, Najat Saad

    2007-01-01

    "Animals" is a three-part lesson plan for young learners with a zoo animal theme. The first lesson is full of activities to describe animals, with Simon Says, guessing games, and learning stations. The second lesson is about desert animals, but other types of animals could be chosen depending on student interest. This lesson teaches…

  10. Stealth Learning: Unexpected Learning Opportunities through Games

    ERIC Educational Resources Information Center

    Sharp, Laura A.

    2012-01-01

    Educators across the country struggle to create engaging, motivating learning environments for their Net Gen students. These learners expect instant gratification that traditional lectures do not provide. This leaves educators searching for innovative ways to engage students in order to encourage learning. One solution is for educators to use…

  11. Seeing through Symbols: The Case of Equivalent Expressions.

    ERIC Educational Resources Information Center

    Kieran, Carolyn; Sfard, Anna

    1999-01-01

    Presents a teaching experiment to turn students from external observers into active participants in a game of algebra learning where students use graphs to build meaning for equivalence of algebraic expressions. Concludes that the graphic-functional approach seems to make the introduction to algebra much more meaningful for the learner. (ASK)

  12. Coevolution of adaptive technology, maladaptive culture and population size in a producer–scrounger game

    PubMed Central

    Lehmann, Laurent; Feldman, Marcus W.

    2009-01-01

    Technology (i.e. tools, methods of cultivation and domestication, systems of construction and appropriation, machines) has increased the vital rates of humans, and is one of the defining features of the transition from Malthusian ecological stagnation to a potentially perpetual rising population growth. Maladaptations, on the other hand, encompass behaviours, customs and practices that decrease the vital rates of individuals. Technology and maladaptations are part of the total stock of culture carried by the individuals in a population. Here, we develop a quantitative model for the coevolution of cumulative adaptive technology and maladaptive culture in a ‘producer–scrounger’ game, which can also usefully be interpreted as an ‘individual–social’ learner interaction. Producers (individual learners) are assumed to invent new adaptations and maladaptations by trial-and-error learning, insight or deduction, and they pay the cost of innovation. Scroungers (social learners) are assumed to copy or imitate (cultural transmission) both the adaptations and maladaptations generated by producers. We show that the coevolutionary dynamics of producers and scroungers in the presence of cultural transmission can have a variety of effects on population carrying capacity. From stable polymorphism, where scroungers bring an advantage to the population (increase in carrying capacity), to periodic cycling, where scroungers decrease carrying capacity, we find that selection-driven cultural innovation and transmission may send a population on the path of indefinite growth or to extinction. PMID:19692409

  13. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series

    PubMed Central

    Mittelman, Talia; Braden, Maia N.; Woodnorth, Geralyn Harvey; Stepp, Cara E.

    2017-01-01

    Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828 PMID:28655049

  14. Exploring Earth and the Solar System: Educational Outreach Through NASA's Space Place, SciJinks, and Climate Kids Websites

    NASA Technical Reports Server (NTRS)

    Meneses, Joseph Chistopher

    2012-01-01

    NASA's Space Place team publishes engaging content and creates an effective environment to inspire a young audience to dare mighty things. NASA uses the Space Place, Climate Kids, and SciJinks websites to cultivate interest among elementary-school-aged children in both science and technology. During my summer internship at Jet Propulsion Laboratory I used Adobe Flash and ActionScript 3 to develop content for the Space Place, Climate Kids, and SciJinks sites. In addition, I was involved in the development process for ongoing and new projects during my internship. My involvement allowed me to follow a project from concept to design, implementation, and release. I personally worked on three projects this summer, two of which are currently in deployment. The first is a scrambled letter-tile guessing game titled Solar System Scramble. The second, Butterfrog Mix-Up, is a rotating-tile puzzle game. The third project is a unfinished prototype for a maze game.

  15. Gaming Preferences, Motivations, and Experiences of Pharmacy Students in Asia.

    PubMed

    Chang, Huan Ying; Wong, Li Lian; Yap, Kai Zhen; Yap, Kevin Yi-Lwern

    2016-02-01

    Serious games are becoming popular in various healthcare domains. However, they should be designed to cater toward learners' perspectives, needs, and specifications in order to be used to their full potential in education. This study investigated the gaming experiences, motivations, and preferences of pharmacy students. An anonymous self-administered survey obtained participant demographics, gaming experiences (enjoyment level of different game genres, years of experience, gaming frequency and duration, and motivations), and gaming preferences (on in-game rewards, settings, storylines, perspectives, and styles). Descriptive statistics, t tests, analysis of variance, chi-squared tests, and Fisher's exact tests were used for analysis. The response rate was 69.1 percent (465/673 undergraduates). Role-playing games (RPGs) (4.12 ± 1.07) and massively multiplayer online RPGs (MMORPGs) (3.81 ± 1.26) had the highest enjoyment ratings. Males enjoyed imagination games (e.g., RPGs, MMORPGs) more than females, whereas females enjoyed simulation games more. Top motivating factors for respondents were progressing to the next level (3.63 ± 1.19), excitement (3.33 ± 1.33), and a feeling of efficacy when playing (3.02 ± 1.16). Unlocking mechanisms (25.2 percent) and experience points (17.6 percent) were the most popular in-game reward systems. Most respondents preferred a fantasy/medieval/mythic setting (59.8 percent) and an adventurer storyline (41.3 percent), with similar proportions preferring competitive (35.3 percent), cooperative (33.3 percent), and collaborative (30.8 percent) game styles. Different groups of pharmacy students differ in their gaming experiences, motivating factors, and preferences. There is no "one size fits all" game that is suitable for all pharmacy education. Such differences should be considered when developing a pharmacy game in order to cater to the diverse student population.

  16. Teaching and preschoolers' ability to infer knowledge from mistakes.

    PubMed

    Ronfard, Samuel; Corriveau, Kathleen H

    2016-10-01

    For instruction to be effective, teachers must adjust the way they teach to match what learners know. We asked whether children's ability to infer what someone knows based on his or her mistakes develops alongside their teaching-children's use of more explicit teaching strategies and their ability to tailor how much information to provide in response to their pupils' mistakes. Preschoolers (N=48) were taught a simple game and were then introduced to four puppets: one puppet who played the game perfectly, two puppets who each made one mistake, and one puppet who made two mistakes. After watching each puppet play individually, children were asked to rate the puppet's understanding of the game and then were invited to teach the puppet. Children's ability to monitor the relative accuracy of the puppets-the ability to make nuanced judgments about what each puppet understood based on each puppet's unique mistakes-improved with age. Moreover, older children were more explicit and more precise teachers than younger children. They more often contrasted the learners' mistakes with what should be done and more often provided instructions that directly addressed the puppets' unique mistakes. Thus, between 3 and 5 years of age, developments in children's ability to infer knowledge from mistakes parallel developments both in the strategies children use to teach and in the amount of information they teach in response to mistakes. Copyright © 2016 Elsevier Inc. All rights reserved.

  17. An accomplished teacher's use of scaffolding during a second-grade unit on designing games.

    PubMed

    Chen, Weiyun; Rovegno, Inez; Cone, Stephen L; Cone, Theresa P

    2012-06-01

    The purpose of this study was to describe how an accomplished teacher taught second-grade students to design games that integrated movement and mathematics content. The participants were one physical education teacher; a classroom teacher, and an intact class of 20 second-grade students. Qualitative data were gathered through videotaping of all lessons, descriptions of 20 children's responses to all lesson segments, and interviews with all participants. In keeping with constructivist principles, the teacher used a progression of tasks and multiple instructional techniques to scaffold the design process allowing children to design games that were meaningful to them. Contrary to descriptions of scaffolding fading across a unit, in this study the scaffolding was a function of the interaction between learners' needs and task content.

  18. The Gamer Who Became Me

    ERIC Educational Resources Information Center

    Lobuts, John, Jr.

    2011-01-01

    This autobiography is an attempt to write and share the author's personal story, first as a learner, then as a teacher. It also attempts to share the educational gifts initially bestowed and then passed on from one generation to the next. The writer will talk about how games and simulations were first inherited and learned, then employed in…

  19. Transitioning towards the Digital Native: Examining Digital Technologies, Video Games, and Learning

    ERIC Educational Resources Information Center

    Salomon, John

    2010-01-01

    Although digital technologies have become commonplace among people who grew up around them, little is known about the effect that such technology will have on learners or its impact on traditional methods of educational delivery. This dissertation examines how certain technologies affect digital natives and seeks to understand specific…

  20. Transactional Distance and Second Life: The Effects of Video Game Experience

    ERIC Educational Resources Information Center

    Atkinson, Mark

    2013-01-01

    As a subset of distance education, online learning takes place primarily in learning management systems through asynchronous interaction, that can cause transactional distance between instructor and learners. This study investigated how transactional distance may be affected by the use of Second Life, a 3-D virtual world, as a learning environment…

  1. The Design of Motivational Agents and Avatars

    ERIC Educational Resources Information Center

    Baylor, Amy L.

    2011-01-01

    While the addition of an anthropomorphic interface agent to a learning system generally has little direct impact on learning, it potentially has a huge impact on learner motivation. As such agents become increasingly ubiquitous on the Internet, in virtual worlds, and as interfaces for learning and gaming systems, it is important to design them to…

  2. Ninth Annual Distinguished Lecture Series in Special Education and Rehabilitation. Summer Session, 1970.

    ERIC Educational Resources Information Center

    Williams, Eddie H., Ed.; And Others

    Six papers on special education and rehabilitation are presented. In discussing games people play with programs for the educable mentally handicapped, C. E. Meyers focuses on problems of appropriate reconceptualizing programs for slow learners, resulting from court orders to cease and desist certain practices. Harry A. Grace examines management…

  3. Evaluating the Cognitive Consequences of Playing "Portal" for a Short Duration

    ERIC Educational Resources Information Center

    Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E.

    2016-01-01

    Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…

  4. Digital Learning: Meeting the Challenges and Embracing the Opportunities for Teachers. Issue Brief

    ERIC Educational Resources Information Center

    Collier, Denise; Burkholder, Karla; Branum, Tabitha

    2013-01-01

    Today's students are often called "digital-age learners"--reflecting their technological savvy and free-agent approach to learning. With their iPods, iPhones, computer games, social media pages, and text messaging, these digital-age students have access to resources and knowledge beyond traditional school structures and practices. These…

  5. Hybridized Tennis Games for Utilization-Level and Higher Learners

    ERIC Educational Resources Information Center

    Kahan, David

    2006-01-01

    Over the past 10 years a number of articles pertaining to teaching tennis to elementary and middle school students have appeared (see Resources at the end of this article). These articles have focused on topics such as tactical play, basic skill instruction and drill, teaching progressions, organizational methods, and fitness development. While…

  6. Let's Dance the "Robot Hokey-Pokey!": Children's Programming Approaches and Achievement throughout Early Cognitive Development

    ERIC Educational Resources Information Center

    Flannery, Louise P.; Bers, Marina Umaschi

    2013-01-01

    Young learners today generate, express, and interact with sophisticated ideas using a range of digital tools to explore interactive stories, animations, computer games, and robotics. In recent years, new developmentally appropriate robotics kits have been entering early childhood classrooms. This paper presents a retrospective analysis of one…

  7. Considerations for Realizing the Promise of Educational Gaming Technology

    ERIC Educational Resources Information Center

    Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben

    2016-01-01

    Hope Elementary School recently purchased tablets for all of its students to facilitate the use of technology in the classroom. The principal at Hope Elementary understands that technology can be an efficient and effective way for teachers to access materials and differentiate instruction to support the achievement of all learners. However, some…

  8. A Computational Model of Learners Achievement Emotions Using Control-Value Theory

    ERIC Educational Resources Information Center

    Muñoz, Karla; Noguez, Julieta; Neri, Luis; Mc Kevitt, Paul; Lunney, Tom

    2016-01-01

    Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1) recognizing the physiological effects of emotion, (2) reasoning about emotion from its origin and (3) an approach combining 1 and 2. These have proven…

  9. Communication Skills Training Exploiting Multimodal Emotion Recognition

    ERIC Educational Resources Information Center

    Bahreini, Kiavash; Nadolski, Rob; Westera, Wim

    2017-01-01

    The teaching of communication skills is a labour-intensive task because of the detailed feedback that should be given to learners during their prolonged practice. This study investigates to what extent our FILTWAM facial and vocal emotion recognition software can be used for improving a serious game (the Communication Advisor) that delivers a…

  10. The Digichaint Interactive Game as a Virtual Learning Environment for Irish

    ERIC Educational Resources Information Center

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2016-01-01

    Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…

  11. A Cognitive Component Analysis Approach for Developing Game-Based Spatial Learning Tools

    ERIC Educational Resources Information Center

    Hung, Pi-Hsia; Hwang, Gwo-Jen; Lee, Yueh-Hsun; Su, I-Hsiang

    2012-01-01

    Spatial ability has been recognized as one of the most important factors affecting the mathematical performance of students. Previous studies on spatial learning have mainly focused on developing strategies to shorten the problem-solving time of learners for very specific learning tasks. Such an approach usually has limited effects on improving…

  12. New Term, New Vision?

    ERIC Educational Resources Information Center

    Ravenhall, Mark

    2011-01-01

    During the affluent noughties it was sometimes said of government that it had "more visions than Mystic Meg and more pilots than British Airways". In 2011, the pilots, the pathfinders, the new initiatives are largely gone--implementation is the name of the game--but the visions remain. The latest one, as it affects adult learners, is in…

  13. Mathematics for Young Learners: 60 Games & Activities for Ages 3 through 7.

    ERIC Educational Resources Information Center

    Ellerby, Richard S.

    By studying and practicing metacognition, teachers and parents are instilling positive attitudes toward learning by teaching how-to-learn skills that prepare children for assessing their own thinking about learning as they become more and more developmentally prepared. This book stresses the strategies for thinking in mathematical terms without…

  14. A rapid review of serious games: From healthcare education to dental education.

    PubMed

    Sipiyaruk, K; Gallagher, J E; Hatzipanagos, S; Reynolds, P A

    2018-03-24

    Games involving technology have the potential to enhance hand-eye coordination and decision-making skills. As a result, game characteristics have been applied to education and training, where they are known as serious games. There is an increase in the volume of literature on serious games in healthcare education; however, evidence on their impact is still ambiguous. The aims of this study were (i) to identify high-quality evidence (systematic reviews or meta-analyses) regarding impacts of serious games on healthcare education; and (ii) to explore evidence regarding impacts of serious games in dental education. A rapid review of the literature was undertaken to synthesise available evidence and examine serious games in healthcare education (Stage 1) and dental education (Stage 2). Nine systematic reviews were included in Stage 1, four of which were of high, three of moderate and two of low quality. For Stage 2, two randomised control trials with moderate quality were included. The findings demonstrated that serious games are potentially effective learning tools in terms of knowledge and skills improvement, although outcomes of serious games over traditional learning approaches were not consistent. In addition, serious games appeared to be more engaging and satisfying for students, which could be considered as the most important positive impact. Serious games provide an option for healthcare and dental education but remain underutilised and researched. At best, they offer a similar experience to other methods in relation to educational outcome; however, they can provide a supplementary strategy to engage students and improve learner satisfaction. © 2018 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  15. THE CIDOC CRM GAME: A Serious Game Approach to Ontology Learning

    NASA Astrophysics Data System (ADS)

    Guillem, A.; Bruseker, G.

    2017-08-01

    Formal ontologies such as CIDOC CRM (Conceptual Reference Model) form part of the central strategy for the medium and longterm integration of cultural heritage data to allow for its greater valorization and dissemination. Despite this, uptake of CIDOC CRM at the ground level of Cultural Heriage (CH) practice is limited. Part of the reason behind this lack of uptake lies in the fact that ontologies are considered too complicated and abstract for application in real life scenarios. This paper presents the rationale behind and the design of a CIDOC CRM game, the intent of which is to provide a learning mechanism to allow learners of wide backgrounds and interests to approach CIDOC CRM in a hands-on and interactive fashion. The CIDOC CRM game consist of decks of cards and game boards that allow players to engage with the concepts of a formal ontology in relation to real data in an entertaining and informative way. It is argued that the CIDOC CRM Game can form an important part of introducing the basic elements of formal ontology and this standard to a wider audience in order to aid wider understanding and adoption of the same.

  16. FutureCoast: "Listen to your futures"

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Eklund, K.; Thacher, S.; Orlove, B. S.; Diane Stovall-Soto, G.; Brunacini, J.; Hernandez, T.

    2014-12-01

    Two science-arts approaches are emerging as effective means to convey "futurethinking" to learners: systems gaming and experiential futures. FutureCoast exemplifies the latter: by engaging participants with voicemails supposedly leaking from the cloud of possible futures, the storymaking game frames the complexities of climate science in relatable contexts. Because participants make the voicemails themselves, FutureCoast opens up creative ways for people to think about possibly climate-changed futures and personal ways to talk about them. FutureCoast is a project of the PoLAR Partnership with a target audience of informal adult learners primarily reached via mobile devices and online platforms. Scientists increasingly use scenarios and storylines as ways to explore the implications of environmental change and societal choices. Stories help people make connections across experiences and disciplines and link large-scale events to personal consequences. By making the future seem real today, FutureCoast's framework helps people visualize and plan for future climate changes. The voicemails contributed to FutureCoast are spread through the game's intended timeframe (2020 through 2065). Based on initial content analysis of voicemail text, common themes include ecosystems and landscapes, weather, technology, societal issues, governance and policy. Other issues somewhat less frequently discussed include security, food, industry and business, health, energy, infrastructure, water, economy, and migration. Further voicemail analysis is examining: temporal dimensions (salient time frames, short vs. long term issues, intergenerational, etc.), content (adaptation vs. mitigation, challenges vs. opportunities, etc.), and emotion (hopeful, resigned, etc. and overall emotional context). FutureCoast also engaged audiences through facilitated in-person experiences, geocaching events, and social media (Tumblr, Twitter, Facebook, YouTube). Analysis of the project suggests story-based games such as FutureCoast can serve as effective, accessible tools for engaging diverse audiences in thinking and talking about future "what if?" scenarios related to climate change and its impacts.

  17. Building Systems from Scratch: an Exploratory Study of Students Learning About Climate Change

    NASA Astrophysics Data System (ADS)

    Puttick, Gillian; Tucker-Raymond, Eli

    2018-01-01

    Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual programming environment, Scratch, to design games to teach others about climate change. The experience was carefully constructed so that girls of widely differing levels of experience were able to engage in a cycle of game design. This qualitative study aimed to explore the representational choices the girls made as they took up aspects of climate change systems and modeled them in their games. Evidence points to the ways in which designing games about climate science fostered emergent systems thinking and engagement in modeling practices as learners chose what to represent in their games, grappled with the realism of their respective representations, and modeled interactions among systems components. Given the girls' levels of programming skill, parts of systems were more tractable to create than others. The educational purpose of the games was important to the girls' overall design experience, since it influenced their choice of topic, and challenged their emergent understanding of climate change as a systems problem.

  18. A Cognitive Task Analysis for an Emergency Management Serious Game.

    PubMed

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2016-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper.

  19. A Cognitive Task Analysis for an Emergency Management Serious Game

    PubMed Central

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2017-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper. PMID:29629430

  20. Using serious gaming to transfer knowledge and develop soft skills in postgraduate education

    NASA Astrophysics Data System (ADS)

    Craven, Joanne; Corzo Perez, Gerald Augusto; Karimi, Poolad; Dastgheib, Ali

    2017-04-01

    "Serious gaming" is gaming designed for a purpose other than entertainment and involves using board games, computer games and role-plays or a combination of all, for serious purposes, such as education, outreach, training, or decision support. It is argued that this approach provides a safe environment which facilitates group learning, allows for "learning by experience" in fields where long timescales or high risks make real experience impossible, motivates learners and stimulates players from different disciplines to share knowledge with each other. UNESCO-IHE offers education to water sector professionals from around the globe. All the courses at UNESCO-IHE involve serious games in one way or another. A varied range of games is developed and/or used: the group sizes for the games range from 5 students to over 100. Sometimes they are used as simulations to illustrate feedbacks, tradeoffs, variability, uncertainty and other phenomena, create an awareness of multidimensional water related issues, and sometimes they are used to train and develop soft skills, such as interdisciplinary collaboration, creative problem identification and problem solving, teamwork and robust decision-making under uncertainty. Often, they are able to do both, which is a key strength of serious games as an education tool. These games are also been used in research and advisory projects as well to communicate research outputs to stakeholders and the public and together with them reach an optimum technical decision which is socially viable. This session will discuss the experience with these games and what lessons can be learned for the future.

  1. Understanding the Adoption of TELEs--The Importance of Management

    ERIC Educational Resources Information Center

    Christiansen, Ellen; Nyvang, Tom

    2006-01-01

    For a TELE to become adopted by the vast majority of individual learners as a tool for learning, adoption at the institutional level must be considered, because the vast majority of a population of technology users depends on external stimuli to adopt the technology. This article analyses a case where a social simulation game, a prize-winning…

  2. Security. Review Software for Advanced CHOICE. CHOICE (Challenging Options in Career Education).

    ERIC Educational Resources Information Center

    Pitts, Ilse M.; And Others

    CHOICE Security is an Apple computer game activity designed to help secondary migrant students memorize their social security numbers and reinforce job and role information presented in "Career Notes, First Applications." The learner may choose from four time options and whether to have the social security number visible on the screen or…

  3. Researching Online Mathematics Education: Opening a Space for Virtual Learner Identities

    ERIC Educational Resources Information Center

    Rosa, Mauricio; Lerman, Stephen

    2011-01-01

    This paper is drawn from a doctoral thesis (Rosa, 2008) that examines the relations established between the construction of online identities and the teaching and learning of the definite integral concept in an online learning course. The role-playing game (RPG) is played out through chat and calls for the creation of characters (online…

  4. Literacy 2.0: Teaching Students the Skills Needed to Succeed in Our Information Economy

    ERIC Educational Resources Information Center

    Linik, Joyce Riha

    2012-01-01

    At a middle school, English language learners "beg" to take quizzes via iPod, engaging in interactive language arts exercises that seem more game than test. In a high school classroom, students write, videotape, and edit public service announcements, documentaries, and films. Students from the Seattle metropolitan area create stories via…

  5. Game Changers? Multilingual Learners in a Cape Town Primary School

    ERIC Educational Resources Information Center

    Kerfoot, Caroline; Bello-Nonjengele, Basirat Olayemi

    2016-01-01

    This article engages with Bourdieu's notion of field as a "space of play" to explore what happens to the educational field and the linguistic regimes operating within it in a site in which new discourses and practices of identity, language, "race", and ethnicity become entangled with local economies of meaning. The context is a…

  6. A Motion-Sensing Game-Based Therapy to Foster the Learning of Children with Sensory Integration Dysfunction

    ERIC Educational Resources Information Center

    Chuang, Tsung-Yen; Kuo, Ming-Shiou

    2016-01-01

    Children with Sensory Integration Dysfunction (SID, also known as Sensory Processing Disorder, SPD) are also learners with disabilities with regard to responding adequately to the demands made by a learning environment. With problems of organizing and processing the sensation information coming from body modalities, children with SID (CwSID)…

  7. Social Studies in Motion: Learning with the Whole Person

    ERIC Educational Resources Information Center

    Schulte, Paige L.

    2005-01-01

    Total Physical Response (TPR), developed by James Asher, is defined as a teaching technique whereby a learner responds to language input with body motions. Performing a chant or the game "Robot" is an example of a TPR activity, where the teacher commands her robots to do some task in the classroom. Acting out stories and giving imperative commands…

  8. Pedagogical Agent Gestures to Improve Learner Comprehension of Abstract Concepts in Hints

    ERIC Educational Resources Information Center

    Martins, Igor; de Morais, Felipe; Schaab, Bruno; Jaques, Patricia

    2016-01-01

    In most Intelligent Tutoring Systems, the help messages (hints) are not very clear for students as they are only presented textually and have little connection with the task elements. This can lead to students' undesired behaviors, like gaming the system, associated with low performance. In this paper, the authors aim at evaluating if the gestures…

  9. From Newton to Gates--Digital Principia

    ERIC Educational Resources Information Center

    Beckwith, E. George; Cunniff, Daniel T.

    2008-01-01

    Computers are becoming the norm for teaching and learning. The Internet gives people ready access to text, visual and audio messages from around the world. For teachers, content is critical and the future dictates the need for major changes in the role of the teacher and learner. Today's digital tools and video games have proven to be well known…

  10. Someone Else's Game: Constructing the English Teaching Professional in New Zealand

    ERIC Educational Resources Information Center

    Locke, Terry

    2004-01-01

    In the last 15 years, New Zealand has experienced a range of educational "reforms'' driven by a neo-liberal agenda which has insisted that the education system serve the goal of enhancing the nation's economic performance and its competitive edge through the inculcation in learners of the skills requisite to the pursuit of this goal. Fuelled…

  11. The Effect of Post-Teaching Activity Type on Vocabulary Learning of Elementary EFL Learners

    ERIC Educational Resources Information Center

    Sadeghi, Karim; Sharifi, Faranak

    2013-01-01

    Considering the significant role of vocabulary in learning a language, and teachers' great responsibility in providing opportunities to facilitate this learning, many studies have focused on the best means of achieving a good knowledge of vocabulary. This study set out to investigate the effect of four post-teaching activities, namely game,…

  12. Identifying Vulnerability Markers for Pathological Internet Use and Pathological Video-Game Playing within an Educational Context

    ERIC Educational Resources Information Center

    Hinvest, Neal; Brosnan, Mark

    2012-01-01

    Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into…

  13. The Mobile Learning Network: Getting Serious about Games Technologies for Learning

    ERIC Educational Resources Information Center

    Petley, Rebecca; Parker, Guy; Attewell, Jill

    2011-01-01

    The Mobile Learning Network currently in its third year, is a unique collaborative initiative encouraging and enabling the introduction of mobile learning in English post-14 education. The programme, funded jointly by the Learning and Skills Council and participating colleges and schools and supported by LSN has involved nearly 40,000 learners and…

  14. The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students

    NASA Astrophysics Data System (ADS)

    Fanetti, Tina M.

    As the world continues to rapidly change, students are faced with the need to develop flexible skills, such as science reasoning that will help them thrive in the new knowledge economy. Prensky (2001), Gee (2003), and Van Eck (2007) have all suggested that the way to engage learners and teach them the necessary skills is through digital games, but empirical studies focusing on popular games are scant. One way digital games, especially video games, could potentially be useful if there were a flexible and inexpensive method a student could use at their convenience to improve selected science reasoning skills. Problem-solving video games, which require the use of reasoning and problem solving to answer a variety of cognitive challenges could be a promising method to improve selected science reasoning skills. Using think-aloud protocols and interviews, a qualitative study was carried out with a small sample of college students to examine what impact two popular video games, Professor Layton and the Curious Village and Professor Layton and the Diabolical Box, had on specific science reasoning skills. The subject classified as an expert in both gaming and reasoning tended to use more higher order thinking and reasoning skills than the novice reasoners. Based on the assessments, the science reasoning of college students did not improve during the course of game play. Similar to earlier studies, students tended to use trial and error as their primary method of solving the various puzzles in the game and additionally did not recognize when to use the appropriate reasoning skill to solve a puzzle, such as proportional reasoning.

  15. TGT for chemistry learning to enhance students' achievement and critical thinking skills

    NASA Astrophysics Data System (ADS)

    Bolhassan, Norlailatulakma; Taha, Hafsah

    2017-05-01

    The form of cooperative learning known as Teams-Games-Tournament (TGT) in this study favors the use of teams work and learning tools combined with student play and practice to foster students' achievement and critical thinking skills. Using this paradigm, this study incorporates Teams-Games-Tournament and Flash Cards Games Kit during an 8-weeks experimental instruction period that includes 67 Form Four students; 34 students in the experimental group and 33 in the control group. The learning design in experimental group emphasizes scaffolding, guided practices, cooperative learning, and active participation in learning. While the experimental group experienced the TGT approach, the control group encountered the conventional teaching approach of chemistry drills. An achievement chemistry test and Watson Glaser Critical Thinking Appraisal (WGCTA) were used for the pretest and posttest. The finding indicates that TGT learning was more effective than drills in promoting chemistry performance, and the playful competiveness among students promotes students' critical thinking. In addition, TGT cooperative learning also creates an active learning environment in solving problems and discussions among students and teachers.

  16. Gaming science innovations to integrate health systems science into medical education and practice

    PubMed Central

    White, Earla J; Lewis, Joy H; McCoy, Lise

    2018-01-01

    Health systems science (HSS) is an emerging discipline addressing multiple, complex, interdependent variables that affect providers’ abilities to deliver patient care and influence population health. New perspectives and innovations are required as physician leaders and medical educators strive to accelerate changes in medical education and practice to meet the needs of evolving populations and systems. The purpose of this paper is to introduce gaming science as a lens to magnify HSS integration opportunities in the scope of medical education and practice. Evidence supports gaming science innovations as effective teaching and learning tools to promote learner engagement in scientific and systems thinking for decision making in complex scenarios. Valuable insights and lessons gained through the history of war games have resulted in strategic thinking to minimize risk and save lives. In health care, where decisions can affect patient and population outcomes, gaming science innovations have the potential to provide safe learning environments to practice crucial decision-making skills. Research of gaming science limitations, gaps, and strategies to maximize innovations to further advance HSS in medical education and practice is required. Gaming science holds promise to equip health care teams with HSS knowledge and skills required for transformative practice. The ultimate goals are to empower providers to work in complex systems to improve patient and population health outcomes and experiences, and to reduce costs and improve care team well-being.

  17. Gaming science innovations to integrate health systems science into medical education and practice.

    PubMed

    White, Earla J; Lewis, Joy H; McCoy, Lise

    2018-01-01

    Health systems science (HSS) is an emerging discipline addressing multiple, complex, interdependent variables that affect providers' abilities to deliver patient care and influence population health. New perspectives and innovations are required as physician leaders and medical educators strive to accelerate changes in medical education and practice to meet the needs of evolving populations and systems. The purpose of this paper is to introduce gaming science as a lens to magnify HSS integration opportunities in the scope of medical education and practice. Evidence supports gaming science innovations as effective teaching and learning tools to promote learner engagement in scientific and systems thinking for decision making in complex scenarios. Valuable insights and lessons gained through the history of war games have resulted in strategic thinking to minimize risk and save lives. In health care, where decisions can affect patient and population outcomes, gaming science innovations have the potential to provide safe learning environments to practice crucial decision-making skills. Research of gaming science limitations, gaps, and strategies to maximize innovations to further advance HSS in medical education and practice is required. Gaming science holds promise to equip health care teams with HSS knowledge and skills required for transformative practice. The ultimate goals are to empower providers to work in complex systems to improve patient and population health outcomes and experiences, and to reduce costs and improve care team well-being.

  18. Incremental Implicit Learning of Bundles of Statistical Patterns

    PubMed Central

    Qian, Ting; Jaeger, T. Florian; Aslin, Richard N.

    2016-01-01

    Forming an accurate representation of a task environment often takes place incrementally as the information relevant to learning the representation only unfolds over time. This incremental nature of learning poses an important problem: it is usually unclear whether a sequence of stimuli consists of only a single pattern, or multiple patterns that are spliced together. In the former case, the learner can directly use each observed stimulus to continuously revise its representation of the task environment. In the latter case, however, the learner must first parse the sequence of stimuli into different bundles, so as to not conflate the multiple patterns. We created a video-game statistical learning paradigm and investigated 1) whether learners without prior knowledge of the existence of multiple “stimulus bundles” — subsequences of stimuli that define locally coherent statistical patterns — could detect their presence in the input, and 2) whether learners are capable of constructing a rich representation that encodes the various statistical patterns associated with bundles. By comparing human learning behavior to the predictions of three computational models, we find evidence that learners can handle both tasks successfully. In addition, we discuss the underlying reasons for why the learning of stimulus bundles occurs even when such behavior may seem irrational. PMID:27639552

  19. Ball game watching theory in the teaching site

    NASA Astrophysics Data System (ADS)

    Liu, Shugang; Li, Xiufang; Chuang, Chin-Jung

    2017-08-01

    Lecturing is a common approach in the traditional teaching site. In this paper, we bring a modern model "ball game watching theory" to explain the situation in the classroom. The reason why the audiences going to the court is to enjoy the atmosphere, and it is also the reason why student joining to the class. A successful class running is to create studious atmosphere. However, once the teacher does the demo in the class, the multimedia tool must be used to show the details, as the big display working in the court. The key moment is recorded and the details are magnified. when teaching aids are demonstrated, the multimedia tool plays an important role. The attention of students walks between the teacher and the display. In this ball game watching theory, the demonstrate experience is like the ball game, and the teacher works as an anchor. By following the demonstration proceeding, students build the knowledge by themselves. In addition, the demonstration must be designed to be interesting in order to make the class proceed fluently. The similarity between the ball game watching and the class will be discussed. Finally we suggest a modern class design which can raise learner motivation and achievement.

  20. Modeling Humans as Reinforcement Learners: How to Predict Human Behavior in Multi-Stage Games

    NASA Technical Reports Server (NTRS)

    Lee, Ritchie; Wolpert, David H.; Backhaus, Scott; Bent, Russell; Bono, James; Tracey, Brendan

    2011-01-01

    This paper introduces a novel framework for modeling interacting humans in a multi-stage game environment by combining concepts from game theory and reinforcement learning. The proposed model has the following desirable characteristics: (1) Bounded rational players, (2) strategic (i.e., players account for one anothers reward functions), and (3) is computationally feasible even on moderately large real-world systems. To do this we extend level-K reasoning to policy space to, for the first time, be able to handle multiple time steps. This allows us to decompose the problem into a series of smaller ones where we can apply standard reinforcement learning algorithms. We investigate these ideas in a cyber-battle scenario over a smart power grid and discuss the relationship between the behavior predicted by our model and what one might expect of real human defenders and attackers.

  1. A serious gaming/immersion environment to teach clinical cancer genetics.

    PubMed

    Nosek, Thomas M; Cohen, Mark; Matthews, Anne; Papp, Klara; Wolf, Nancy; Wrenn, Gregg; Sher, Andrew; Coulter, Kenneth; Martin, Jessica; Wiesner, Georgia L

    2007-01-01

    We are creating an interactive, simulated "Cancer Genetics Tower" for the self-paced learning of Clinical Cancer Genetics by medical students (go to: http://casemed.case.edu/cancergenetics). The environment uses gaming theory to engage the students into achieving specific learning objectives. The first few levels contain virtual laboratories where students achieve the basic underpinnings of Cancer Genetics. The next levels apply these principles to clinical practice. A virtual attending physician and four virtual patients, available for questioning through virtual video conferencing, enrich each floor. The pinnacle clinical simulation challenges the learner to integrate all information and demonstrate mastery, thus "winning" the game. A pilot test of the program by 17 medical students yielded very favorable feedback; the students found the Tower a "great way to teach", it held their attention, and it made learning fun. A majority of the students preferred the Tower over other resources to learn Cancer Genetics.

  2. Using the ECD Framework to Support Evidentiary Reasoning in the Context of a Simulation Study for Detecting Learner Differences in Epistemic Games

    ERIC Educational Resources Information Center

    Sweet, Shauna J.; Rupp, Andre A.

    2012-01-01

    The "evidence-centered design" (ECD) framework is a powerful tool that supports careful and critical thinking about the identification and accumulation of evidence in assessment contexts. In this paper, we demonstrate how the ECD framework provides critical support for designing simulation studies to investigate statistical methods…

  3. Estimating the Effectiveness and Feasibility of a Game-Based Project for Early Foreign Language Learning

    ERIC Educational Resources Information Center

    Griva, Eleni; Semoglou, Klio

    2012-01-01

    This paper outlines the rationale for and the purpose of designing and implementing a project aiming to make very young EFL learners develop their language skills through their involvement in interactive psychomotor activities. The project, which is a part of a broader longitudinal project having introduced EFL in the first primary school grade,…

  4. VILLAGE--Virtual Immersive Language Learning and Gaming Environment: Immersion and Presence

    ERIC Educational Resources Information Center

    Wang, Yi Fei; Petrina, Stephen; Feng, Francis

    2017-01-01

    3D virtual worlds are promising for immersive learning in English as a Foreign Language (EFL). Unlike English as a Second Language (ESL), EFL typically takes place in the learners' home countries, and the potential of the language is limited by geography. Although learning contexts where English is spoken is important, in most EFL courses at the…

  5. Playing the Game of School Mathematics: Being Explicit for Indigenous Learners and Access to Learning

    ERIC Educational Resources Information Center

    Jorgensen, Robyn

    2016-01-01

    Drawing on studies of successful remote schools in one region of Australia, it was found that two key strategies were common in the approaches at these schools. First, to make the strategies and expectations being adopted explicit to all those involved in the learning enterprise, and second, that consistency in approaches was crucial. Bourdieu's…

  6. Context-Aware Mobile Role Playing Game for Learning--A Case of Canada and Taiwan

    ERIC Educational Resources Information Center

    Lu, Chris; Chang, Maiga; Kinshuk; Huang, Echo; Chen, Ching-Wen

    2014-01-01

    The research presented in this paper is part of a 5-year renewable national research program in Canada, namely the NSERC/iCORE/Xerox/Markin research chair program that aims to explore possibilities of adaptive mobile learning and to provide learners with a learning environment which facilitates personalized learning at any time and any place. One…

  7. Gaming as an English Language Learning Resource among Young Children in Denmark

    ERIC Educational Resources Information Center

    Jensen, Signe Hannibal

    2017-01-01

    This article presents a study of Danish young English language learners' (YELLs') contact with and use of Extramural English (EE) (N = 107, aged 8 [n = 49] and 10 [n = 58]). They have received little formal English instruction: two lessons per week for one year. Data on EE-habits were collected with a one-week language diary (self-report with…

  8. Coupling between Metacognition and Emotions during STEM Learning with Advanced Learning Technologies: A Critical Analysis, Implications for Future Research, and Design of Learning Systems

    ERIC Educational Resources Information Center

    Azevedo, Roger; Mudrick, Nicholas; Taub, Michelle; Wortha, Franz

    2017-01-01

    Metacognition and emotions play a critical role in learners' ability to monitor and regulate their learning about 21st-century skills related to science, technology, engineering, and mathematics (STEM) content while using advanced learning technologies (ALTs; e.g., intelligent tutoring systems, serious games, hypermedia, augmented reality). In…

  9. A Kinect-Based Motion-Sensing Game Therapy to Foster the Learning of Children with Sensory Integration Dysfunction

    ERIC Educational Resources Information Center

    Chuang, Tsung-Yen; Kuo, Ming-Shiou; Fan, Ping-Lin; Hsu, Yen-Wei

    2017-01-01

    Sensory integration dysfunction (SID, also known as sensory processing disorder, SPD) is a condition that exists when a person's multisensory integration fails to process and respond adequately to the demands of the environment. Children with SID (CwSID) are also learners with disabilities with regard to responding adequately to the demands made…

  10. The Digital Natives Are Restless: Inspiring a New Generation of Learners

    ERIC Educational Resources Information Center

    Rudi, Alan

    2012-01-01

    The current crop of "digital natives"--kids born into a world of modern technology--has been immersed in a world of video games, computers, digital music players, and cell phones from an early age. Shaped by the Internet, Google searches, and instant messaging, they can't imagine life without technology. Theirs is a vastly different world from…

  11. Teach the Way They Learn: 62 Easy, Engaging, & Effective Language Arts Activities

    ERIC Educational Resources Information Center

    Hines, Joanne I; Vincent, Pamela J.

    2005-01-01

    This book focuses on quick and easy language arts activities to inspire and motivate students in kindergarten to sixth grades. Ingenious ideas appeal to children's enthusiasm for games, parades, race cars, their own names, and much more. The activities cost little or nothing. They engage young learners, and they work! This book is perfect for a…

  12. A New Consequence of Simpson's Paradox: Stable Cooperation in One-Shot Prisoner's Dilemma from Populations of Individualistic Learners

    ERIC Educational Resources Information Center

    Chater, Nick; Vlaev, Ivo; Grinberg, Maurice

    2008-01-01

    Theories of choice in economics typically assume that interacting agents act individualistically and maximize their own utility. Specifically, game theory proposes that rational players should defect in one-shot prisoners' dilemmas (PD). Defection also appears to be the inevitable outcome for agents who learn by reinforcement of past choices,…

  13. The Effect of Length of Exposure to CALL Technology on Young Iranian EFL Learners' Grammar Gain

    ERIC Educational Resources Information Center

    Sadeghi, Karim; Dousti, Masoumeh

    2013-01-01

    In the twenty-first century, integration of technology into education is a force worthy of contemplation. Among all the possible technological tools that can be integrated into EFL classes, computers seem to have achieved a more dominant position. One of the outstanding features of computers is their potential to present educational games and to…

  14. Can Wii Engage College-Level Learners? Use of Commercial Off-the-Shelf Gaming in an Introductory Statistics Course

    ERIC Educational Resources Information Center

    Stansbury, Jessica A.; Wheeler, Evangeline A.; Buckingham, Justin T.

    2014-01-01

    Technological advancements and growing dependence on media outlets as sources of information compete for the attention of individuals born in a rapidly expanding digital age. As a result, educators using traditional, nondigital teaching methods struggle with keeping students engaged in the classroom. The present study assessed the extent to which…

  15. Serious gaming technology in major incident triage training: a pragmatic controlled trial.

    PubMed

    Knight, James F; Carley, Simon; Tregunna, Bryan; Jarvis, Steve; Smithies, Richard; de Freitas, Sara; Dunwell, Ian; Mackway-Jones, Kevin

    2010-09-01

    By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Pragmatic controlled trial. During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a card-sort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2=13.126, p=0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2=5.45, p=0.0196]. There was no significant difference in time to triage all casualties (card-sort=435+/-74 s vs video game=456+/-62 s, p=0.155). Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods. Copyright 2010 Elsevier Ireland Ltd. All rights reserved.

  16. Case-based debates: an innovative teaching tool in nephrology education.

    PubMed

    Jhaveri, Kenar D; Chawla, Arun; Shah, Hitesh H

    2012-01-01

    Medical educators have called for new teaching methods and materials that supplement the traditional lecture format, and education in a range of health professions, including medicine, nursing, and pharmacy, is using a game-based approach to teach learners. Here, we describe a novel teaching tool in a case-based debate using the game format. Two teams of first- and second-year nephrology fellows participated in a PowerPoint game-based debate about which tests to order to diagnose transplant-related case. Our pilot study assessed the participant acceptance of case-based debate sessions and rewards system, and participant perceptions of using this approach to teach fellows and residents the importance of each test ordered and its cost-effectiveness in medicine. Each test ordered requires an explanation and has a point value attached to it (based on relevance and cost of positive and negative test results). The team that comes up with the diagnosis with most points wins the game. A faculty member leads a short concluding discussion. Subjective evaluations found these case-based debates to be highly entertaining and thought-provoking and to enhance self-directed learning.

  17. Self-controlled video feedback on tactical skills for soccer teams results in more active involvement of players.

    PubMed

    van Maarseveen, Mariëtte J J; Oudejans, Raôul R D; Savelsbergh, Geert J P

    2018-02-01

    Many studies have shown that self-controlled feedback is beneficial for learning motor tasks, and that learners prefer to receive feedback after supposedly good trials. However, to date all studies conducted on self-controlled learning have used individual tasks and mainly relatively simple skills. Therefore, the aim of this study was to examine self-controlled feedback on tactical skills in small-sided soccer games. Highly talented youth soccer players were assigned to a self-control or yoked group and received video feedback on their offensive performance in 3 vs. 2 small-sided games. The results showed that the self-control group requested feedback mostly after good trials, that is, after they scored a goal. In addition, the perceived performance of the self-control group was higher on feedback than on no-feedback trials. Analyses of the conversations around the video feedback revealed that the players and coach discussed good and poor elements of performance and how to improve it. Although the coach had a major role in these conversations, the players of the self-control group spoke more and showed more initiative compared to the yoked group. The results revealed no significant beneficial effect of self-controlled feedback on performance as judged by the coach. Overall, the findings suggest that in such a complex situation as small-sided soccer games, self-controlled feedback is used both to confirm correct performance elements and to determine and correct errors, and that self-controlled learning stimulates the involvement of the learner in the learning process. Copyright © 2017 Elsevier B.V. All rights reserved.

  18. Playing the Numbers Game: Connexions Personal Advisers Working with Learners on Entry to Employment Programmes

    ERIC Educational Resources Information Center

    Russell, Lisa; Simmons, Robin; Thompson, Ron

    2010-01-01

    Transitions of young people from school to employment, further education or training have been a focus of government policy in the UK for at least the last three decades. Since the late 1990s, numerous policy initiatives have been introduced by New Labour in an attempt to reduce social exclusion through the increased participation of young people…

  19. Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education

    DTIC Science & Technology

    2005-03-01

    those required by a military transforming itself to operating under the concept of network centric warfare. The technologies and practice...learning. Simulations are popular in other business situations and management processes. Data files, video clips, and flowcharts might help learners...on nature of these environments is another key motivator. According to Randy Hinrich, Microsoft Research Group Research Manager for Learning

  20. A Constraints-Led Perspective to Understanding Skill Acquisition and Game Play: A Basis for Integration of Motor Learning Theory and Physical Education Praxis?

    ERIC Educational Resources Information Center

    Renshaw, Ian; Chow, Jia Yi; Davids, Keith; Hammond, John

    2010-01-01

    Background: In order to design appropriate environments for performance and learning of movement skills, physical educators need a sound theoretical model of the learner and of processes of learning. In physical education, this type of modelling informs the organisation of learning environments and effective and efficient use of practice time. An…

  1. Navigations: The Road to a Better Orientation.

    PubMed

    Rizzo, Leah Heather

    2016-01-01

    A team of nursing professional development specialists from a large Magnet® healthcare network transformed new employee orientation using a themed, interdisciplinary, learner-centered approach. Guided by project management principles, the nursing professional development team created an engaging program that serves as an interactive guide for new hires' orientation journey. This unique approach differs from traditional orientation programs through its incorporation of gaming, video clips, and group discussions.

  2. Assessing English Vocabulary and Enhancing Young English as a Foreign Language (EFL) Learners' Motivation through Games, Songs, and Stories

    ERIC Educational Resources Information Center

    Chou, Mu-hsuan

    2014-01-01

    In Taiwan, English was only officially taught at the secondary and tertiary levels before 2001. Since 2001, English courses have been formally incorporated into the curriculum in primary schools. Research on teaching and assessing English in primary school education is relatively new compared with research on other levels of education in Taiwan.…

  3. Mentoring and Argumentation in a Game-Infused Science Curriculum

    NASA Astrophysics Data System (ADS)

    Gould, Deena L.; Parekh, Priyanka

    2018-04-01

    Engaging in argumentation from evidence is challenging for most middle school students. We report the design of a media-based mentoring system to support middle school students in engaging in argumentation in the context of a game-infused science curriculum. Our design emphasizes learners apprenticing with college student mentors around the socio-scientific inquiry of a designed video game. We report the results of a mixed-methods study examining the use of this media-based mentoring system with students ages 11 through 14. We observed that the discourse of groups of students that engaged with the game-infused science curriculum while interacting with college student mentors via a social media platform demonstrated statistically significant higher ratings of cognitive, epistemic, and social aspects of argumentation than groups of students that engaged with the social media platform and game-infused science curriculum without mentors. We further explored the differences between the Discourses of the mentored and non-mentored groups. This analysis showed that students in the mentored groups were invited, guided, and socialized into roles of greater agency than students in the non-mentored groups. This increased agency might explain why mentored groups demonstrated higher levels of scientific argumentation than non-mentored groups. Based on our analyses, we argue that media-based mentoring may be designed around a video game to support middle school students in engaging in argumentation from evidence.

  4. The impact of specially designed digital games-based learning in undergraduate pathology and medical education.

    PubMed

    Kanthan, Rani; Senger, Jenna-Lynn

    2011-01-01

    The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.

  5. Developing the Lift and Shift Game to Introduce Tenses at the Initial Stage to Children as Young Learners

    ERIC Educational Resources Information Center

    Hafidah, Agustina Sri

    2016-01-01

    This research is begun by finding some information that some Primary schools' students, especially in the remote areas have difficulty in identifying tenses, even the simple models. From the students' scores in the pretest, it can be known that most of them were in the very poor category. The condition showed that most of the students did not…

  6. Engaging informal audiences in learning about and responding to climate change through a portfolio of innovative approaches

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Brunacini, J.; Orlove, B. S.; Bachrach, E.; Hamilton, L.

    2017-12-01

    Informal learners have many different backgrounds, experiences, and perspectives. How can informal educators effectively reach such diverse audiences, meeting people where they are with regard to climate change? The Polar Learning and Responding: PoLAR Climate Change Education Partnership, supported by NSF, employs surveys, resource development, and research to develop innovative, evidence-based approaches that engage lifelong learners. General-public surveys on climate change yield insights on the knowledge and perceptions that informal learners bring to the table. That helps guide the creation of new tools for effective communication. For example, many people are unsure what causes sea level to rise. The Polar Explorer: Sea Level app uses a data and question-based approach guiding people through interactive maps to learn about melting land ice. In addition, people also tend to believe that climate impacts will happen in the future. Polar Voices podcasts feature Arctic Indigenous communities sharing first-hand experiences with climate change. Prior knowledge can be harnessed to enhance learning. Arctic SMARTIC engages people in role-playing negotiations with others to create a marine management plan. Climate game jams provide collaborative, creative spaces where participants learn as they interact with others. In each case participants, with all their knowledge and experience, are brought into group problem-solving. Understanding whom people trust for climate-change information offers insights that help them become climate communicators. Even those who are concerned about climate often do not discuss it with family and friends (Maibach et al. 2016), yet our research shows that family and friends are second only to scientists as trusted sources of climate information (Hamilton 2016). Fun and novel educational tools such as the EcoChains card game and the EcoKoin social networking app serve as conversation starters.

  7. Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students' Experiences Using a Multiplayer Virtual World.

    PubMed

    Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li

    2016-12-16

    Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. ©Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai. Originally published in JMIR Serious Games (http://games.jmir.org), 16.12.2016.

  8. Mapping the Demand for Serious Games in Postgraduate Medical Education Using the Entrustable Professional Activities Framework.

    PubMed

    Graafland, Maurits; Ten Cate, Olle; van Seventer, Jan-Pieter; Schraagen, Jan Maarten C; Schijven, Marlies P

    2015-10-01

    Serious games are potentially powerful tools for residency training and increasingly attract attention from medical educators. At present, serious games have little evidence-based relations with competency-based medical education, which may impede their incorporation into residency training programs. The aim of this study was to identify highly valued entrustable professional activities (EPAs) to support designers in the development of new, serious games built on a valid needs-assessment. All 149 licensed medical specialists from seven specialties in one academic hospital participated in seven different Delphi expert panels. They filled out a two-round Delphi survey, aimed at identifying the most valuable EPAs in their respective curricula. Specialists were asked to name the most highly valued EPA in their area in the first Delphi round. In the second round, the generated responses were presented and ranked according to priority by the medical specialists. Sixty-two EPAs were identified as valuable training subjects throughout five specialties. Eleven EPAs--"management of trauma patient," "chest tube placement," "laparoscopic cholecystectomy," "assessment of vital signs," "airway management," "induction of general anesthesia," "assessment of suicidal patient," "psychiatric assessment," "gastroscopy," "colonoscopy," and "resuscitation of emergency patients"--were consistently given a high score. The future medical specialist is an active learner, comfortable with digital techniques and learning strategies such as serious gaming. In order to maximize the impact and acceptance of new serious games, it is vital to select the most relevant training subjects. Although some serious games have already targeted top-priority EPAs, plenty of opportunities remain.

  9. Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results

    NASA Astrophysics Data System (ADS)

    Mani, Lara; Cole, Paul D.; Stewart, Iain

    2016-07-01

    This paper presents the findings from a study aimed at understanding whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game - St. Vincent's Volcano - for use in existing volcano education and outreach sessions. Its twin aims are to improve residents' knowledge of potential future eruptive hazards (ash fall, pyroclastic flows and lahars) and to integrate traditional methods of education in a more interactive manner. Here, we discuss the process of game development including concept design through to the final implementation on St. Vincent. Preliminary results obtained from the final implementation (through pre- and post-test knowledge quizzes) for both student and adult participants provide indications that a video game of this style may be effective in improving a learner's knowledge. Both groups of participants demonstrated a post-test increase in their knowledge quiz score of 9.3 % for adults and 8.3 % for students and, when plotted as learning gains (Hake, 1998), show similar overall improvements (0.11 for adults and 0.09 for students). These preliminary findings may provide a sound foundation for the increased integration of emerging technologies within traditional education sessions. This paper also shares some of the challenges and lessons learnt throughout the development and testing processes and provides recommendations for researchers looking to pursue a similar study.

  10. The Effect of Serious Video Game Play on Science Inquiry Scores

    NASA Astrophysics Data System (ADS)

    Hilosky, Alexandra Borzillo

    American students are not developing the science inquiry skills needed to solve complex 21st century problems, thus impacting the workforce. In 2009, American high school students ranked 21 out of 26 in the category of problem-solving according to the Program for International Student Assessment. Serious video games have powerful epistemic value and are beneficial with respect to enhancing inquiry, effective problem-solving. The purpose of this correlational, quantitative study was to test Gee's assumption regarding the cycle of thinking (routinization, automatization, and deroutinization) by determining whether players status was a significant predictor of science inquiry scores, controlling for age, gender, and major. The 156 non-random volunteers who participated in this study were enrolled in a 2-year college in the northeastern U.S. Multiple regression analyses revealed that major was the strongest overall (significant) predictor, b = -.84, t(149) = -3.70, p < .001, even though gamer status served as a significant predictor variable for Stage 1 only, b = -.48, t(149) = -2.37, p = .019. Participants who reported playing serious video games scored .48 points higher than non-players of serious video games regardless of age, gender, and major, which supports previous studies that have found significant differences in scientific inquiry abilities related to forming hypotheses and identifying problems based on serious video game play. Recommendations include using serious games as instructional tools and to assess student learning (formative and summative), especially among non-traditional learners.

  11. A Preliminary Study of Barriers to Engagement in CyberCIEGE

    DTIC Science & Technology

    2009-05-24

    and also gives some guidance regarding factors that sustain players’ engagement (Michell and Savill Smith , 2004 : Dondlinger, 2007), it is not obvious...Vancouver, British Columbia, Canada. Mitchell , A. and Savill - Smith , C, “ The use of computer and video games for learning. A literature review...Learning and Skills Development Agency, UK, ISBN-1-85338-904-8, 2004 , pp 44-45. Tuzun, H, “Motivating learners in educational computer games”, Paper

  12. Computer Game Play Reduces Intrusive Memories of Experimental Trauma via Reconsolidation-Update Mechanisms.

    PubMed

    James, Ella L; Bonsall, Michael B; Hoppitt, Laura; Tunbridge, Elizabeth M; Geddes, John R; Milton, Amy L; Holmes, Emily A

    2015-08-01

    Memory of a traumatic event becomes consolidated within hours. Intrusive memories can then flash back repeatedly into the mind's eye and cause distress. We investigated whether reconsolidation-the process during which memories become malleable when recalled-can be blocked using a cognitive task and whether such an approach can reduce these unbidden intrusions. We predicted that reconsolidation of a reactivated visual memory of experimental trauma could be disrupted by engaging in a visuospatial task that would compete for visual working memory resources. We showed that intrusive memories were virtually abolished by playing the computer game Tetris following a memory-reactivation task 24 hr after initial exposure to experimental trauma. Furthermore, both memory reactivation and playing Tetris were required to reduce subsequent intrusions (Experiment 2), consistent with reconsolidation-update mechanisms. A simple, noninvasive cognitive-task procedure administered after emotional memory has already consolidated (i.e., > 24 hours after exposure to experimental trauma) may prevent the recurrence of intrusive memories of those emotional events. © The Author(s) 2015.

  13. Computer Game Play Reduces Intrusive Memories of Experimental Trauma via Reconsolidation-Update Mechanisms

    PubMed Central

    James, Ella L.; Bonsall, Michael B.; Hoppitt, Laura; Tunbridge, Elizabeth M.; Geddes, John R.; Milton, Amy L.

    2015-01-01

    Memory of a traumatic event becomes consolidated within hours. Intrusive memories can then flash back repeatedly into the mind’s eye and cause distress. We investigated whether reconsolidation—the process during which memories become malleable when recalled—can be blocked using a cognitive task and whether such an approach can reduce these unbidden intrusions. We predicted that reconsolidation of a reactivated visual memory of experimental trauma could be disrupted by engaging in a visuospatial task that would compete for visual working memory resources. We showed that intrusive memories were virtually abolished by playing the computer game Tetris following a memory-reactivation task 24 hr after initial exposure to experimental trauma. Furthermore, both memory reactivation and playing Tetris were required to reduce subsequent intrusions (Experiment 2), consistent with reconsolidation-update mechanisms. A simple, noninvasive cognitive-task procedure administered after emotional memory has already consolidated (i.e., > 24 hours after exposure to experimental trauma) may prevent the recurrence of intrusive memories of those emotional events. PMID:26133572

  14. Golfing with protons: using research grade simulation algorithms for online games

    NASA Astrophysics Data System (ADS)

    Harold, J.

    2004-12-01

    Scientists have long known the power of simulations. By modeling a system in a computer, researchers can experiment at will, developing an intuitive sense of how a system behaves. The rapid increase in the power of personal computers, combined with technologies such as Flash, Shockwave and Java, allow us to bring research simulations into the education world by creating exploratory environments for the public. This approach is illustrated by a project funded by a small grant from NSF's Informal Science Education program, through an opportunity that provides education supplements to existing research awards. Using techniques adapted from a magnetospheric research program, several Flash based interactives have been developed that allow web site visitors to explore the motion of particles in the Earth's magnetosphere. These pieces were folded into a larger Space Weather Center web project at the Space Science Institute (www.spaceweathercenter.org). Rather than presenting these interactives as plasma simulations per se, the research algorithms were used to create games such as "Magneto Mini Golf", where the balls are protons moving in combined electric and magnetic fields. The "holes" increase in complexity, beginning with no fields and progressing towards a simple model of Earth's magnetosphere. The emphasis of the activity is gameplay, but because it is at its core a plasma simulation, the user develops an intuitive sense of charged particle motion as they progress. Meanwhile, the pieces contain embedded assessments that are measurable through a database driven tracking system. Mining that database not only provides helpful usability information, but allows us to examine whether users are meeting the learning goals of the activities. We will discuss the development and evaluation results of the project, as well as the potential for these types of activities to shift the expectations of what a web site can and should provide educationally.

  15. Design of a Serious Game for Handling Obstetrical Emergencies.

    PubMed

    Jean Dit Gautier, Estelle; Bot-Robin, Virginie; Libessart, Aurélien; Doucède, Guillaume; Cosson, Michel; Rubod, Chrystèle

    2016-12-21

    The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborated a new game engine, placing the student in some maternity emergency situations and delivery room simulations. A gynecologist initially wrote a scenario based on a real clinical situation. He also designed, along with an educational engineer, a tree diagram, which served as a guide for dialogues and actions. A game engine, especially developed for this case, enabled us to connect actions to the graphic universe (fully 3D modeled and based on photographic references). We used the Oculus Rift in order to immerse the player in virtual reality. Each action in the game was linked to a certain number of score points, which could either be positive or negative. Different pathological pregnancy situations have been targeted and are as follows: care of spontaneous miscarriage, threat of preterm birth, forceps operative delivery for fetal abnormal heart rate, and reduction of a shoulder dystocia. The first phase immerses the learner into an action scene, as a doctor. The second phase ask the student to make a diagnosis. Once the diagnosis is made, different treatments are suggested. Our serious game offers a new perspective for obstetrical emergency management trainings and provides students with active learning by immersing them into an environment, which recreates all or part of the real obstetrical world of emergency. It is consistent with the latest recommendations, which clarify the importance of simulation in teaching and in ongoing professional development. ©Estelle Jean dit Gautier, Virginie Bot-Robin, Aurélien Libessart, Guillaume Doucède, Michel Cosson, Chrystèle Rubod. Originally published in JMIR Serious Games (http://games.jmir.org), 21.12.2016.

  16. "It Doesn't Seem like Work, It Seems like Good Fun": Perceptions of Primary Students on the Use of Handheld Game Consoles in Mathematics Classes

    ERIC Educational Resources Information Center

    O'Rourke, John; Main, Susan; Ellis, Michelle

    2013-01-01

    A Chinese proverb suggests "Tell me and I'll forget; show me and I may remember; involve me and I'll understand." How to involve or engage today's learner is at the forefront of much educational research and was the impetus for the study reported herein. This study explored the perceptions of Year 4/5 students from nine separate schools…

  17. Communicating astronomy by the Unizul Science Centre

    NASA Astrophysics Data System (ADS)

    Beesham, A.; Beesham, N.

    2015-03-01

    The University of Zululand, situated along the east coast of KwaZulu-Natal, has a thriving Science Centre (USC) situated in the developing port city of Richards Bay. Over 30 000 learners visit the centre annually, and it consists of an exhibition area, an auditorium, lecture areas and offices. The shows consist of interactive games, science shows, competitions, quizzes and matriculation workshops. Outreach activities take place through a mobile science centre for schools and communities that cannot visit the centre.

  18. An iPhone Game with GOES-R Insight

    NASA Astrophysics Data System (ADS)

    Fitzpatrick, A. J.; Fisher, D. K.; Leon, N.; Space Place Team

    2011-12-01

    Our team developed a game, "Satellite Insight," for iPhone, iPod, or iPad. The game highlights the environmental and weather data-gathering potential of the next generation GOES-R satellite. We aimed to create a game that would have educational value, feature a real NOAA mission, and increase awareness of the GOES satellites and especially of the societal benefits deriving from this next generation of technology. We also wanted to reach a different, broader audience of a wider age range than we normally target with our NASA (spaceplace.nasa.gov) and NOAA (scijinks.gov) websites for kids. Oh . . . and we wanted the game to be fun. Although we had developed many fun and educational Flash games hosted on our Space Place and SciJinks Weather Laboratory websites for kids, developing an iOS game presented some different challenges: (1) players are usually interested in playing only very short games, under two minutes; (2) we wanted the game to appeal to a range of ages; and (3) the small touch screen requires a totally different type of interface design. The game is about gathering and storing different types of data collected by GOES-R, with the data rate increasing rapidly while you try to keep up. Six different types (colors, with different symbols) of tiles drop down from the top of a grid and collect in the columns. Touch any block that is in a group of three or more like blocks, then touch the GOES-R satellite icon below the grid to "save" the data and clear the selected blocks off the grid. If more than two columns completely fill up, the game is over. The "data rate" speeds up quickly, making it more challenging to keep the grid from overflowing. "Power-up" symbols appear periodically, which, when touched, do helpful things, such as clear out your tallest column. Players try to beat their own best "survival" time. The first lesson we learned in developing this game was to make sure the game play concept was simple and feasible to implement. Our first idea, in which the player combined raw data types to create processed GOES-R data products, turned out to require human invention of each and every game scenario. It would have been way too labor intensive to create enough of them to keep the game interesting. The second lesson we learned was the need to simplify the science. We had to come up with a much simplified set of data to represent the numerous and sophisticated data types collected by GOES-R's six major instruments. The third lesson was that the interface must take into account that the user's two thumbs cover about 25% of the screen, thus elements must placed and spaced accordingly. And the fourth lesson was that game behavior may need to be modified or enhanced (with "power-ups" and rate adjustments, for example) to make the game fun.

  19. A Web 2.0 Personal Learning Environment for Classical Chinese Poetry

    NASA Astrophysics Data System (ADS)

    Cao, Yiwei; Klamma, Ralf; Gao, Yan; Lau, Rynson W. H.; Jarke, Matthias

    Classical Chinese Poetry (CCP) is a valuable but almost locked treasure chest of human wisdom and civilization since 2000 years. With the advent of the Web 2.0 a renaissance of CCP is possible even outside Chinese-speaking communities world-wide. With mobile technologies and educational games we can address new learning communities for CCP and open the chest again. In this paper, we introduce a Web 2.0 personal learning environment for CCP. We have developed a generic and interoperable data model for CCP we utilize not only for mobile learning scenarios but also for educational gaming with different levels of difficulty. Learners are empowered to learn Chinese poetry, language, history, and culture. This research work shows how modern information technologies assist users to diffuse knowledge across the borderlines of communities and societies.

  20. A Prototype Exercise-Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases.

    PubMed

    Bruggers, Carol S; Baranowski, Sabrina; Beseris, Mathew; Leonard, Rachel; Long, Derek; Schulte, Elizabeth; Shorter, Ashton; Stigner, Rowan; Mason, Clinton C; Bedrov, Alisa; Pascual, Ian; Bulaj, Grzegorz

    2018-01-01

    Medical advances continue to improve morbidity and mortality of serious pediatric diseases, including cancer, driving research addressing diminished physical and psychological quality of life in children with these chronic conditions. Empowerment enhances resilience and positively influences health, disease, and therapy understanding. We describe the development and usability assessment of a prototype Empower Stars! mobile video game grounded in behavioral and exercise theories with the purpose of coupling physical exercise with empowerment over disease in children with cancer. Academic faculty, health-care providers, and community video game developers collaborated in this project. The iPadAir was selected as a delivery platform for its accelerometer and gyroscope features facilitating exercise design. Unity multiplatform technology provided animation and audiovisual features for immediate player feedback. Javascript, C#, Photoshop, Flash, and SketchUp were used for coding, creating graphical assets, Sprite sheets, and printing files, respectively. 3D-printed handles and case backing were used to adapt the iPad for physical exercise. Game usability, engagement, and enjoyment were assessed via a multilevel study of children undergoing cancer chemotherapy, their parents, and pediatric cancer health-care providers. Feedback crucial for ongoing game development was analyzed. A prototype Empower Stars! mobile video game was developed for children 7-14 years old with cancer. Active, sedentary, educational, and empowerment-centered elements intermix for 20 min of exercise within a 30 min "one-day treatment" gameplay session involving superheroes, space exploration, metaphorical cancer challenges, life restoration on a barren planet, and innumerable star rewards. No player "dies." Usability assessment data analyses showed widespread enthusiasm for integrating exercise with empowerment over cancer and the game itself. Favorite elements included collecting star rewards and planet terraforming. Traveling in space and the Healthy Food Choice game were least liked. The need for improved gameplay instructions was expressed by all groups. The usability study provided essential feedback for converting the prototype into alpha version of Empower Stars! Adapting exercise empowerment-promoting video game technology to mobile platforms facilitates usability and widespread dissemination for children with cancer. We discuss broader therapeutic applicability in diverse chronic pediatric diseases, including obesity, asthma, cystic fibrosis, diabetes, and juvenile idiopathic arthritis.

  1. Leveraging M and S in Soft Skills Training for the DoD

    NASA Technical Reports Server (NTRS)

    Cimino, James D.

    2011-01-01

    Soft skills, also called "people skills," are typically hard to observe, quantify and measure. These skills have to do with how we relate to each other; communicating, listening, engaging in dialogue, giving feedback, cooperating as a team member, solving problems and resolving conflicts. Most of the soft skills training is scenario based, utilizing written or video-based scenarios. with limited or no branching, as well as quantitative feedback. This paper will outline a game-based approach to configurable, scenario-based, soft skills training. The paper will discuss the application of realistic visual behavior cues (e.g. body language, vocal inflection, facial expressions) and how these can benefit the learner. Using the concept of a "virtual vignette" this paper will discuss a prototype system intended to leach suicide prevention and provide qualitative feedback to the learner. The paper will also explore other soft skills training applications for this technology

  2. Educational Videogames: Concept, Design And Evaluation

    NASA Astrophysics Data System (ADS)

    Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.

    2013-12-01

    Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide range of backgrounds. Overall we find that designing educational games is a constant balancing act to ensure the player is engaged and has fun while at the same time learning important concepts.

  3. Use of camera drive in stereoscopic display of learning contents of introductory physics

    NASA Astrophysics Data System (ADS)

    Matsuura, Shu

    2011-03-01

    Simple 3D physics simulations with stereoscopic display were created for a part of introductory physics e-Learning. First, cameras to see the 3D world can be made controllable by the user. This enabled to observe the system and motions of objects from any position in the 3D world. Second, cameras were made attachable to one of the moving object in the simulation so as to observe the relative motion of other objects. By this option, it was found that users perceive the velocity and acceleration more sensibly on stereoscopic display than on non-stereoscopic 3D display. Simulations were made using Adobe Flash ActionScript, and Papervison 3D library was used to render the 3D models in the flash web pages. To display the stereogram, two viewports from virtual cameras were displayed in parallel in the same web page. For observation of stereogram, the images of two viewports were superimposed by using 3D stereogram projection box (T&TS CO., LTD.), and projected on an 80-inch screen. The virtual cameras were controlled by keyboard and also by Nintendo Wii remote controller buttons. In conclusion, stereoscopic display offers learners more opportunities to play with the simulated models, and to perceive the characteristics of motion better.

  4. Water management simulation games and the construction of knowledge

    NASA Astrophysics Data System (ADS)

    Rusca, M.; Heun, J.; Schwartz, K.

    2012-03-01

    In recent years simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper we argue that simulation games have an important role to play in (actively) educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulations games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved requires considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualization. For simulations to be effective they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute traditional teaching methods.

  5. Water management simulation games and the construction of knowledge

    NASA Astrophysics Data System (ADS)

    Rusca, M.; Heun, J.; Schwartz, K.

    2012-08-01

    In recent years, simulations have become an important part of teaching activities. The reasons behind the popularity of simulation games are twofold. On the one hand, emerging theories on how people learn have called for an experienced-based learning approach. On the other hand, the demand for water management professionals has changed. Three important developments are having considerable consequences for water management programmes, which educate and train these professionals. These developments are the increasing emphasis on integration in water management, the characteristics and speed of reforms in the public sector and the shifting state-society relations in many countries. In response to these developments, demand from the labour market is oriented toward water professionals who need to have both a specialist in-depth knowledge in their own field, as well as the ability to understand and interact with other disciplines and interests. In this context, skills in negotiating, consensus building and working in teams are considered essential for all professionals. In this paper, we argue that simulation games have an important role to play in (actively) educating students and training the new generation of water professionals to respond to the above-mentioned challenges. At the same time, simulations are not a panacea for learners and teachers. Challenges of using simulation games include the demands it places on the teacher. Setting up the simulation game, facilitating the delivery and ensuring that learning objectives are achieved require considerable knowledge and experience as well as considerable time-inputs of the teacher. Moreover, simulation games usually incorporate a case-based learning model, which may neglect or underemphasize theories and conceptualizations. For simulations to be effective, they have to be embedded in this larger theoretical and conceptual framework. Simulations, therefore, complement rather than substitute traditional teaching methods.

  6. Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies.

    PubMed

    West, Greg L; Drisdelle, Brandi Lee; Konishi, Kyoko; Jackson, Jonathan; Jolicoeur, Pierre; Bohbot, Veronique D

    2015-06-07

    The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime. © 2015 The Author(s) Published by the Royal Society. All rights reserved.

  7. Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies

    PubMed Central

    West, Greg L.; Drisdelle, Brandi Lee; Konishi, Kyoko; Jackson, Jonathan; Jolicoeur, Pierre; Bohbot, Veronique D.

    2015-01-01

    The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime. PMID:25994669

  8. Landspotting: Social gaming to collect vast amounts of data for satellite validation

    NASA Astrophysics Data System (ADS)

    Fritz, S.; Purgathofer, P.; Kayali, F.; Fellner, M.; Wimmer, M.; Sturn, T.; Triebnig, G.; Krause, S.; Schindler, F.; Kollegger, M.; Perger, C.; Dürauer, M.; Haberl, W.; See, L.; McCallum, I.

    2012-04-01

    At present there is no single satellite-derived global land cover product that is accurate enough to provide reliable estimates of forest or cropland area to determine, e.g., how much additional land is available to grow biofuels or to tackle problems of food security. The Landspotting Project aims to improve the quality of this land cover information by vastly increasing the amount of in-situ validation data available for calibration and validation of satellite-derived land cover. The Geo-Wiki (Geo-Wiki.org) system currently allows users to compare three satellite derived land cover products and validate them using Google Earth. However, there is presently no incentive for anyone to provide this data so the amount of validation through Geo-Wiki has been limited. However, recent competitions have proven that incentive driven campaigns can rapidly create large amounts of input. The LandSpotting Project is taking a truly innovative approach through the development of the Landspotting game. The game engages users whilst simultaneously collecting a large amount of in-situ land cover information. The development of the game is informed by the current raft of successful social gaming that is available on the internet and as mobile applications, many of which are geo-spatial in nature. Games that are integrated within a social networking site such as Facebook illustrate the power to reach and continually engage a large number of individuals. The number of active Facebook users is estimated to be greater than 400 million, where 100 million are accessing Facebook from mobile devices. The Landspotting Game has similar game mechanics as the famous strategy game "Civilization" (i.e. build, harvest, research, war, diplomacy, etc.). When a player wishes to make a settlement, they must first classify the land cover over the area they wish to settle. As the game is played on the earth surface with Google Maps, we are able to record and store this land cover/land use classification geographically. Every player can play the game for free (i.e. a massive multiplayer online game). Furthermore, it is a social game on Facebook (e.g. invite friends, send friends messages, purchase gifts, help friends, post messages onto the wall, etc). The game is played in a web browser, therefore it runs everywhere (where Flash is supported) without requiring the user to install anything additional. At the same time, the Geo-Wiki system will be modified to use the acquired in-situ validation information to create new outputs: a hybrid land cover map, which takes the best information from each individual product to create a single integrated version; a database of validation points that will be freely available to the land cover user community; and a facility that allows users to create a specific targeted validation area, which will then be provided to the crowdsourcing community for validation. These outputs will turn Geo-Wiki into a valuable system for earth system scientists.

  9. Technology and informal education: what is taught, what is learned.

    PubMed

    Greenfield, Patricia M

    2009-01-02

    The informal learning environments of television, video games, and the Internet are producing learners with a new profile of cognitive skills. This profile features widespread and sophisticated development of visual-spatial skills, such as iconic representation and spatial visualization. A pressing social problem is the prevalence of violent video games, leading to desensitization, aggressive behavior, and gender inequity in opportunities to develop visual-spatial skills. Formal education must adapt to these changes, taking advantage of new strengths in visual-spatial intelligence and compensating for new weaknesses in higher-order cognitive processes: abstract vocabulary, mindfulness, reflection, inductive problem solving, critical thinking, and imagination. These develop through the use of an older technology, reading, which, along with audio media such as radio, also stimulates imagination. Informal education therefore requires a balanced media diet using each technology's specific strengths in order to develop a complete profile of cognitive skills.

  10. Twelve tips for using applied improvisation in medical education.

    PubMed

    Hoffmann-Longtin, Krista; Rossing, Jonathan P; Weinstein, Elizabeth

    2018-04-01

    Future physicians will practice medicine in a more complex environment than ever, where skills of interpersonal communication, collaboration and adaptability to change are critical. Applied improvisation (or AI) is an instructional strategy which adapts the concepts of improvisational theater to teach these types of complex skills in other contexts. Unique to AI is its very active teaching approach, adapting theater games to help learners meet curricular objectives. In medical education, AI is particularly helpful when attempting to build students' comfort with and skills in complex, interpersonal behaviors such as effective listening, person-centeredness, teamwork and communication. This article draws on current evidence and the authors' experiences to present best practices for incorporating AI into teaching medicine. These practical tips help faculty new to AI get started by establishing goals, choosing appropriate games, understanding effective debriefing, considering evaluation strategies and managing resistance within the context of medical education.

  11. The power of videogame-like experiences for explanatory storytelling in science, education, and healthcare.

    NASA Astrophysics Data System (ADS)

    Sarno, D. A.; Hayes, J.

    2016-12-01

    In the last forty years, videogames have gone from a dot bouncing between two lines ("PONG", 1972), to sprawling $150 million enterprises that teams of hundreds work on for years, with fully-developed, novelistic stories and graphics that can be arrestingly realistic and engrossing. Video games - and now virtual reality - conjure superhero sagas, alien wars, and historic battlefields. Yet the game industry has given little thought to using this powerful storytelling medium to explain the many wondrous facets of regular old reality. The techniques and technologies of game design are offering an ever-more potent tool for explaining the processes of science. Want to explain fracking to someone unfamiliar with its strange mechanics? We did - we built a game-like graphic that asks learners to frack a well themselves, on an iPad. They use their fingergs to drill the well, inject the water and solvents, and gather the resulting oil and gas - not to mention seeing the potential environmental ramifications. How about explaining heart or brain surgery on a 3-month old child? Or showing students how a nerve cell works by allowing them to fly into it and build the proteins that enable the nerve to fire? We've done all these, and are continuing to add new dimensions to immersive teaching and explanatory storytelling. We'll share insights we've gathered along the way.

  12. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms.

    PubMed

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-E; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs' appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers' attention from different fields and many studies have validated MMORPGs' positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers' overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas.

  13. Improve Student Understanding Ability Through Gamification in Instructional Media Based Explicit Instruction

    NASA Astrophysics Data System (ADS)

    Firdausi, N.; Prabawa, H. W.; Sutarno, H.

    2017-02-01

    In an effort to maximize a student’s academic growth, one of the tools available to educators is the explicit instruction. Explicit instruction is marked by a series of support or scaffold, where the students will be guided through the learning process with a clear statement of purpose and a reason for learning new skills, a clear explanation and demonstration of learning targets, supported and practiced with independent feedback until mastery has been achieved. The technology development trend of todays, requires an adjustment in the development of learning object that supports the achievement of explicit instruction targets. This is where the gamification position is. In the role as a pedagogical strategy, the use of gamification preformance study class is still relatively new. Gamification not only use the game elements and game design techniques in non-game contexts, but also to empower and engage learners with the ability of motivation on learning approach and maintains a relaxed atmosphere. With using Reseach and Development methods, this paper presents the integration of technology (which in this case using the concept of gamification) in explicit instruction settings and the impact on the improvement of students’ understanding.

  14. Beyond game effectiveness. Part II, a qualitative study of multi-role experiential learning.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Willis, Matthew; Tucker, Eilish Marie; Raybourn, Elaine Marie

    The present paper is the second in a series published at I/ITSEC that seeks to explain the efficacy of multirole experiential learning employed to create engaging game-based training methods transitioned to the U.S. Army, U.S. Army Special Forces, Civil Affairs, and Psychological Operations teams. The first publication (I/ITSEC 2009) summarized findings from a quantitative study that investigated experiential learning in the multi-player, PC-based game module transitioned to PEO-STRI, DARWARS Ambush! NK (non-kinetic). The 2009 publication reported that participants of multi-role (Player and Reflective Observer/Evaluator) game-based training reported statistically significant learning and engagement. Additionally when the means of the two groupsmore » (Player and Reflective Observer/Evaluator) were compared, they were not statistically significantly different from each other. That is to say that both playing as well as observing/evaluating were engaging learning modalities. The Observer/Evaluator role was designed to provide an opportunity for real-time reflection and meta-cognitive learning during game play. Results indicated that this role was an engaging way to learn about communication, that participants learned something about cultural awareness, and that the skills they learned were helpful in problem solving and decision-making. The present paper seeks to continue to understand what and how users of non-kinetic game-based missions learn by revisiting the 2009 quantitative study with further investigation such as stochastic player performance analysis using latent semantic analyses and graph visualizations to correlate against human coder ratings and pre- and post-test self-analysis. The results are applicable to First-Person game-based learning systems designed to enhance trainee intercultural communication, interpersonal skills, and adaptive thinking. In the full paper, we discuss results obtained from data collected from 78 research participants of diverse backgrounds who trained by engaging in tasks directly, as well as observing and evaluating peer performance in real-time. The goal is two-fold. One is to quantify and visualize detailed player performance data coming from game play transcription to give further understanding to the results in the 2009 I/ITSEC paper. The second is to develop a set of technologies from this quantification and visualization approach into a generalized application tool to be used to aid in future games development of player/learner models and game adaptation algorithms.« less

  15. Dynamically analyzing cell interactions in biological environments using multiagent social learning framework.

    PubMed

    Zhang, Chengwei; Li, Xiaohong; Li, Shuxin; Feng, Zhiyong

    2017-09-20

    Biological environment is uncertain and its dynamic is similar to the multiagent environment, thus the research results of the multiagent system area can provide valuable insights to the understanding of biology and are of great significance for the study of biology. Learning in a multiagent environment is highly dynamic since the environment is not stationary anymore and each agent's behavior changes adaptively in response to other coexisting learners, and vice versa. The dynamics becomes more unpredictable when we move from fixed-agent interaction environments to multiagent social learning framework. Analytical understanding of the underlying dynamics is important and challenging. In this work, we present a social learning framework with homogeneous learners (e.g., Policy Hill Climbing (PHC) learners), and model the behavior of players in the social learning framework as a hybrid dynamical system. By analyzing the dynamical system, we obtain some conditions about convergence or non-convergence. We experimentally verify the predictive power of our model using a number of representative games. Experimental results confirm the theoretical analysis. Under multiagent social learning framework, we modeled the behavior of agent in biologic environment, and theoretically analyzed the dynamics of the model. We present some sufficient conditions about convergence or non-convergence and prove them theoretically. It can be used to predict the convergence of the system.

  16. Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students.

    PubMed

    Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander

    2013-01-01

    When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching method for self-instruction.

  17. Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students

    PubMed Central

    Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander

    2013-01-01

    Background When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. Objectives To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. Methods A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. Results The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Conclusions Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching method for self-instruction. PMID:24349257

  18. Educational games for mental health professionals.

    PubMed

    Bhoopathi, P S; Sheoran, R

    2006-04-19

    In traditional didactic teaching, the learner has a passive role, digesting the knowledge presented by the teacher. Stimulating and active teaching processes may be better at instilling information than more pedestrian approaches. Games involving repetition, reinforcement, association and use of multiple senses have been proposed as part of experiential learning. To assess the effects of educational games on the knowledge and clinical skill of mental health professionals compared to the effects of standard teaching approaches. We performed electronic searches of AMED (1998 - November 2005), British Nursing Index (November 2005), Cochrane Library (Issue 3, 2005), Cochrane Schizophrenia Group Trials Register (November 2005), CINAHL (November 2005) EMBASE (November 2005), Educational Resources Information Centre on CSA (1966 - November 2005), MEDLINE (November 2005), PsycINFO (November 2005). We also searched references of all selected articles and contacted authors of included trials for more information. Randomised controlled trials comparing any educational game aiming at increasing knowledge and/or skills with a standard educational approach for mental health professionals. We extracted data independently and analysed on an intention-to-treat basis. We analysed the individual person data using fixed effect Peto Odds Ratio (OR) calculated the 95% confidence intervals (CI). If appropriate, the number needed to treat (NNT) or number needed to harm (NNH) was estimated. For continuous data, we calculated weighted mean differences. We identified one trial (n=34) of an educational game for mental health nursing students of only a few hours follow up. For an outcome we arbitrarily defined ('no academically important improvement [a 10% improvement in scores]') those allocated to educational games fared considerably better than students in the standard education techniques group (OR 0.06 CI 0.01 to 0.27, NNT 3 CI 2 to 4). On average those in the games group scored six more points than the control students on a test of questions relevant to psychosis set to the standard of the mental health nursing curriculum of the day (WMD 6 CI 2.63 to 9.37). Current limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. This salient study should be refined and repeated.

  19. The effects of auditory and visual cues on timing synchronicity for robotic rehabilitation.

    PubMed

    English, Brittney A; Howard, Ayanna M

    2017-07-01

    In this paper, we explore how the integration of auditory and visual cues can help teach the timing of motor skills for the purpose of motor function rehabilitation. We conducted a study using Amazon's Mechanical Turk in which 106 participants played a virtual therapy game requiring wrist movements. To validate that our results would translate to trends that could also be observed during robotic rehabilitation sessions, we recreated this experiment with 11 participants using a robotic wrist rehabilitation system as means to control the therapy game. During interaction with the therapy game, users were asked to learn and reconstruct a tapping sequence as defined by musical notes flashing on the screen. Participants were divided into 2 test groups: (1) control: participants only received visual cues to prompt them on the timing sequence, and (2) experimental: participants received both visual and auditory cues to prompt them on the timing sequence. To evaluate performance, the timing and length of the sequence were measured. Performance was determined by calculating the number of trials needed before the participant was able to master the specific aspect of the timing task. In the virtual experiment, the group that received visual and auditory cues was able to master all aspects of the timing task faster than the visual cue only group with p-values < 0.05. This trend was also verified for participants using the robotic arm exoskeleton in the physical experiment.

  20. Solving of Clock Problems Using An Algebraic Approach And Developing An Application For Automatic Conversion

    NASA Astrophysics Data System (ADS)

    Lakshmi Devaraj, Shanmuga

    2018-04-01

    The recent trend in learning Mathematics is through android apps like Byju’s. The clock problems asked in aptitude tests could be learnt using such computer applications. The Clock problems are of four categories namely: 1. What is the angle between the hands of a clock at a particular time 2. When the hands of a clock will meet after a particular time 3. When the hands of a clock will be at right angle after a particular time 4. When the hands of a clock will be in a straight line but not together after a particular time The aim of this article is to convert the clock problems which were solved using the traditional approach to algebraic equations and solve them. Shortcuts are arrived which help in solving the questions in just a few seconds. Any aptitude problem could be converted to an algebraic equation by tracing the way the problem proceeds by applying our analytical skills. Solving of equations would be the easiest part in coming up with the solution. Also a computer application could be developed by using the equations that were arrived at in the analysis part. The computer application aims at solving the four different problems in Clocks. The application helps the learners of aptitude for CAT and other competitive exams to know the approach of the problem. Learning Mathematics with a gaming tool like this would be interesting to the learners. This paper provides a path to creating gaming apps to learn Mathematics.

  1. Mediating Peer Teaching for Learning Games: An Action Research Intervention Across Three Consecutive Sport Education Seasons.

    PubMed

    Farias, Cláudio; Mesquita, Isabel; Hastie, Peter A; O'Donovan, Toni

    2018-03-01

    The purpose of this study was to provide an integrated analysis of a teacher's peer-teaching mediation strategies, the student-coaches' instruction, and the students' gameplay development across 3 consecutive seasons of sport education. Twenty-six 7th-grade students participated in 3 consecutive sport education seasons of invasion games (basketball, handball, and soccer). The research involved 3 action research cycles, 1 per season, and each cycle included the processes of planning, acting and monitoring, reflecting, and fact finding. Data collection consisted of videotape and audiotape records of all 47 lessons, a reflective field diary kept by the first author in the role of teacher-researcher, and a total of 24 semistructured focus-group interviews. Trustworthiness criteria for assuring the quality of qualitative research included extensive data triangulation, stakeholders' crosschecking, and collaborative interpretational analysis. Through the application of systematic preparation strategies, student-coaches were able to successfully conduct team instruction that resulted in students' tactical development and improved performance. Aspects such as the study of predominant configurations of players' gameplay and similar tactical principles across games within the same category prevented a setback in the complexity of the learning content addressed at the beginning of each season. Players also showed an increasing ability to adapt gameplay to game conditions. While sport education has the capacity to develop competent players, different levels of teacher guidance and learners' instructional responsibility are necessary when teaching tactics.

  2. Trapped as a Group, Escape as a Team: Applying Gamification to Incorporate Team-building Skills Through an ‘Escape Room’ Experience

    PubMed Central

    Lee, Hyunjoo; Rodriguez, Carlos; Rudner, Joshua; Chan, Teresa M; Papanagnou, Dimitrios

    2018-01-01

    Teamwork, a skill critical for quality patient care, is recognized as a core competency by the Accreditation Council for Graduate Medical Education (ACGME). To date, there is no consensus on how to effectively teach these skills in a forum that engages learners, immerses members in life-like activities, and builds both trust and rapport. Recreational ‘Escape Rooms’ have gained popularity in creating a life-like environment that rewards players for working together, solving puzzles, and completing successions of mind-bending tasks in order to effectively ‘escape the room’ in the time allotted. In this regard, escape rooms share many parallels with the multitasking and teamwork that is essential for a successful emergency department (ED) shift. A pilot group of nine emergency medicine (EM) residents and one senior EM faculty member underwent a commercial escape room as part of a team-building exercise in January 2018. The escape room required participants to practice teamwork, communication, task delegation, and critical thinking to tackle waves of increasingly complex puzzles, ranging from hidden objects, physical object assembly (i.e., jigsaw puzzles), and symbol matching. Activities required members to recognize and utilize the collective experiences, skills, knowledge base, and physical abilities of the group. After the game, players underwent a structured ‘game-master’ debriefing facilitated by an employee of the commercial escape room; this was followed by a post-event survey facilitated by a faculty member, which focused on participants’ feelings, experiences, and problem-solving techniques. Escape rooms afford learners the opportunity to engage in an activity that rewards teamwork and effective leadership through experiences that directly link to specific ACGME milestones and educational learning theories. EM participants were engaged in the activity and felt that the escape room reproduced an environment analogous to the ED. The debriefing that followed the activity provided a satisfactory conclusion to the experience; but learners preferred a more organized debriefing format that provided them with constructive and specific feedback on their performance. PMID:29725559

  3. Trapped as a Group, Escape as a Team: Applying Gamification to Incorporate Team-building Skills Through an 'Escape Room' Experience.

    PubMed

    Zhang, Xiao Chi; Lee, Hyunjoo; Rodriguez, Carlos; Rudner, Joshua; Chan, Teresa M; Papanagnou, Dimitrios

    2018-03-02

    Teamwork, a skill critical for quality patient care, is recognized as a core competency by the Accreditation Council for Graduate Medical Education (ACGME). To date, there is no consensus on how to effectively teach these skills in a forum that engages learners, immerses members in life-like activities, and builds both trust and rapport. Recreational 'Escape Rooms' have gained popularity in creating a life-like environment that rewards players for working together, solving puzzles, and completing successions of mind-bending tasks in order to effectively 'escape the room' in the time allotted. In this regard, escape rooms share many parallels with the multitasking and teamwork that is essential for a successful emergency department (ED) shift. A pilot group of nine emergency medicine (EM) residents and one senior EM faculty member underwent a commercial escape room as part of a team-building exercise in January 2018. The escape room required participants to practice teamwork, communication, task delegation, and critical thinking to tackle waves of increasingly complex puzzles, ranging from hidden objects, physical object assembly (i.e., jigsaw puzzles), and symbol matching. Activities required members to recognize and utilize the collective experiences, skills, knowledge base, and physical abilities of the group. After the game, players underwent a structured 'game-master' debriefing facilitated by an employee of the commercial escape room; this was followed by a post-event survey facilitated by a faculty member, which focused on participants' feelings, experiences, and problem-solving techniques. Escape rooms afford learners the opportunity to engage in an activity that rewards teamwork and effective leadership through experiences that directly link to specific ACGME milestones and educational learning theories. EM participants were engaged in the activity and felt that the escape room reproduced an environment analogous to the ED. The debriefing that followed the activity provided a satisfactory conclusion to the experience; but learners preferred a more organized debriefing format that provided them with constructive and specific feedback on their performance.

  4. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms

    PubMed Central

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-e; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs’ appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers’ attention from different fields and many studies have validated MMORPGs’ positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers’ overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas. PMID:28303097

  5. Evolving Educational Techniques in Surgical Training.

    PubMed

    Evans, Charity H; Schenarts, Kimberly D

    2016-02-01

    Training competent and professional surgeons efficiently and effectively requires innovation and modernization of educational methods. Today's medical learner is quite adept at using multiple platforms to gain information, providing surgical educators with numerous innovative avenues to promote learning. With the growth of technology, and the restriction of work hours in surgical education, there has been an increase in use of simulation, including virtual reality, robotics, telemedicine, and gaming. The use of simulation has shifted the learning of basic surgical skills to the laboratory, reserving limited time in the operating room for the acquisition of complex surgical skills". Copyright © 2016 Elsevier Inc. All rights reserved.

  6. Why Flash Type Matters: A Statistical Analysis

    NASA Astrophysics Data System (ADS)

    Mecikalski, Retha M.; Bitzer, Phillip M.; Carey, Lawrence D.

    2017-09-01

    While the majority of research only differentiates between intracloud (IC) and cloud-to-ground (CG) flashes, there exists a third flash type, known as hybrid flashes. These flashes have extensive IC components as well as return strokes to ground but are misclassified as CG flashes in current flash type analyses due to the presence of a return stroke. In an effort to show that IC, CG, and hybrid flashes should be separately classified, the two-sample Kolmogorov-Smirnov (KS) test was applied to the flash sizes, flash initiation, and flash propagation altitudes for each of the three flash types. The KS test statistically showed that IC, CG, and hybrid flashes do not have the same parent distributions and thus should be separately classified. Separate classification of hybrid flashes will lead to improved lightning-related research, because unambiguously classified hybrid flashes occur on the same order of magnitude as CG flashes for multicellular storms.

  7. Flexible word meaning in embodied agents

    NASA Astrophysics Data System (ADS)

    Wellens, Peter; Loetzsch, Martin; Steels, Luc

    2008-06-01

    Learning the meanings of words requires coping with referential uncertainty - a learner hearing a novel word cannot be sure which aspects or properties of the referred object or event comprise the meaning of the word. Data from developmental psychology suggest that human learners grasp the important aspects of many novel words after just a few exposures, a phenomenon known as fast mapping. Traditionally, word learning is viewed as a mapping task, in which the learner has to map a set of forms onto a set of pre-existing concepts. We criticise this approach and argue instead for a flexible nature of the coupling between form and meanings as a solution to the problem of referential uncertainty. We implemented and tested the model in populations of humanoid robots that play situated language games about objects in their shared environment. Results show that the model can handle an exponential increase in uncertainty and allows scaling towards very large meaning spaces, while retaining the ability to grasp an operational meaning almost instantly for a great number of words. In addition, the model captures some aspects of the flexibility of form-meaning associations found in human languages. Meanings of words can shift between being very specific (names) and general (e.g. 'small'). We show that this specificity is biased not by the model itself but by the distribution of object properties in the world.

  8. Plant a tree in cyberspace: metaphor and analogy as design elements in Web-based learning environments.

    PubMed

    Wolfe, C R

    2001-02-01

    Analogy and metaphor are figurative forms of communication that help people integrate new information with prior knowledge to facilitate comprehension and appropriate inferences. The novelty and versatility of the Web place cognitive burdens on learners that can be overcome through the use of analogies and metaphors. This paper explores three uses of figurative communication as design elements in Web-based learning environments, and provides empirical illustrations of each. First, extended analogies can be used as the basis of cover stories that create an analogy between the learner's position and a hypothetical situation. The Dragonfly Web pages make extensive use of analogous cover stories in the design of interactive decision-making games. Feedback from visitors, patterns of usage, and external reviews provide evidence of effectiveness. A second approach is visual analogies based on the principles of ecological psychology. An empirical example suggests that visual analogies are most effective when there is a one-to-one correspondence between the base and visual target analogs. The use of learner-generated analogies is a third approach. Data from an offline study with undergraduate science students are presented indicating that generating analogies are associated with significant improvements in the ability to place events in natural history on a time line. It is concluded that cyberspace itself might form the basis of the next guiding metaphor of mind.

  9. The portal of geriatrics online education: a 21st-century resource for teaching geriatrics.

    PubMed

    Ramaswamy, Ravishankar; Leipzig, Rosanne M; Howe, Carol L; Sauvigne, Karen; Usiak, Craig; Soriano, Rainier P

    2015-02-01

    The way students are taught and evaluated is changing, with greater emphasis on flexible, individualized, learner-centered education, including the use of technology. The goal of assessment is also shifting from what students know to how they perform in practice settings. Developing educational materials for teaching in these ways is time-consuming and can be expensive. The Portal of Geriatrics Online Education (POGOe) was developed to aid educators in meeting these needs and become quicker, better-prepared teachers of geriatrics. POGOe contains more than 950 geriatrics educational materials that faculty at 45% of allopathic and 7% of osteopathic U.S. medical schools and the Centers for Geriatric Nursing Excellence have created. These materials include various instructional and assessment methodologies, including virtual and standardized patients, games, tutorials, case-based teaching, self-directed learning, and traditional lectures. Materials with common goals and resource types are available as selected educational series. Learner assessments comprise approximately 10% of the educational materials. POGOe also includes libraries of videos, images, and questions extracted from its educational materials to encourage educators to repurpose content components to create new resources and to align their teaching better with their learners' needs. Web-Geriatric Education Modules, a peer-reviewed online modular curriculum for medical students, is a prime example of this repurposing. The existence of a robust compendium of instructional and assessment materials allows educators to concentrate more on improving learner performance in practice and not simply on knowledge acquisition. It also makes it easier for nongeriatricians to teach the care of older adults in their respective disciplines. © 2015, Copyright the Authors Journal compilation © 2015, The American Geriatrics Society.

  10. An Artistic Exploration of Inattention Blindness†

    PubMed Central

    Levy, Ellen K.

    2012-01-01

    An experiment about inattention blindness was conducted within the context of an art exhibition as opposed to a laboratory context in order to investigate the potential of art as a vehicle to study attention and its disorders. The project utilized a flash animation, Stealing Attention, that was modeled after the movie by Simons and Chabris (1999) but with significant experimental differences, involving context and staging, the emotional salience of the objects depicted, and the prior art viewing experience of participants. The study involved two components: observing if viewers watching an animation in a gallery could be distracted from noticing the disappearance of stolen museum antiquities (the targets) by the overlaid flashing images of a card game (the distractors) and then observing whether repetition of the depicted targets throughout the gallery installation could facilitate a re-direction of attention that allowed viewers to perceive the targets not initially noted in the animation. My findings were that, after viewing the entire installation and then re-viewing the animation, 64% of the viewers who did not initially remark on the targets in the animation were then able to see them. The discussion elaborates on these findings and then considers ways in which the implications of inattention blindness paradigms might be more fully rendered by uniting insights from the two disciplines of art and neuroscience than by either alone. PMID:22232588

  11. Measuring hot flash phenomenonology using ambulatory prospective digital diaries

    PubMed Central

    Fisher, William I.; Thurston, Rebecca C.

    2016-01-01

    Objective This study provides the description, protocol, and results from a novel prospective ambulatory digital hot flash phenomenon diary. Methods This study included 152 midlife women with daily hot flashes who completed an ambulatory electronic hot flash diary continuously for the waking hours of 3 consecutive days. In this diary, women recorded their hot flashes and accompanying characteristics and associations as the hot flashes occurred. Results Self-reported hot flash severity on the digital diaries indicated that the majority of hot flashes were rated as mild (41.3%) or moderate (43.7%). Severe (13.1%) and very severe (1.8%) hot flashes were less common. Hot flash bother ratings were rated as mild (43%), or moderate (33.5%), with fewer hot flashes reported bothersome (17.5%) or very bothersome (6%). The majority of hot flashes were reported as occurring on the on the face (78.9%), neck (74.7%), and chest (61.3%). Prickly skin was reported concurrently with 32% of hot flashes, 7% with anxiety and 5% with nausea. A novel finding, 38% of hot flashes were accompanied by a premonitory aura. Conclusion A prospective electronic digital hot flash diary allows for a more precise quantitation of hot flashes while overcoming many of the limitations of commonly employed retrospective questionnaires and paper diaries. Unique insights into the phenomenology, loci and associated characteristics of hot flashes were obtained using this device. The digital hot flash phenomenology diary is recommended for future ambulatory studies of hot flashes as a prospective measure of the hot flash experience. PMID:27404030

  12. Measuring hot flash phenomenonology using ambulatory prospective digital diaries.

    PubMed

    Fisher, William I; Thurston, Rebecca C

    2016-11-01

    This study provides the description, protocol, and results from a novel prospective ambulatory digital hot flash phenomenon diary. This study included 152 midlife women with daily hot flashes who completed an ambulatory electronic hot flash diary continuously for the waking hours of three consecutive days. In this diary, women recorded their hot flashes and accompanying characteristics and associations as the hot flashes occurred. Self-reported hot flash severity on the digital diaries indicated that the majority of hot flashes were rated as mild (41.3%) or moderate (43.7%). Severe (13.1%) and very severe (1.8%) hot flashes were less common. Hot flash bother ratings were rated as mild (43%), or moderate (33.5%), with fewer hot flashes reported bothersome (17.5%) or very bothersome (6%). The majority of hot flashes were reported as occurring on the face (78.9%), neck (74.7%), and chest (61.3%). Of all reported hot flashes, 32% occurred concurrently with prickly skin, 7% with anxiety, and 5% with nausea. A novel finding from the study was that 38% of hot flashes were accompanied by a premonitory aura. A prospective electronic digital hot flash diary allows for a more precise quantitation of hot flashes while overcoming many of the limitations of commonly used retrospective questionnaires and paper diaries. Unique insights into the phenomenology, loci, and associated characteristics of hot flashes were obtained using this device. The digital hot flash phenomenology diary is recommended for future ambulatory studies of hot flashes as a prospective measure of the hot flash experience.

  13. Group level effects of social versus individual learning.

    PubMed

    Jost, Jürgen; Li, Wei

    2013-06-01

    We study the effects of learning by imitating others within the framework of an iterated game in which the members of two complementary populations interact via random pairing at each round. This allows us to compare both the fitness of different strategies within a population and the performance of populations in which members have access to different types of strategies. Previous studies reveal some emergent dynamics at the population level, when players learn individually. We here investigate a different mechanism in which players can choose between two different learning strategies, individual or social. Imitating behavior can spread within a mixed population, with the frequency of imitators varying over generation time. When compared to a pure population with solely individual learners, a mixed population with both individual and social learners can do better, independently of the precise learning scheme employed. We can then search for the best imitating strategy. Imitating the neighbor with the highest payoff turns out to be consistently superior. This is in agreement with findings in experimental and model studies that have been carried out in different settings.

  14. Daily Physical Activity and Hot Flashes in the Study of Women's Health Across the Nation FLASHES Study

    PubMed Central

    Gibson, Carolyn; Matthews, Karen; Thurston, Rebecca

    2014-01-01

    Objective To examine the role of physical activity in menopausal hot flashes. Competing models conceptualize physical activity as a risk or protective factor for hot flashes. Few studies have examined this relationship prospectively using physiologic measures of hot flashes and physical activity. Design Over two 48 hour-periods, 51 participants wore a physiologic hot flash monitor and activity monitor, and reported their hot flashes in an electronic diary. Physiologic hot flashes, reported hot flashes and reported hot flashes without physiological corroboration were related to activity changes using hierarchical generalized linear modeling, adjusting for potential confounders. Setting Community. Patients Midlife women. Interventions None. Main Outcome Measures Physiologically-detected hot flashes and reported hot flashes with and without physiologic corroboration. Results Hot flash reports without physiologic corroboration were more likely after activity increases (OR 1.04, 95% CI: 1.00-1.10, p=.01), particularly among women with higher levels of depressive symptoms (interaction p=.02). No other types of hot flashes were related to physical activity. Conclusion Acute increases in physical activity were associated with increased reporting of hot flashes lacking physiologic corroboration, particularly among women with depressive symptoms. Clinicians should consider the role of symptom perception and reporting in relations between physical activity and hot flashes. PMID:24491454

  15. Using SecondLife Online Virtual World Technology to Introduce Educators to the Digital Culture

    NASA Technical Reports Server (NTRS)

    Jamison, John

    2008-01-01

    The rapidly changing culture resulting from new technologies and digital gaming has created an increasing language gap between traditional educators and today's learners (Natkin, 2006; Seely-Brown, 2000). This study seeks to use the online virtual world of SecondLife.com as a tool to introduce educators to this new environment for learning. This study observes the activities and perceptions of a group of educators given unscripted access to this virtual environment. The results 'suggest that although serious technology limitations do currently exist, the potential of this virtual world environment as a learning experience for educators is strong.

  16. Adaptive P300 based control system

    PubMed Central

    Jin, Jing; Allison, Brendan Z.; Sellers, Eric W.; Brunner, Clemens; Horki, Petar; Wang, Xingyu; Neuper, Christa

    2015-01-01

    An adaptive P300 brain-computer interface (BCI) using a 12 × 7 matrix explored new paradigms to improve bit rate and accuracy. During online use, the system adaptively selects the number of flashes to average. Five different flash patterns were tested. The 19-flash paradigm represents the typical row/column presentation (i.e., 12 columns and 7 rows). The 9- and 14-flash A & B paradigms present all items of the 12 × 7 matrix three times using either nine or 14 flashes (instead of 19), decreasing the amount of time to present stimuli. Compared to 9-flash A, 9-flash B decreased the likelihood that neighboring items would flash when the target was not flashing, thereby reducing interference from items adjacent to targets. 14-flash A also reduced adjacent item interference and 14-flash B additionally eliminated successive (double) flashes of the same item. Results showed that accuracy and bit rate of the adaptive system were higher than the non-adaptive system. In addition, 9- and 14-flash B produced significantly higher performance than their respective A conditions. The results also show the trend that the 14-flash B paradigm was better than the 19-flash pattern for naïve users. PMID:21474877

  17. Brain potentials predict learning, transmission and modification of an artificial symbolic system.

    PubMed

    Lumaca, Massimo; Baggio, Giosuè

    2016-12-01

    It has recently been argued that symbolic systems evolve while they are being transmitted across generations of learners, gradually adapting to the relevant brain structures and processes. In the context of this hypothesis, little is known on whether individual differences in neural processing capacity account for aspects of 'variation' observed in symbolic behavior and symbolic systems. We addressed this issue in the domain of auditory processing. We conducted a combined behavioral and EEG study on 2 successive days. On day 1, participants listened to standard and deviant five-tone sequences: as in previous oddball studies, an mismatch negativity (MMN) was elicited by deviant tones. On day 2, participants learned an artificial signaling system from a trained confederate of the experimenters in a coordination game in which five-tone sequences were associated to affective meanings (emotion-laden pictures of human faces). In a subsequent game with identical structure, participants transmitted and occasionally changed the signaling system learned during the first game. The MMN latency from day 1 predicted learning, transmission and structural modification of signaling systems on day 2. Our study introduces neurophysiological methods into research on cultural transmission and evolution, and relates aspects of variation in symbolic systems to individual differences in neural information processing. © The Author (2016). Published by Oxford University Press. For Permissions, please email: journals.permissions@oup.com.

  18. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I was quickly generating ideas I was excited to share. Just working with FUTURE COAST in an informal way got my imagination going - not just because of its global issues, but through the collaborative possibilities it seems uniquely designed to leverage.' * 'We walked through a construction site. When we saw that, using current predictions in sea level rise, these homes would be flooded well before the year 2100, it really brought home the weak link between policy and decisionmaking.' * 'I liked being given situations and policy challenges to decide on as player teams. We all have opinions about these things but don't often get a chance to discuss them and consider the implications of these decisions.' Using a variety of state-of-the-art methods that map mental models (e.g. fuzzy cognitive mapping), and problem-solving approaches that test key systems thinking indicators (e.g. awareness of feedback loops and time delays), we are assessing the extent to which the PoLAR games/ products/interventions enhance systems thinking in participants compared with more traditional text-based sources of climate change information.

  19. Adverse Effects of Induced Hot Flashes on Objectively Recorded and Subjectively Reported Sleep: Results of a Gonadotropin-Releasing Hormone Agonist Experimental Protocol

    PubMed Central

    Joffe, Hadine; White, David P.; Crawford, Sybil L.; McCurnin, Kristin E.; Economou, Nicole; Connors, Stephanie; Hall, Janet E.

    2013-01-01

    Objectives The impact of hot flashes on sleep is of great clinical interest, but results are inconsistent, especially when both hot flashes and sleep are measured objectively. Using objective and subjective measurements, we examined the impact of hot flashes on sleep by inducing hot flashes with a gonadotropin-releasing hormone agonist (GnRHa). Methods The GnRHa leuprolide was administered to 20 healthy premenopausal volunteers without hot flashes or sleep disturbances. Induced hot flashes were assessed objectively (skin-conductance monitor) and subjectively (daily diary) during one-month follow-up. Changes from baseline in objective (actigraphy) and subjective sleep quality (Pittsburgh Sleep Quality Index [PSQI]) were compared between women who did and did not develop objective hot flashes, and, in parallel analyses, subjective hot flashes. Results New-onset hot flashes were recorded in 14 (70%) and reported by 14 (70%) women (80% concordance). Estradiol was universally suppressed. Objective sleep efficiency worsened in women with objective hot flashes and improved in women without objective hot flashes (median decrease 2.6%, increase 4.2%, p=0.005). Subjective sleep quality worsened more in those with than without subjective hot flashes (median increase PSQI 2.5 vs. 1.0, p=0.03). Objective hot flashes were not associated with subjective sleep quality, nor were subjective symptoms linked to objective sleep measures. Conclusions This experimental model of induced hot flashes demonstrates a causal relationship between hot flashes and poor sleep quality. Objective hot flashes result in worse objective sleep efficiency, while subjective hot flashes worsen perceived sleep quality. PMID:23481119

  20. Menopausal hot flashes: Randomness or rhythmicity

    NASA Astrophysics Data System (ADS)

    Kronenberg, Fredi

    1991-10-01

    Menopausal hot flashes are episodes of flushing, increased heart rate, skin blood flow and skin temperature, and a sensation of heat. The thermoregulatory and cardiovascular concomitants of hot flashes are associated with peaks in the levels of various hormones and neurotransmitters in the peripheral circulation. Although hot flashes affect about 75% of women, and are the primary reason that women at menopause seek medical attention, the mechanism of hot flashes is still not understood. Hot flashes vary in frequency and intensity both within and between individuals, and have been thought of as occurring randomly. Yet, some women report that their hot flashes are worse at a particular time of day or year. Initial examination of subjects' recordings of their hot flashes showed diurnal patterns of hot flash occurrence. There also seems to be a diurnal rhythm of hot flash intensity. Continuous physiological monitoring of hot flashes is facilitating the analysis of these patterns, which is revealing circadian and ultradian periodicities. The occurrence of hot flashes can be modulated by external and internal factors, including ambient temperature and fever. Rhythms of thermoregulatory and endocrine functions also may influence hot flash patterns. Examination of the interrelationships between the various systems of the body involved in hot flashes, and a multidisciplinary approach to the analysis of hot flash patterns, will aid our understanding of this complex phenomenon.

  1. Comparing "pick and place" task in spatial Augmented Reality versus non-immersive Virtual Reality for rehabilitation setting.

    PubMed

    Khademi, Maryam; Hondori, Hossein Mousavi; Dodakian, Lucy; Cramer, Steve; Lopes, Cristina V

    2013-01-01

    Introducing computer games to the rehabilitation market led to development of numerous Virtual Reality (VR) training applications. Although VR has provided tremendous benefit to the patients and caregivers, it has inherent limitations, some of which might be solved by replacing it with Augmented Reality (AR). The task of pick-and-place, which is part of many activities of daily living (ADL's), is one of the major affected functions stroke patients mainly expect to recover. We developed an exercise consisting of moving an object between various points, following a flash light that indicates the next target. The results show superior performance of subjects in spatial AR versus non-immersive VR setting. This could be due to the extraneous hand-eye coordination which exists in VR whereas it is eliminated in spatial AR.

  2. Identifying Features of Bodily Expression As Indicators of Emotional Experience during Multimedia Learning

    PubMed Central

    Riemer, Valentin; Frommel, Julian; Layher, Georg; Neumann, Heiko; Schrader, Claudia

    2017-01-01

    The importance of emotions experienced by learners during their interaction with multimedia learning systems, such as serious games, underscores the need to identify sources of information that allow the recognition of learners’ emotional experience without interrupting the learning process. Bodily expression is gaining in attention as one of these sources of information. However, to date, the question of how bodily expression can convey different emotions has largely been addressed in research relying on acted emotion displays. Following a more contextualized approach, the present study aims to identify features of bodily expression (i.e., posture and activity of the upper body and the head) that relate to genuine emotional experience during interaction with a serious game. In a multimethod approach, 70 undergraduates played a serious game relating to financial education while their bodily expression was captured using an off-the-shelf depth-image sensor (Microsoft Kinect). In addition, self-reports of experienced enjoyment, boredom, and frustration were collected repeatedly during gameplay, to address the dynamic changes in emotions occurring in educational tasks. Results showed that, firstly, the intensities of all emotions indeed changed significantly over the course of the game. Secondly, by using generalized estimating equations, distinct features of bodily expression could be identified as significant indicators for each emotion under investigation. A participant keeping their head more turned to the right was positively related to frustration being experienced, whereas keeping their head more turned to the left was positively related to enjoyment. Furthermore, having their upper body positioned more closely to the gaming screen was also positively related to frustration. Finally, increased activity of a participant’s head emerged as a significant indicator of boredom being experienced. These results confirm the value of bodily expression as an indicator of emotional experience in multimedia learning systems. Furthermore, the findings may guide developers of emotion recognition procedures by focusing on the identified features of bodily expression. PMID:28798717

  3. Does training novices to criteria and does rapid acquisition of skills on laparoscopic simulators have predictive validity or are we just playing video games?

    PubMed

    Hogle, Nancy J; Widmann, Warren D; Ude, Aku O; Hardy, Mark A; Fowler, Dennis L

    2008-01-01

    To determine whether LapSim training (version 3.0; Surgical Science Ltd, Göteborg, Sweden) to criteria for novice PGY1 surgical residents had predictive validity for improvement in the performance of laparoscopic cholecystectomy. In all, 21 PGY1 residents performed laparoscopic cholecystectomies in pigs after minimal training; their performance was evaluated by skilled laparoscopic surgeons using the validated tool GOALS (global operative assessment of laparoscopic operative skills: depth perception, bimanual dexterity, efficiency, tissue handling, and overall competence). From the group, 10 residents trained to competency on the LapSim Basic Skills Programs (camera navigation, instrument navigation, coordination, grasping, lifting and grasping, cutting, and clip applying). All 21 PGY1 residents again performed laparoscopic cholecystectomies on pigs; their performance was again evaluated by skilled laparoscopic surgeons using GOALS. Additionally, we studied the rate of learning to determine whether the slow or fast learners on the LapSim performed equivalently when performing actual cholecystectomies in pigs. Finally, 6 categorical residents were tracked, and their clinical performance on all of the laparoscopic cholecystectomies in which they were "surgeon, junior" was prospectively evaluated using the GOALS criteria. We found a statistical improvement of depth perception in the operative performance of cholecystectomies in pigs in the group trained on the LapSim. In the other 4 domains, a trend toward improvement was observed. No correlation between being a fast learner and the ultimate skill was demonstrated in the clinical performance of laparoscopic cholecystectomies. We did find that the fast learners on LapSim all were past or current video game players ("gamers"); however, that background did not translate into better clinical performance. Using current criteria, we doubt that the time and effort spent training novice PGY1 Surgical Residents on the basic LapSim training programs is justified, as such training to competence lacks predictive validity in most domains of the GOALS program. We are investigating 2 other approaches: more difficult training exercises using the LapSim system and an entirely different approach using haptic technology (ProMis; Haptica Ltd., Ireland), which uses real instruments, with training on realistic 3-dimensional models with real rather than simulated cutting, sewing, and dissection. Although experienced video gamers achieve competency faster than nongamers on LapSim programs, that skill set does not translate into improved clinical performance.

  4. An Analysis of Total Lightning Flash Rates Over Florida

    NASA Astrophysics Data System (ADS)

    Mazzetti, Thomas O.; Fuelberg, Henry E.

    2017-12-01

    Although Florida is known as the "Sunshine State", it also contains the greatest lightning flash densities in the United States. Flash density has received considerable attention in the literature, but lightning flash rate has received much less attention. We use data from the Earth Networks Total Lightning Network (ENTLN) to produce a 5 year (2010-2014) set of statistics regarding total flash rates over Florida and adjacent regions. Instead of tracking individual storms, we superimpose a 0.2° × 0.2° grid over the study region and count both cloud-to-ground (CG) and in-cloud (IC) flashes over 5 min intervals. Results show that the distribution of total flash rates is highly skewed toward small values, whereas the greatest rate is 185 flashes min-1. Greatest average annual flash rates ( 3 flashes min-1) are located near Orlando. The southernmost peninsula, North Florida, and the Florida Panhandle exhibit smaller average annual flash rates ( 1.5 flashes min-1). Large flash rates > 100 flashes min-1 can occur during any season, at any time during the 24 h period, and at any location within the domain. However, they are most likely during the afternoon and early evening in East Central Florida during the spring and summer months.

  5. Behavioral weight loss for the management of menopausal hot flashes: a pilot study.

    PubMed

    Thurston, Rebecca C; Ewing, Linda J; Low, Carissa A; Christie, Aimee J; Levine, Michele D

    2015-01-01

    Although adiposity has been considered to be protective against hot flashes, newer data suggest positive relationships between hot flashes and adiposity. No studies have been specifically designed to test whether weight loss reduces hot flashes. This pilot study aimed to evaluate the feasibility, acceptability, and initial efficacy of behavioral weight loss in reducing hot flashes. Forty overweight or obese women with hot flashes (≥ 4 hot flashes/d) were randomized to either behavioral weight loss intervention or wait-list control. Hot flashes were assessed before and after intervention via physiologic monitoring, diary, and questionnaire. Comparisons of changes in hot flashes and anthropometrics between conditions were performed via Wilcoxon tests. Study retention (83%) and intervention satisfaction (93.8%) were high. Most women (74.1%) reported that hot flash reduction was a major motivator for losing weight. Women randomized to the weight loss intervention lost more weight (-8.86 kg) than did women randomized to control (+0.23 kg; P < 0.0001). Women randomized to weight loss also showed greater reductions in questionnaire-reported hot flashes (2-wk hot flashes, -63.0) than did women in the control group (-28.0; P = 0.03)-a difference not demonstrated in other hot flash measures. Reductions in weight and hot flashes were significantly correlated (eg, r = 0.47, P = 0.006). This pilot study shows a behavioral weight loss program that is feasible, acceptable, and effective in producing weight loss among overweight or obese women with hot flashes. Findings indicate the importance of a larger study designed to test behavioral weight loss for hot flash reduction. Hot flash management could motivate women to engage in this health-promoting behavior.

  6. Targeting an efficient target-to-target interval for P300 speller brain–computer interfaces

    PubMed Central

    Sellers, Eric W.; Wang, Xingyu

    2013-01-01

    Longer target-to-target intervals (TTI) produce greater P300 event-related potential amplitude, which can increase brain–computer interface (BCI) classification accuracy and decrease the number of flashes needed for accurate character classification. However, longer TTIs requires more time for each trial, which will decrease the information transfer rate of BCI. In this paper, a P300 BCI using a 7 × 12 matrix explored new flash patterns (16-, 18- and 21-flash pattern) with different TTIs to assess the effects of TTI on P300 BCI performance. The new flash patterns were designed to minimize TTI, decrease repetition blindness, and examine the temporal relationship between each flash of a given stimulus by placing a minimum of one (16-flash pattern), two (18-flash pattern), or three (21-flash pattern) non-target flashes between each target flashes. Online results showed that the 16-flash pattern yielded the lowest classification accuracy among the three patterns. The results also showed that the 18-flash pattern provides a significantly higher information transfer rate (ITR) than the 21-flash pattern; both patterns provide high ITR and high accuracy for all subjects. PMID:22350331

  7. Spatial-temporal characteristics of lightning flash size in a supercell storm

    NASA Astrophysics Data System (ADS)

    Zhang, Zhixiao; Zheng, Dong; Zhang, Yijun; Lu, Gaopeng

    2017-11-01

    The flash sizes of a supercell storm, in New Mexico on October 5, 2004, are studied using the observations from the New Mexico Lightning Mapping Array and the Albuquerque, New Mexico, Doppler radar (KABX). First, during the temporal evolution of the supercell, the mean flash size is anti-correlated with the flash rate, following a unary power function, with a correlation coefficient of - 0.87. In addition, the mean flash size is linearly correlated with the area of reflectivity > 30 dBZ at 5 km normalized by the flash rate, with a correlation coefficient of 0.88. Second, in the horizontal, flash size increases along the direction from the region near the convection zone to the adjacent forward anvil. The region of minimum flash size usually corresponds to the region of maximum flash initiation and extent density. The horizontal correspondence between the mean flash size and the flash extent density can also be fitted by a unary power function, and the correlation coefficient is > 0.5 in 50% of the radar volume scans. Furthermore, the quality of fit is positively correlated to the convective intensity. Third, in the vertical direction, the height of the maximum flash initiation density is close to the height of maximum flash extent density, but corresponds to the height where the mean flash size is relatively small. In the discussion, the distribution of the small and dense charge regions when and where convection is vigorous in the storm, is deduced to be responsible for the relationship that flash size is temporally and spatially anti-correlated with flash rate and density, and the convective intensity.

  8. Flash memory management system and method utilizing multiple block list windows

    NASA Technical Reports Server (NTRS)

    Chow, James (Inventor); Gender, Thomas K. (Inventor)

    2005-01-01

    The present invention provides a flash memory management system and method with increased performance. The flash memory management system provides the ability to efficiently manage and allocate flash memory use in a way that improves reliability and longevity, while maintaining good performance levels. The flash memory management system includes a free block mechanism, a disk maintenance mechanism, and a bad block detection mechanism. The free block mechanism provides efficient sorting of free blocks to facilitate selecting low use blocks for writing. The disk maintenance mechanism provides for the ability to efficiently clean flash memory blocks during processor idle times. The bad block detection mechanism provides the ability to better detect when a block of flash memory is likely to go bad. The flash status mechanism stores information in fast access memory that describes the content and status of the data in the flash disk. The new bank detection mechanism provides the ability to automatically detect when new banks of flash memory are added to the system. Together, these mechanisms provide a flash memory management system that can improve the operational efficiency of systems that utilize flash memory.

  9. Perceived control and hot flashes in treatment-seeking breast cancer survivors and menopausal women.

    PubMed

    Carpenter, Janet S; Wu, Jingwei; Burns, Debra S; Yu, Menggang

    2012-01-01

    Lower perceived control over hot flashes has been linked to fewer coping strategies, more catastrophizing, and greater hot flash severity and distress in midlife women, yet this important concept has not yet been studied in breast cancer survivors. The aim of this study was to explore perceived control over hot flashes and hot flashes in breast cancer survivors compared with midlife women without cancer. Ninety-nine survivors and 138 midlife women completed questionnaires and a prospective, electronic hot flash diary. All data were collected at a baseline assessment before randomization in a behavioral intervention study. Both groups had moderate perceived control over hot flashes. Control was not significantly related to hot flash frequency but was significantly related to hot flash severity, bother, and interference in both groups. A significantly stronger association between control and hot flash interference was found for survivors than for midlife women. Survivors using hot flash treatments perceived less control than did survivors not using hot flash treatments, whereas the opposite was true in midlife women. Findings extend our knowledge of perceived control over hot flashes in both survivors and midlife women. Findings emphasize the importance of continued menopausal symptom assessment and management, support the importance of continuing nursing care even for survivors who are already using hot flash treatment, and suggest that nursing interventions aimed at improving perceived control over hot flashes may be more helpful for survivors than for midlife women.

  10. Synoptic-scale atmospheric conditions associated with flash flooding in watersheds of the Catskill Mountains, New York, USA

    NASA Astrophysics Data System (ADS)

    Teale, N. G.; Quiring, S. M.

    2015-12-01

    Understanding flash flooding is important in unfiltered watersheds, such as portions of the New York City water supply system (NYCWSS), as water quality is degraded by turbidity associated with flooding. To further understand flash flooding in watersheds of the NYCWSS, synoptic-scale atmospheric conditions most frequently associated with flash flooding between 1987 and 2013 were examined. Flash floods were identified during this time period using USGS 15-minute discharge data at the Esopus Creek near Allaben, NY and Neversink River at Claryville, NY gauges. Overall, 25 flash floods were detected, occurring over 17 separate flash flood days. These flash flood days were compared to the days on which flash flood warnings encompassing the study area was issued by the National Weather Service. The success rate for which the flash flood warnings for Ulster County coincided with flash flood in the study watershed was 0.09, demonstrating the highly localized nature of flash flooding in the Catskill Mountain region. The synoptic-scale atmospheric patterns influencing the study area were characterized by a principal component analysis and k-means clustering of NCEP/NCAR 500 mb geopotential height reanalysis data. This procedure was executed in Spatial Synoptic Typer Tools 4.0. While 17 unique synoptic patterns were identified, only 3 types were strongly associated with flash flooding events. A strong southwesterly flow suggesting advection of moisture from the Atlantic Ocean and Gulf of Mexico is shown in composites of these 3 types. This multiscalar study thereby links flash flooding in the NYCWSS with synoptic-scale atmospheric circulation.Understanding flash flooding is important in unfiltered watersheds, such as portions of the New York City water supply system (NYCWSS), as water quality is degraded by turbidity associated with flooding. To further understand flash flooding in watersheds of the NYCWSS, synoptic-scale atmospheric conditions most frequently associated with flash flooding between 1987 and 2013 were examined. Flash floods were identified during this time period using USGS 15-minute discharge data at the Esopus Creek near Allaben, NY and Neversink River at Claryville, NY gauges. Overall, 25 flash floods were detected, occurring over 17 separate flash flood days. These flash flood days were compared to the days on which flash flood warnings encompassing the study area was issued by the National Weather Service. The success rate for which the flash flood warnings for Ulster County coincided with flash flood in the study watershed was 0.09, demonstrating the highly localized nature of flash flooding in the Catskill Mountain region. The synoptic-scale atmospheric patterns influencing the study area were characterized by a principal component analysis and k-means clustering of NCEP/NCAR 500 mb geopotential height reanalysis data. This procedure was executed in Spatial Synoptic Typer Tools 4.0. While 17 unique synoptic patterns were identified, only 3 types were strongly associated with flash flooding events. A strong southwesterly flow suggesting advection of moisture from the Atlantic Ocean and Gulf of Mexico is shown in composites of these 3 types. This multiscalar study thereby links flash flooding in the NYCWSS with synoptic-scale atmospheric circulation.

  11. Hot Flashes and Quality of Life Among Breast Cancer Patients

    DTIC Science & Technology

    2006-08-01

    hot flashes, 40.7% report at baseline, having used HRT and 26.8% used exercise to control hot flashes. The 12-month data indicates that 26.5% of the...entire sample who are experiencing hot flashes, tried or are using some form of HRT to control hot flashes with exercise still the most frequently...used approach to manage hot flashes with 44.2% of sample currently exercising . 15. SUBJECT TERMS Breast Cancer, Hot Flashes, Quality of Life

  12. Physiologically assessed hot flashes and endothelial function among midlife women.

    PubMed

    Thurston, Rebecca C; Chang, Yuefang; Barinas-Mitchell, Emma; Jennings, J Richard; von Känel, Roland; Landsittel, Doug P; Matthews, Karen A

    2017-08-01

    Hot flashes are experienced by most midlife women. Emerging data indicate that they may be associated with endothelial dysfunction. No studies have tested whether hot flashes are associated with endothelial function using physiologic measures of hot flashes. We tested whether physiologically assessed hot flashes were associated with poorer endothelial function. We also considered whether age modified associations. Two hundred seventy-two nonsmoking women reporting either daily hot flashes or no hot flashes, aged 40 to 60 years, and free of clinical cardiovascular disease, underwent ambulatory physiologic hot flash and diary hot flash monitoring; a blood draw; and ultrasound measurement of brachial artery flow-mediated dilation to assess endothelial function. Associations between hot flashes and flow-mediated dilation were tested in linear regression models controlling for lumen diameter, demographics, cardiovascular disease risk factors, and estradiol. In multivariable models incorporating cardiovascular disease risk factors, significant interactions by age (P < 0.05) indicated that among the younger tertile of women in the sample (age 40-53 years), the presence of hot flashes (beta [standard error] = -2.07 [0.79], P = 0.01), and more frequent physiologic hot flashes (for each hot flash: beta [standard error] = -0.10 [0.05], P = 0.03, multivariable) were associated with lower flow-mediated dilation. Associations were not accounted for by estradiol. Associations were not observed among the older women (age 54-60 years) or for self-reported hot flash frequency, severity, or bother. Among the younger women, hot flashes explained more variance in flow-mediated dilation than standard cardiovascular disease risk factors or estradiol. Among younger midlife women, frequent hot flashes were associated with poorer endothelial function and may provide information about women's vascular status beyond cardiovascular disease risk factors and estradiol.

  13. Menopausal Hot Flashes and Carotid Intima Media Thickness Among Midlife Women.

    PubMed

    Thurston, Rebecca C; Chang, Yuefang; Barinas-Mitchell, Emma; Jennings, J Richard; Landsittel, Doug P; Santoro, Nanette; von Känel, Roland; Matthews, Karen A

    2016-12-01

    There has been a longstanding interest in the role of menopause and its correlates in the development of cardiovascular disease (CVD) in women. Menopausal hot flashes are experienced by most midlife women; emerging data link hot flashes to CVD risk indicators. We tested whether hot flashes, measured via state-of-the-art physiologic methods, were associated with greater subclinical atherosclerosis as assessed by carotid ultrasound. We considered the role of CVD risk factors and estradiol concentrations in these associations. A total of 295 nonsmoking women free of clinical CVD underwent ambulatory physiologic hot flash assessments; a blood draw; and carotid ultrasound measurement of intima media thickness and plaque. Associations between hot flashes and subclinical atherosclerosis were tested in regression models controlling for CVD risk factors and estradiol. More frequent physiologic hot flashes were associated with higher carotid intima media thickness (for each additional hot flash: β [SE]=0.004 [0.001]; P=0.0001; reported hot flash: β [SE]=0.008 [0.002]; P=0.002, multivariable) and plaque (eg, for each additional hot flash, odds ratio [95% confidence interval] plaque index ≥2=1.07 [1.003-1.14]; P=0.04, relative to no plaque, multivariable] among women reporting daily hot flashes; associations were not accounted for by CVD risk factors or by estradiol. Among women reporting hot flashes, hot flashes accounted for more variance in intima media thickness than most CVD risk factors. Among women reporting daily hot flashes, frequent hot flashes may provide information about a woman's vascular status beyond standard CVD risk factors and estradiol. Frequent hot flashes may mark a vulnerable vascular phenotype among midlife women. © 2016 American Heart Association, Inc.

  14. Menopausal Hot Flashes and Carotid Intima Media Thickness among Midlife Women

    PubMed Central

    Thurston, Rebecca C.; Chang, Yuefang; Barinas-Mitchell, Emma; Jennings, J. Richard; Landsittel, Doug P.; Santoro, Nanette; von Känel, Roland; Matthews, Karen A.

    2016-01-01

    Background and Purpose There has been a longstanding interest in the role of menopause and its correlates in the development of cardiovascular disease (CVD) in women. Menopausal hot flashes are experienced by most midlife women; emerging data link hot flashes to CVD risk indicators. We tested whether hot flashes, measured via state-of-the-art physiologic methods, were associated with greater subclinical atherosclerosis as assessed by carotid ultrasound. We considered the role of CVD risk factors and estradiol concentrations in these associations. Methods 295 nonsmoking women free of clinical CVD underwent ambulatory physiologic hot flash assessments; a blood draw; and carotid ultrasound measurement of IMT and plaque. Associations between hot flashes and subclinical atherosclerosis were tested in regression models controlling for CVD risk factors and estradiol. Results More frequent physiologic hot flashes were associated with higher carotid intima media thickness [IMT; for each additional hot flash: beta (standard error)=.004(.001), p=.0001; reported hot flash: beta (standard error)=.008(.002), p=.002, multivariable] and plaque [e.g., for each additional hot flash, odds ratio (95% confidence interval) plaque index ≥2=1.07(1.003–1.14, p=.04), relative to no plaque, multivariable] among women reporting daily hot flashes; associations were not accounted for by CVD risk factors or by estradiol. Among women reporting hot flashes, hot flashes accounted for more variance in IMT than most CVD risk factors. Conclusions Among women reporting daily hot flashes, frequent hot flashes may provide information about a woman’s vascular status beyond standard CVD risk factors and estradiol. Frequent hot flashes may mark a vulnerable vascular phenotype among midlife women. PMID:27834746

  15. Behavioral Weight Loss for the Management of Menopausal Hot Flashes: A Pilot Study

    PubMed Central

    Thurston, Rebecca C.; Ewing, Linda J.; Low, Carissa A.; Christie, Aimee J.; Levine, Michele D.

    2014-01-01

    Objective Although adiposity has been considered protective against hot flashes, newer data suggest positive relations between flashes and adiposity. No studies have been specifically designed to test whether weight loss reduces hot flashes. This pilot study aimed to evaluate the feasibility, acceptability, and initial efficacy of behavioral weight loss to reduce hot flashes. Methods Forty overweight/obese women with hot flashes (≥4/day) were randomized to a behavioral weight loss intervention or to wait list control. Hot flashes were assessed pre- and post-intervention via physiologic monitor, diary, and questionnaire. Comparisons of changes in hot flashes and anthropometrics between conditions were tested via Wilcoxon tests. Results Study retention (83%) and intervention satisfaction (93.8%) were high. Most women (74.1%) reported that hot flash reduction was a main motivator to lose weight. Women randomized to the weight loss intervention lost more weight (-8.86 kg) than did women randomized to control (+0.23 kg, p<.0001). Women randomized to weight loss also showed greater reductions in questionnaire-reported hot flashes (2-week hot flashes: −63.0) than did women in the control (−28.0, p=.03), a difference not demonstrated in other hot flash measures. Reductions in weight and hot flashes were significantly correlated (e.g., r=.47, p=.006). Conclusions This pilot study showed a behavioral weight loss program to be feasible, acceptable, and effective in producing weight loss among overweight/obese women with hot flashes. Findings indicate the importance of a larger study designed to test behavioral weight loss for hot flash reduction. Hot flash management could motivate women to engage in this health-promoting behavior. PMID:24977456

  16. Karst flash floods: an example from the Dinaric karst (Croatia)

    NASA Astrophysics Data System (ADS)

    Bonacci, O.; Ljubenkov, I.; Roje-Bonacci, T.

    2006-03-01

    Flash floods constitute one of the deadliest and costliest natural disasters worldwide. This paper explains the karst flash flood phenomenon, which represents a special kind of flash flood. As the majority of flash floods karst flash floods are caused by intensive short-term precipitation in an area whose surface rarely exceeds a few square kilometres. The characteristics of all flash floods are their short duration, small areal extent, high flood peaks and rapid flows, and heavy loss of life and property. Karst flash floods have specific characteristics due to special conditions for water circulation, which exist in karst terrains. During karst flash floods a sudden rise of groundwater levels occurs, which causes the appearance of numerous, unexpected, abundant and temporary karst springs. This paper presents in detail an example of a karst flash flood in the Marina bay (Dinaric karst region of Croatia), which occurred in December 2004.

  17. A Comprehensive Study on Energy Efficiency and Performance of Flash-based SSD

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Park, Seon-Yeon; Kim, Youngjae; Urgaonkar, Bhuvan

    2011-01-01

    Use of flash memory as a storage medium is becoming popular in diverse computing environments. However, because of differences in interface, flash memory requires a hard-disk-emulation layer, called FTL (flash translation layer). Although the FTL enables flash memory storages to replace conventional hard disks, it induces significant computational and space overhead. Despite the low power consumption of flash memory, this overhead leads to significant power consumption in an overall storage system. In this paper, we analyze the characteristics of flash-based storage devices from the viewpoint of power consumption and energy efficiency by using various methodologies. First, we utilize simulation tomore » investigate the interior operation of flash-based storage of flash-based storages. Subsequently, we measure the performance and energy efficiency of commodity flash-based SSDs by using microbenchmarks to identify the block-device level characteristics and macrobenchmarks to reveal their filesystem level characteristics.« less

  18. Multi- and unisensory visual flash illusions.

    PubMed

    Courtney, Jon R; Motes, Michael A; Hubbard, Timothy L

    2007-01-01

    The role of stimulus structure in multisensory and unisensory interactions was examined. When a flash (17 ms) was accompanied by multiple tones (each 7 ms, SOA < or =100 ms) multiple flashes were reported, and this effect has been suggested to reflect the role of stimulus continuity in multisensory interactions. In experiments 1 and 2 we examined if stimulus continuity would affect concurrently presented stimuli. When a relatively longer flash (317 ms) was accompanied by multiple tones (each 7 ms), observers reported perceiving multiple flashes. In experiment 3 we tested whether a flash presented near fixation would induce an illusory flash further in the periphery. One flash (17 ms) presented 5 degrees below fixation was reported as multiple flashes if presented with two flashes (each 17 ms, SOA =100 ms) 2 degrees above fixation. The extent to which these data support a phenomenological continuity principle and whether this principle applies to unisensory perception is discussed.

  19. Interactions of numerical and temporal stimulus characteristics on the control of response location by brief flashes of light.

    PubMed

    Fetterman, J Gregor; Killeen, P Richard

    2011-09-01

    Pigeons pecked on three keys, responses to one of which could be reinforced after 3 flashes of the houselight, to a second key after 6, and to a third key after 12. The flashes were arranged according to variable-interval schedules. Response allocation among the keys was a function of the number of flashes. When flashes were omitted, transitions occurred very late. Increasing flash duration produced a leftward shift in the transitions along a number axis. Increasing reinforcement probability produced a leftward shift, and decreasing reinforcement probability produced a rightward shift. Intermixing different flash rates within sessions separated allocations: Faster flash rates shifted the functions sooner in real time, but later in terms of flash count, and conversely for slower flash rates. A model of control by fading memories of number and time was proposed.

  20. Flash fire propensity of materials

    NASA Technical Reports Server (NTRS)

    Hilado, C. J.; Cumming, H. J.

    1977-01-01

    Flash fire test results on 86 materials, evaluated using the USF flash fire screening test, are presented. The materials which appear least prone to flash fires are PVC, polyphenylene oxide and sulfide, and polyether and polyaryl sulfone; these did not produce flash fires under these particular test conditions. The principal value of these screening tests at the present time is in identifying materials which appear prone to flash fires, and in identifying which formulations of a generic material are more or less prone to flash fires.

  1. Hot flash report and measurement among Bangladeshi migrants, their London neighbors, and their community of origin.

    PubMed

    Sievert, L L; Begum, K; Sharmeen, T; Murphy, L; Whitcomb, B W; Chowdhury, O; Muttukrishna, S; Bentley, G R

    2016-12-01

    To examine hot flashes in relation to climate and activity patterns, and to compare subjective and objective hot flashes among Bangladeshi immigrants to London, their white London neighbors, and women still living in their community of origin, Sylhet, Bangladesh ("sedentees"). Ninety-five women, aged 40-55, wore the Biolog ambulatory hot flash monitor. Objective measurements and subjective hot flash reports were examined in relation to demographic, reproductive, anthropometric, and lifestyle variables; temperature and humidity at 12:00 and 18:00; and time spent on housework and cooking. Concordance of objective and subjective hot flashes was assessed by Kappa statistics and by sensitivity of hot flash classification. During the study period, Bangladeshi sedentees reported more subjective hot flashes (p < .05), but there was no difference in number of objective hot flashes. White Londoners were more likely to describe hot flashes on their face and neck compared to Bangladeshis (p < .05). Sedentees were more likely to describe hot flashes on their feet (p < .05). Postmenopausal status, increasing parity, and high levels of housework were significant determinants of subjective hot flashes, while ambient temperature and humidity were not. Measures of subjective/objective concordance were low but similar across groups (10-20%). The proportion of objective hot flashes that were also self-reported was lowest among immigrants. Hot flashes were not associated with warmer temperatures, but were associated with housework and with site-specific patterns of cooking. The number of objective hot flash measures did not differ, but differences in subjective experience suggest the influence of culture. © 2016 Wiley Periodicals, Inc.

  2. Phenomenology of the sound-induced flash illusion.

    PubMed

    Abadi, Richard V; Murphy, Jonathan S

    2014-07-01

    Past studies, using pairings of auditory tones and visual flashes, which were static and coincident in space but variable in time, demonstrated errors in judging the temporal patterning of the visual flashes-the sound-induced flash illusion. These errors took one of the two forms: under-reporting (sound-induced fusion) or over-reporting (sound-induced fission) of the flash numbers. Our study had three objectives: to examine the robustness of both illusions and to consider the effects of stimulus set and response bias. To this end, we used an extended range of fixed spatial location flash-tone pairings, examined stimuli that were variable in space and time and measured confidence in judging flash numbers. Our results indicated that the sound-induced flash illusion is a robust percept, a finding underpinned by the confidence measures. Sound-induced fusion was found to be more robust than sound-induced fission and a most likely outcome when high numbers of flashes were incorporated within an incongruent flash-tone pairing. Conversely, sound-induced fission was the most likely outcome for the flash-tone pairing which contained two flashes. Fission was also shown to be strongly driven by stimuli confounds such as categorical boundary conditions (e.g. flash-tone pairings with ≤2 flashes) and compressed response options. These findings suggest whilst both fission and fusion are associated with 'auditory driving', the differences in the occurrence and strength of the two illusions not only reflect the separate neuronal mechanisms underlying audio and visual signal processing, but also the test conditions that have been used to investigate the sound-induced flash illusion.

  3. How self-reported hot flashes may relate to affect, cognitive performance and sleep.

    PubMed

    Regestein, Quentin; Friebely, Joan; Schiff, Isaac

    2015-08-01

    To explain the controversy about whether midlife women who self-report hot flashes have relatively increased affective symptoms, poor cognitive performance or worse sleep. Retrospective data from 88 women seeking relief from bothersome day and night hot flashes were submitted to mixed linear regression modeling to find if estimated hot flashes, as measured by Women's Health Questionnaire (WHQ) items, or diary-documented hot flashes recorded daily, were associated with each other, or with affective, cognitive or sleep measures. Subjects averaged 6.3 daytime diary-documented hot flashes and 2.4 nighttime diary-documented hot flashes per 24h. Confounder-controlled diary-documented hot flashes but not estimated hot flashes were associated with increased Leeds anxiety scores (F=4.9; t=2.8; p=0.01) and Leeds depression scores (3.4; 2.5; 0.02), decreased Stroop Color-Word test performance (9.4; 3.5; 0.001), increased subjective sleep disturbance (effect size=0.83) and increased objective sleep disturbance (effect size=0.35). Hot flash effects were small to moderate in size. Univariate but not multivariate analyses revealed that all hot flash measures were associated with all affect measures. Different measures of hot flashes associated differently with affect, cognition and sleep. Only nighttime diary-document hot flash consistently correlated with any affect measures in multivariate analyses. The use of differing measures for hot flashes, affect, cognition and sleep may account for the continually reported inconsistencies in menopause study outcomes. This problem impedes forging a consensus on whether hot flashes correlate with neuropsychological symptoms. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  4. Susceptibility to the Flash-Beep Illusion Is Increased in Children Compared to Adults

    ERIC Educational Resources Information Center

    Innes-Brown, Hamish; Barutchu, Ayla; Shivdasani, Mohit N.; Crewther, David P.; Grayden, David B.; Paolini, Antonio

    2011-01-01

    Audio-visual integration was studied in children aged 8-17 (N = 30) and adults (N = 22) using the "flash-beep illusion" paradigm, where the presentation of two beeps causes a single flash to be perceived as two flashes ("fission" illusion), and a single beep causes two flashes to be perceived as one flash ("fusion" illusion). Children reported…

  5. Global Patterns of Lightning Properties Derived by OTD and LIS

    NASA Technical Reports Server (NTRS)

    Beirle, Steffen; Koshak, W.; Blakeslee, R.; Wagner, T.

    2014-01-01

    The satellite instruments Optical Transient Detector (OTD) and Lightning Imaging Sensor (LIS) provide unique empirical data about the frequency of lightning flashes around the globe (OTD), and the tropics (LIS), which 5 has been used before to compile a well received global climatology of flash rate densities. Here we present a statistical analysis of various additional lightning properties derived from OTD/LIS, i.e. the number of so-called "events" and "groups" per flash, as well as 10 the mean flash duration, footprint and radiance. These normalized quantities, which can be associated with the flash "strength", show consistent spatial patterns; most strikingly, oceanic flashes show higher values than continental flashes for all properties. Over land, regions with high (Eastern US) 15 and low (India) flash strength can be clearly identified. We discuss possible causes and implications of the observed regional differences. Although a direct quantitative interpretation of the investigated flash properties is difficult, the observed spatial patterns provide valuable information for the 20 interpretation and application of climatological flash rates. Due to the systematic regional variations of physical flash characteristics, viewing conditions, and/or measurement sensitivities, parametrisations of lightning NOx based on total flash rate densities alone are probably affected by regional biases.

  6. Modelling the costs of natural hazards in games

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for SimCity are looked for today, including a development at the University of Torino called SimTorino, which simulates the development of the city in the next 20 years. The connection to another games genre as video games, the board games, will be investigated, since there are games on construction and reconstruction of a cathedral and its tower and a bridge in an urban environment of the middle ages based on the two novels of Ken Follett, "Pillars of the Earth" and "World Without End" and also more recent games, such as "Urban Sprawl" or the Romanian game "Habitat", dealing with the man-made hazard of demolition. A review of these games will be provided based on first hand playing experience. In games like "World without End" or "Pillars of the Earth", just like in the recently popular games of Zynga on social networks, construction management is done through providing "building" an item out of stylised materials, such as "stone", "sand" or more specific ones as "nail". Such approach could be used also for retrofitting buildings for earthquakes, in the series of "upgrade", not just for extension as it is currently in games, and this is what our research is about. "World without End" includes a natural disaster not so analysed today but which was judged by the author as the worst of manhood: the Black Death. The Black Death has effects and costs as well, not only modelled through action cards, but also on the built environment, by buildings remaining empty. On the other hand, games such as "Habitat" rely on role playing, which has been recently recognised as a way to bring games theory to decision making through the so-called contribution of drama, a way to solve conflicts through balancing instead of weighting, and thus related to Analytic Hierarchy Process. The presentation aims to also give hints on how to design a game for the problem of earthquake retrofit, translating the aims of the actors in such a process into role playing. Games are also employed in teaching of urban planning, as in the regional planning curricula at the Karlsruhe Institute of Technology, including a role playing game based on the Green Revolution Game, which builds the basis for getting data for further project study. This one included natural hazards such as drought, and their costs. They also play a role in building public space, as in case of "Habitat", which was designed to activate the civil society in café. City investigation games may not take only the shape of computer or board games, they may be played in a wider city environment. From activation of public spaces in frame of cultural capitals in Austria, there are models of urban "races" to find landmarks, such as Klosterrallye in Karlsruhe, Germany, also included as a step at another geographic scale in the "Green CCA" game developed at the Canadian Centre for Architecture. Simpler games include the use of software such as Flash/Director to identify quiz like aspects related to architecture features, as employed by the Reseau Art Nouveau but also to disasters such as the San Francisco earthquake. We will present how to program such a game.

  7. Coevolutionary, coexisting learning and teaching agents model for prisoner’s dilemma games enhancing cooperation with assortative heterogeneous networks

    NASA Astrophysics Data System (ADS)

    Tanimoto, Jun

    2013-07-01

    Unlike other natural network systems, assortativity can be observed in most human social networks, although it has been reported that a social dilemma situation represented by the prisoner’s dilemma favors dissortativity to enhance cooperation. We established a new coevolutionary model for both agents’ strategy and network topology, where teaching and learning agents coexist. Remarkably, this model enables agents’ enhancing cooperation more than a learners-only model on a time-frozen scale-free network and produces an underlying assortative network with a fair degree of power-law distribution. The model may imply how and why assortative networks are adaptive in human society.

  8. Characteristics of Lightning Within Electrified Snowfall Events Using Lightning Mapping Arrays

    NASA Astrophysics Data System (ADS)

    Schultz, Christopher J.; Lang, Timothy J.; Bruning, Eric C.; Calhoun, Kristin M.; Harkema, Sebastian; Curtis, Nathan

    2018-02-01

    This study examined 34 lightning flashes within four separate thundersnow events derived from lightning mapping arrays (LMAs) in northern Alabama, central Oklahoma, and Washington DC. The goals were to characterize the in-cloud component of each lightning flash, as well as the correspondence between the LMA observations and lightning data taken from national lightning networks like the National Lightning Detection Network (NLDN). Individual flashes were examined in detail to highlight several observations within the data set. The study results demonstrated that the structures of these flashes were primarily normal polarity. The mean area encompassed by this set of flashes is 375 km2, with a maximum flash extent of 2,300 km2, a minimum of 3 km2, and a median of 128 km2. An average of 2.29 NLDN flashes were recorded per LMA-derived lightning flash. A maximum of 11 NLDN flashes were recorded in association with a single LMA-derived flash on 10 January 2011. Additionally, seven of the 34 flashes in the study contain zero NLDN-identified flashes. Eleven of the 34 flashes initiated from tall human-made objects (e.g., communication towers). In at least six lightning flashes, the NLDN detected a return stroke from the cloud back to the tower and not the initial upward leader. This study also discusses lightning's interaction with the human-built environment and provides an example of lightning within heavy snowfall observed by Geostationary Operational Environmental Satellite-16's Geostationary Lightning Mapper.

  9. Hot flashes in breast cancer survivors: Frequency, severity and impact.

    PubMed

    Chang, Hao-Yuan; Jotwani, Aparna C; Lai, Yeur-Hur; Jensen, Mark P; Syrjala, Karen L; Fann, Jesse R; Gralow, Julie

    2016-06-01

    To (1) determine the frequency and severity of hot flashes, (2) examine the associations between hot flash frequency and severity and quality of life, and (3) identify the predictors of hot flash activity in breast cancer survivors. The study used a cross-sectional design and mailed survey of 253 breast cancer survivors recruited from a cancer wellness clinic. Participants provided information regarding cancer history, hot flashes, pain intensity, sleep problems, physical functioning, and psychological functioning. About half of the survivors reported at least one hot flash in the past 24 h (45%) or past week (52%). The average frequency of hot flashes was 1.9 in the past 24 h and 1.8 in the past week. Hot flash severity was usually mild or asymptomatic. However, participants with hot flashes reported significantly more sleep problems and higher pain severity than those reporting no hot flashes. Moreover, the severity of hot flashes was associated with more sleep problems, higher pain severity, and more psychological dysfunction. History of hormonal suppression therapy and younger age predicted hot flash activity in the study sample. In breast cancer survivors, hot flashes are common and are associated with unpleasant symptoms and poor quality of life. Research is needed to determine if treatments that reduce the frequency and severity of hot flashes in breast cancer survivors also result in improvements in symptoms such as sleep problems, pain, and psychological dysfunction. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. Hot flashes in breast cancer survivors: Frequency, severity and impact

    PubMed Central

    Chang, Hao-Yuan; Jotwani, Aparna C.; Lai, Yeur-Hur; Jensen, Mark P.; Syrjala, Karen L.; Fann, Jesse R.; Gralow, Julie

    2018-01-01

    Purposes To (1) determine the frequency and severity of hot flashes, (2) examine the associations be- tween hot flash frequency and severity and quality of life, and (3) identify the predictors of hot flash activity in breast cancer survivors. Methods The study used a cross-sectional design and mailed survey of 253 breast cancer survivors recruited from a cancer wellness clinic. Participants provided information regarding cancer history, hot flashes, pain intensity, sleep problems, physical functioning, and psychological functioning. Results About half of the survivors reported at least one hot flash in the past 24 h (45%) or past week (52%). The average frequency of hot flashes was 1.9 in the past 24 h and 1.8 in the past week. Hot flash severity was usually mild or asymptomatic. However, participants with hot flashes reported significantly more sleep problems and higher pain severity than those reporting no hot flashes. Moreover, the severity of hot flashes was associated with more sleep problems, higher pain severity, and more psychological dysfunction. History of hormonal suppression therapy and younger age predicted hot flash activity in the study sample. Conclusions In breast cancer survivors, hot flashes are common and are associated with unpleasant symptoms and poor quality of life. Research is needed to determine if treatments that reduce the frequency and severity of hot flashes in breast cancer survivors also result in improvements in symptoms such as sleep problems, pain, and psychological dysfunction. PMID:27065357

  11. Characteristics of Lightning within Electrified Snowfall Events using Lightning Mapping Arrays.

    PubMed

    Schultz, Christopher J; Lang, Timothy J; Bruning, Eric C; Calhoun, Kristin M; Harkema, Sebastian; Curtis, Nathan

    2018-02-27

    This study examined 34 lightning flashes within four separate thundersnow events derived from lightning mapping arrays (LMAs) in northern Alabama, central Oklahoma, and Washington DC. The goals were to characterize the in-cloud component of each lightning flash, as well as the correspondence between the LMA observations and lightning data taken from national lightning networks like the National Lightning Detection Network (NLDN). Individual flashes were examined in detail to highlight several observations within the dataset. The study results demonstrated that the structures of these flashes were primarily normal polarity. The mean area encompassed by this set of flashes is 375 km 2 , with a maximum flash extent of 2300 km 2 , a minimum of 3 km 2 , and a median of 128 km 2 . An average of 2.29 NLDN flashes were recorded per LMA-derived lightning flash. A maximum of 11 NLDN flashes were recorded in association with a single LMA-derived flash on 10 January 2011. Additionally, seven of the 34 flashes in the study contain zero NLDN identified flashes. Eleven of the 34 flashes initiated from tall human-made objects (e.g., communication towers). In at least six lightning flashes, the NLDN detected a return stroke from the cloud back to the tower and not the initial upward leader. This study also discusses lightning's interaction with the human built environment and provides an example of lightning within heavy snowfall observed by GOES-16's Geostationary Lightning Mapper.

  12. FLASH2: Operation, beamlines, and photon diagnostics

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Plönjes, Elke, E-mail: elke.ploenjes@desy.de; Faatz, Bart; Kuhlmann, Marion

    2016-07-27

    FLASH2, a major extension of the soft X-ray free-electron laser FLASH at DESY, turns FLASH into a multi-user FEL facility. A new undulator line is located in a separate accelerator tunnel and driven additionally by the FLASH linear accelerator. First lasing of FLASH2 was achieved in August 2014 with simultaneous user operation at FLASH1. The new FLASH2 experimental hall offers space for up to six experimental end stations, some of which will be installed permanently. The wide wavelength range spans from 4-60 nm and 0.8 nm in the 5{sup th} harmonic and in the future deep into the water windowmore » in the fundamental. While this is of high interest to users, it is challenging from the beamline instrumentation point of view. Online diagnostics - which are mostly pulse resolved - for beam intensity, position, wavelength, wave front, and pulse length have been to a large extent developed at FLASH(1) and have now been optimized for FLASH2. Pump-probe facilities for XUV-XUV, XUV optical and XUV-THz experiments will complete the FLASH2 user facility.« less

  13. Magnitude of the impact of hot flashes on sleep in perimenopausal women

    PubMed Central

    de Zambotti, Massimiliano; Colrain, Ian M.; Javitz, Harold S.; Baker, Fiona C.

    2014-01-01

    Objective To quantify the impact of objectively-recorded hot flashes on objective sleep in perimenopausal women. Design Cross-sectional study. Participants underwent 1–5 laboratory-based polysomnographic recordings for a total of 63 nights, including sternal skin conductance measures, from which 222 hot flashes were identified according to established criteria. Data were analyzed with hierarchical mixed-effect models and Spearman correlations. Setting Sleep laboratory. Patients 34 perimenopausal women (Age±SD:50.4±2.7y). Intervention None. Main Outcome Measures Perceived and polysomnographic sleep measures (sleep quality, amount of wake after sleep onset and number of awakenings). Subjective (frequency and bother) and objective (frequency and amount of hot flash-associated wake time) hot flash measures. Results Women had an average of 3.5 (95%CI:2.8–4.2, range=1– 9) objective hot flashes per night. 69.4% of hot flashes were associated with an awakening. Hot flash-associated wake time per night was, on average, 16.6 min (95%CI:10.8–22.4), which accounted for 27.2% (SD 27.1) of total wakefulness per night. Hot flash-associated wake, but not frequency, was negatively associated with sleep efficiency and positively associated with wake after sleep onset. Also, self-reported wakefulness correlated with hot flash-associated wake, suggesting that women’s estimates of wakefulness are influenced by the amount of time spent awake in association with hot flashes during the night. More perceived and bothersome hot flashes correlated with more perceived wakefulness and awakenings and more objective hot flash-associated wake time and hot flash frequency. Conclusions The presence of physiological hot flashes accounts for a significant proportion of total objective wakefulness during the night in perimenopausal women. PMID:25256933

  14. Adiposity and Hot Flashes in Midlife Women: A Modifying Role of Age

    PubMed Central

    Santoro, Nanette; Matthews, Karen A.

    2011-01-01

    Background: The nature of the relationship between adiposity and hot flashes has been debated, but it has not been examined using physiological measures of hot flashes. We examined associations between body size/composition and physiologically assessed hot flashes among women with hot flashes. Methods: A subcohort of women in the Study of Women's Health Across the Nation (n = 52; 25 African-American and 27 non-Hispanic Caucasian; ages, 54 to 63 yr) who reported hot flashes, had their uterus and ovaries, and were not taking medications impacting hot flashes were recruited in 2008–2009. Women completed anthropometric measures [bioimpedance analysis of total percentage of body fat, body mass index (BMI), waist circumference], a blood draw (estradiol, SHBG, FSH, dehydroepiandrosterone sulfate), and 4 d of ambulatory sternal skin conductance monitoring with diary (physiological and reported hot flashes, respectively). Associations between anthropometrics and hot flashes were estimated with generalized estimating equations with covariates age, race, and anxiety. Results: Higher BMI (odds ratio, 0.97; 95% confidence interval, 0.94–0.99; P < 0.05) and waist circumference (odds ratio, 0.98; 95% confidence interval, 0.97–0.99; P < 0.01) were associated with fewer physiological hot flashes. Interactions by age (P < 0.05) indicated that inverse associations of body fat, BMI, and waist circumference with hot flashes were most apparent among the oldest women in the sample. Estradiol and SHBG reduced but did not eliminate age-related variations in relations between body size/composition and hot flashes. Conclusion: Higher adiposity was associated with fewer physiological hot flashes among older women with hot flashes. A modifying role of age must be considered in understanding the role of adiposity in hot flashes. PMID:21778220

  15. Adiposity and hot flashes in midlife women: a modifying role of age.

    PubMed

    Thurston, Rebecca C; Santoro, Nanette; Matthews, Karen A

    2011-10-01

    The nature of the relationship between adiposity and hot flashes has been debated, but it has not been examined using physiological measures of hot flashes. We examined associations between body size/composition and physiologically assessed hot flashes among women with hot flashes. A subcohort of women in the Study of Women's Health Across the Nation (n = 52; 25 African-American and 27 non-Hispanic Caucasian; ages, 54 to 63 yr) who reported hot flashes, had their uterus and ovaries, and were not taking medications impacting hot flashes were recruited in 2008-2009. Women completed anthropometric measures [bioimpedance analysis of total percentage of body fat, body mass index (BMI), waist circumference], a blood draw (estradiol, SHBG, FSH, dehydroepiandrosterone sulfate), and 4 d of ambulatory sternal skin conductance monitoring with diary (physiological and reported hot flashes, respectively). Associations between anthropometrics and hot flashes were estimated with generalized estimating equations with covariates age, race, and anxiety. Higher BMI (odds ratio, 0.97; 95% confidence interval, 0.94-0.99; P < 0.05) and waist circumference (odds ratio, 0.98; 95% confidence interval, 0.97-0.99; P < 0.01) were associated with fewer physiological hot flashes. Interactions by age (P < 0.05) indicated that inverse associations of body fat, BMI, and waist circumference with hot flashes were most apparent among the oldest women in the sample. Estradiol and SHBG reduced but did not eliminate age-related variations in relations between body size/composition and hot flashes. Higher adiposity was associated with fewer physiological hot flashes among older women with hot flashes. A modifying role of age must be considered in understanding the role of adiposity in hot flashes.

  16. Initial Breakdown Pulse Amplitudes in Intracloud and Cloud-to-Ground Lightning Flashes

    NASA Astrophysics Data System (ADS)

    Marshall, T. C.; Smith, E. M.; Stolzenburg, M.; Karunarathne, S.; Siedlecki, R. D., II

    2017-12-01

    This study analyzes the largest initial breakdown (IB) pulse in flashes from three storms in Florida. The study was motivated in part by the possibility that IB pulses of IC flashes may cause of terrestrial gamma-ray flashes (TGFs). The range-normalized, zero-to-peak amplitude of the largest IB pulse within each flash was determined along with its altitude, duration, and occurrence time in the flash. Appropriate data were available for 40 intracloud (IC) and 32 cloud-to-ground (CG) flashes. Histograms of the magnitude of the largest IB pulse amplitude by flash type were similar, with mean (median) values of 1.49 (1.05) V/m for IC flashes and -1.35 (-0.87) V/m for CG flashes. The mean amplitude of the largest IC IB pulses are substantially smaller (roughly an order of magnitude smaller) than the few known pulse amplitudes of TGF events and TGF candidate events. The largest IB pulse in 30 IC flashes showed a weak inverse relation between pulse amplitude and altitude. Amplitude of the largest IB pulse for 25 CG flashes showed no altitude correlation. Duration of the largest IB pulse in ICs averaged twice as long as in CGs (96 μs versus 46 μs); all of the CG durations were <100 μs. Among the ICs, there is a positive relation between largest IB pulse duration and amplitude; the linear correlation coefficient is 0.385 with outliers excluded. The largest IB pulse in IC flashes typically occurred at a longer time after the first IB pulse (average 4.1 ms) than was the case in CG flashes (average 0.6 ms). In both flash types, the largest IB pulse was the first IB pulse in about 30% of the cases.

  17. A cognitive perspective on technology enhanced learning in medical training: great opportunities, pitfalls and challenges.

    PubMed

    Dror, Itiel; Schmidt, Pascal; O'connor, Lanty

    2011-01-01

    As new technology becomes available and is used for educational purposes, educators often take existing training and simply transcribe it into the new technological medium. However, when technology drives e-learning rather than the learner and the learning, and when it uses designs and approaches that were not originally built for e-learning, then often technology does not enhance the learning (it may even be detrimental to it). The success of e-learning depends on it being 'brain friendly', on engaging the learners from an understanding of how the cognitive system works. This enables educators to optimize learning by achieving correct mental representations that will be remembered and applied in practice. Such technology enhanced learning (TEL) involves developing and using novel approaches grounded in cognitive neuroscience; for example, gaming and simulations that distort realism rather than emphasizing visual fidelity and realism, making videos interactive, training for 'error recovery' rather than for 'error reduction', and a whole range of practical ways that result in effective TEL. These are a result of e-learning that is built to fit and support the cognitive system, and therefore optimize the learning.

  18. SUMO regulates proteasome-dependent degradation of FLASH/Casp8AP2

    PubMed Central

    Vennemann, Astrid; Hofmann, Thomas G.

    2013-01-01

    FLASH/Casp8AP2 is a huge multifunctional protein involved in multiple cellular processes, reaching from death receptor signaling to regulation of histone gene transcription and histone mRNA processing. Previous work has shown that FLASH localizes to Cajal bodies and promyelocytic leukemia (PML) bodies. However, the function of its nuclear body association remains unclear. Here we demonstrate that murine FLASH is covalently modified by SUMO at Lys residue 1792. Interestingly, ectopic expression of SUMO results in proteasome-dependent degradation of FLASH. A point mutant of FLASH with a mutated SUMO acceptor lysine residue, FLASHK1792R, is resistant to SUMO-induced degradation. Finally, we show that arsenic trioxide, a drug known to potentiate SUMO modification and degradation of PML, triggers recruitment of FLASH to PML bodies and concomitant loss of FLASH protein. Our data suggest that SUMO targets FLASH for proteasome-dependent degradation, which is associated with recruitment of FLASH to PML bodies. PMID:23673342

  19. The October 2014 United States Treasury bond flash crash and the contributory effect of mini flash crashes

    PubMed Central

    Levine, Zachary S.; Floridi, Luciano

    2017-01-01

    We investigate the causal uncertainty surrounding the flash crash in the U.S. Treasury bond market on October 15, 2014, and the unresolved concern that no clear link has been identified between the start of the flash crash at 9:33 and the opening of the U.S. equity market at 9:30. We consider the contributory effect of mini flash crashes in equity markets, and find that the number of equity mini flash crashes in the three-minute window between market open and the Treasury Flash Crash was 2.6 times larger than the number experienced in any other three-minute window in the prior ten weekdays. We argue that (a) this statistically significant finding suggests that mini flash crashes in equity markets both predicted and contributed to the October 2014 U.S. Treasury Bond Flash Crash, and (b) mini-flash crashes are important phenomena with negative externalities that deserve much greater scholarly attention. PMID:29091931

  20. Videogame training strategy-induced change in brain function during a complex visuomotor task.

    PubMed

    Lee, Hyunkyu; Voss, Michelle W; Prakash, Ruchika Shaurya; Boot, Walter R; Vo, Loan T K; Basak, Chandramallika; Vanpatter, Matt; Gratton, Gabriele; Fabiani, Monica; Kramer, Arthur F

    2012-07-01

    Although changes in brain function induced by cognitive training have been examined, functional plasticity associated with specific training strategies is still relatively unexplored. In this study, we examined changes in brain function during a complex visuomotor task following training using the Space Fortress video game. To assess brain function, participants completed functional magnetic resonance imaging (fMRI) before and after 30 h of training with one of two training regimens: Hybrid Variable-Priority Training (HVT), with a focus on improving specific skills and managing task priority, or Full Emphasis Training (FET), in which participants simply practiced the game to obtain the highest overall score. Control participants received only 6 h of FET. Compared to FET, HVT learners reached higher performance on the game and showed less brain activation in areas related to visuo-spatial attention and goal-directed movement after training. Compared to the control group, HVT exhibited less brain activation in right dorsolateral prefrontal cortex (DLPFC), coupled with greater performance improvement. Region-of-interest analysis revealed that the reduction in brain activation was correlated with improved performance on the task. This study sheds light on the neurobiological mechanisms of improved learning from directed training (HVT) over non-directed training (FET), which is related to visuo-spatial attention and goal-directed motor planning, while separating the practice-based benefit, which is related to executive control and rule management. Copyright © 2012 Elsevier B.V. All rights reserved.

  1. Reviews

    NASA Astrophysics Data System (ADS)

    2005-05-01

    WE RECOMMEND Private Universe and Minds of Our Own This DVD for teachers addresses challenges faced in the classroom. EasySenseLink and EasySense Flash Logger These two dataloggers are fast, versatile and inexpensive. The Butthead Game, Space Rifle and Disc Shooter Together, these toys can be used to explain the photoelectric effect. Resistance and thickness boards These high-quality, value-for-money boards produce excellent results. WORTH A LOOK Einstein A to Z A useful and well researched text about EinsteinÂ's life and work. Einstein Alive Depending on how it is lit, this display can look concave or convex. Phyzzing Through Physics As PowerPoint presentations go, this one is useful and good value. HANDLE WITH CARE Pressure toadstools An overpriced tool that you could make yourself using dowelling. Parallel and series boards Easily damaged, these boards are best used in demonstrations only. WEB WATCH Educational websites that make electricity fun to learn. Applets website: an online gem for teachers.

  2. PIAS1 interacts with FLASH and enhances its co-activation of c-Myb

    PubMed Central

    2011-01-01

    Background FLASH is a huge nuclear protein involved in various cellular functions such as apoptosis signalling, NF-κB activation, S-phase regulation, processing of histone pre-mRNAs, and co-regulation of transcription. Recently, we identified FLASH as a co-activator of the transcription factor c-Myb and found FLASH to be tightly associated with active transcription foci. As a huge multifunctional protein, FLASH is expected to have many interaction partners, some which may shed light on its function as a transcriptional regulator. Results To find additional FLASH-associated proteins, we performed a yeast two-hybrid (Y2H) screening with FLASH as bait and identified the SUMO E3 ligase PIAS1 as an interaction partner. The association appears to involve two distinct interaction surfaces in FLASH. We verified the interaction by Y2H-mating, GST pulldowns, co-IP and ChIP. FLASH and PIAS1 were found to co-localize in nuclear speckles. Functional assays revealed that PIAS1 enhances the intrinsic transcriptional activity of FLASH in a RING finger-dependent manner. Furthermore, PIAS1 also augments the specific activity of c-Myb, and cooperates with FLASH to further co-activate c-Myb. The three proteins, FLASH, PIAS1, and c-Myb, are all co-localized with active RNA polymerase II foci, resembling transcription factories. Conclusions We conclude that PIAS1 is a common partner for two cancer-related nuclear factors, c-Myb and FLASH. Our results point to a functional cooperation between FLASH and PIAS1 in the enhancement of c-Myb activity in active nuclear foci. PMID:21338522

  3. "Know What to Do If You Encounter a Flash Flood": Mental Models Analysis for Improving Flash Flood Risk Communication and Public Decision Making.

    PubMed

    Lazrus, Heather; Morss, Rebecca E; Demuth, Julie L; Lazo, Jeffrey K; Bostrom, Ann

    2016-02-01

    Understanding how people view flash flood risks can help improve risk communication, ultimately improving outcomes. This article analyzes data from 26 mental models interviews about flash floods with members of the public in Boulder, Colorado, to understand their perspectives on flash flood risks and mitigation. The analysis includes a comparison between public and professional perspectives by referencing a companion mental models study of Boulder-area professionals. A mental models approach can help to diagnose what people already know about flash flood risks and responses, as well as any critical gaps in their knowledge that might be addressed through improved risk communication. A few public interviewees mentioned most of the key concepts discussed by professionals as important for flash flood warning decision making. However, most interviewees exhibited some incomplete understandings and misconceptions about aspects of flash flood development and exposure, effects, or mitigation that may lead to ineffective warning decisions when a flash flood threatens. These include important misunderstandings about the rapid evolution of flash floods, the speed of water in flash floods, the locations and times that pose the greatest flash flood risk in Boulder, the value of situational awareness and environmental cues, and the most appropriate responses when a flash flood threatens. The findings point to recommendations for ways to improve risk communication, over the long term and when an event threatens, to help people quickly recognize and understand threats, obtain needed information, and make informed decisions in complex, rapidly evolving extreme weather events such as flash floods. © 2015 Society for Risk Analysis.

  4. Hot Flashes and Carotid Intima Media Thickness among Midlife Women

    PubMed Central

    Thurston, Rebecca C.; Sutton-Tyrrell, Kim; Everson-Rose, Susan A.; Hess, Rachel; Powell, Lynda H.; Matthews, Karen A.

    2010-01-01

    Objective Emerging evidence suggests associations between menopausal hot flashes and cardiovascular risk. Whether hot flashes are associated with intima media thickness (IMT) or IMT changes over time is unknown. We hypothesized that reported hot flashes would be associated with greater IMT cross-sectionally and with greater IMT progression over two years. Methods Participants were 432 women ages 45-58 at baseline participating in SWAN Heart, an ancillary study to the Study of Women's Health Across the Nation. Measures at the SWAN Heart baseline and follow-up visit two years later included a carotid artery ultrasound, reported hot flashes (past two weeks: none, 1-5, ≥6 days), and a blood sample for measurement of estradiol. Results Women reporting hot flashes ≥6 days in the prior two weeks had significantly higher IMT than women without hot flashes at baseline (mean difference(SE), mm =0.02(0.01), p=0.03) and follow-up (mean difference(SE), mm =0.02(0.01), p=0.04) visits, controlling for demographic factors and cardiovascular risk factors. Reporting hot flashes at both study visits was associated with higher follow-up IMT relative to reporting hot flashes at neither visit (mean difference(SE), mm=0.03(0.01), p=0.03). Associations between hot flashes and IMT largely remained after adjusting for estradiol. An interaction between hot flashes and obesity status was observed (p=0.05) such that relations between hot flashes and IMT were observed principally among overweight/obese women. Hot flashes were not associated with IMT progression. Conclusions These findings provided some indication that women reporting hot flashes ≥6 days in the prior two weeks may have higher IMT than women without hot flashes, particularly for women who are overweight or obese. Further work should determine whether hot flashes mark adverse underlying vascular changes. PMID:21242820

  5. 50 CFR 600.730 - Facilitation of enforcement.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... transmitted by flashing light directed at the vessel signaled. USCG units will normally use the flashing light... your vessel instantly.” (Period (.) means a short flash of light; dash (-) means a long flash of light... authorized officer using loudhailer, radiotelephone, flashing light signal, or other means constitutes prima...

  6. 50 CFR 600.730 - Facilitation of enforcement.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... transmitted by flashing light directed at the vessel signaled. USCG units will normally use the flashing light... your vessel instantly.” (Period (.) means a short flash of light; dash (-) means a long flash of light... authorized officer using loudhailer, radiotelephone, flashing light signal, or other means constitutes prima...

  7. 49 CFR 234.217 - Flashing light units.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 49 Transportation 4 2010-10-01 2010-10-01 false Flashing light units. 234.217 Section 234.217..., Inspection, and Testing Maintenance Standards § 234.217 Flashing light units. (a) Each flashing light unit.... (b) Each flashing light unit shall be maintained to prevent dust and moisture from entering the...

  8. 49 CFR 234.217 - Flashing light units.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 49 Transportation 4 2011-10-01 2011-10-01 false Flashing light units. 234.217 Section 234.217..., Inspection, and Testing Maintenance Standards § 234.217 Flashing light units. (a) Each flashing light unit.... (b) Each flashing light unit shall be maintained to prevent dust and moisture from entering the...

  9. Lunar Impact Flash Locations

    NASA Technical Reports Server (NTRS)

    Moser, D. E.; Suggs, R. M.; Kupferschmidt, L.; Feldman, J.

    2015-01-01

    A bright impact flash detected by the NASA Lunar Impact Monitoring Program in March 2013 brought into focus the importance of determining the impact flash location. A process for locating the impact flash, and presumably its associated crater, was developed using commercially available software tools. The process was successfully applied to the March 2013 impact flash and put into production on an additional 300 impact flashes. The goal today: provide a description of the geolocation technique developed.

  10. FLASH Interface; a GUI for managing runtime parameters in FLASH simulations

    NASA Astrophysics Data System (ADS)

    Walker, Christopher; Tzeferacos, Petros; Weide, Klaus; Lamb, Donald; Flocke, Norbert; Feister, Scott

    2017-10-01

    We present FLASH Interface, a novel graphical user interface (GUI) for managing runtime parameters in simulations performed with the FLASH code. FLASH Interface supports full text search of available parameters; provides descriptions of each parameter's role and function; allows for the filtering of parameters based on categories; performs input validation; and maintains all comments and non-parameter information already present in existing parameter files. The GUI can be used to edit existing parameter files or generate new ones. FLASH Interface is open source and was implemented with the Electron framework, making it available on Mac OSX, Windows, and Linux operating systems. The new interface lowers the entry barrier for new FLASH users and provides an easy-to-use tool for experienced FLASH simulators. U.S. Department of Energy (DOE), NNSA ASC/Alliances Center for Astrophysical Thermonuclear Flashes, U.S. DOE NNSA ASC through the Argonne Institute for Computing in Science, U.S. National Science Foundation.

  11. OTD Observations of Continental US Ground and Cloud Flashes

    NASA Technical Reports Server (NTRS)

    Koshak, William

    2007-01-01

    Lightning optical flash parameters (e.g., radiance, area, duration, number of optical groups, and number of optical events) derived from almost five years of Optical Transient Detector (OTD) data are analyzed. Hundreds of thousands of OTD flashes occurring over the continental US are categorized according to flash type (ground or cloud flash) using US National Lightning Detection Network TM (NLDN) data. The statistics of the optical characteristics of the ground and cloud flashes are inter-compared on an overall basis, and as a function of ground flash polarity. A standard two-distribution hypothesis test is used to inter-compare the population means of a given lightning parameter for the two flash types. Given the differences in the statistics of the optical characteristics, it is suggested that statistical analyses (e.g., Bayesian Inference) of the space-based optical measurements might make it possible to successfully discriminate ground and cloud flashes a reasonable percentage of the time.

  12. Menopausal Hot Flashes and White Matter Hyperintensities

    PubMed Central

    Thurston, Rebecca C.; Aizenstein, Howard J.; Derby, Carol A.; Sejdić, Ervin; Maki, Pauline M.

    2015-01-01

    Objective Hot flashes are the classic menopausal symptom. Emerging data links hot flashes to cardiovascular disease (CVD) risk, yet how hot flashes are related to brain health is poorly understood. We examined the relationship between hot flashes - measured via physiologic monitor and self-report - and white matter hyperintensities (WMH) among midlife women. Methods Twenty midlife women ages 40-60 without clinical CVD, with their uterus and both ovaries, and not taking hormone therapy were recruited. Women underwent 24 hours of ambulatory physiologic and diary hot flash monitoring to quantify hot flashes; magnetic resonance imaging to assess WMH burden; 72 hours of actigraphy and questionnaires to quantify sleep; and a blood draw, questionnaires, and physical measures to quantify demographics and CVD risk factors. Test of a priori hypotheses regarding relations between physiologically-monitored and self-reported wake and sleep hot flashes and WMH were conducted in linear regression models. Results More physiologically-monitored hot flashes during sleep were associated with greater WMH, controlling for age, race, and body mass index [beta(standard error)=.0002 (.0001), p=.03]. Findings persisted controlling for sleep characteristics and additional CVD risk factors. No relations were observed for self-reported hot flashes. Conclusions More physiologically-monitored hot flashes during sleep were associated with greater WMH burden among midlife women free of clinical CVD. Results suggest that relations between hot flashes and CVD risk observed in the periphery may extend to the brain. Future work should consider the unique role of sleep hot flashes in brain health. PMID:26057822

  13. Some properties of negative cloud-to-ground flashes from observations of a local thunderstorm based on accurate-stroke-count studies

    NASA Astrophysics Data System (ADS)

    Zhu, Baoyou; Ma, Ming; Xu, Weiwei; Ma, Dong

    2015-12-01

    Properties of negative cloud-to-ground (CG) lightning flashes, in terms of number of strokes per flash, inter-stroke intervals and the relative intensity of subsequent and first strokes, were presented by accurate-stroke-count studies based on all 1085 negative flashes from a local thunderstorm. The percentage of single-stroke flashes and stroke multiplicity evolved significantly during the whole life cycle of the study thunderstorm. The occurrence probability of negative CG flashes decreased exponentially with the increasing number of strokes per flash. About 30.5% of negative CG flashes contained only one stroke and number of strokes per flash averaged 3.3. In a subset of 753 negative multiple-stroke flashes, about 41.4% contained at least one subsequent stroke stronger than the corresponding first stroke. Subsequent strokes tended to decrease in strength with their orders and the ratio of subsequent to first stroke peaks presented a geometric mean value of 0.52. Interestingly, negative CG flashes of higher multiplicity tended to have stronger initial strokes. 2525 inter-stroke intervals showed a more or less log-normal distribution and gave a geometric mean value of 62 ms. For CG flashes of particular multiplicity geometric mean inter-stroke intervals tended to decrease with the increasing number of strokes per flash, while those intervals associated with higher order strokes tended to be larger than those associated with low order strokes.

  14. Effect of Escitalopram on Hot Flash Interference: A Randomized, Controlled Trial

    PubMed Central

    Carpenter, Janet S.; Guthrie, Katherine A.; Larson, Joseph C.; Freeman, Ellen W.; Joffe, Hadine; Reed, Susan D.; Ensrud, Kristine E.; LaCroix, Andrea Z.

    2012-01-01

    Objectives To estimate the effect of escitalopram 10–20 mg/day versus placebo for reducing hot flash interference in daily life and understand correlates and predictors of reductions in hot flash interference, a key measure of quality of life. Design Multi-site, randomized, double-blind, placebo-controlled clinical trial. Patients 205 midlife women (46% African-American) who met criteria participated. Setting MsFLASH clinical sites in Boston, Indianapolis, Oakland, and Philadelphia. Intervention After baseline, women were randomized to 1 pill of escitalopram 10 mg/day (n=104) or placebo (n=101) with follow-up at 4- and 8-weeks. At week 4, those not achieving 50% fewer hot flashes were increased to 2 pills daily (20 mg/day or 2 placebo pills). Main outcome measures The Hot Flash Related Daily Interference Scale; Correlates were variables from hot flash diaries; Predictors were baseline demographics, clinical variables, depression, anxiety, sleep quality, and hot flashes. Results Compared to placebo, escitalopram significantly reduced hot flash interference by 6.0 points at week 4 and 3.4 points at week 8 more than placebo (p=0.012). Reductions in hot flash interference correlated with changes in hot flash diary variables. However, baseline variables did not significantly predict reductions in hot flash interference. Conclusions Escitalopram 10–20mg/day for 8 weeks improves women’s quality of life and this benefit did not vary by demographic, clinical, mood, sleep, or hot flash variables. PMID:22480818

  15. Virtual Patients in a Behavioral Medicine Massive Open Online Course (MOOC): A Qualitative and Quantitative Analysis of Participants' Perceptions.

    PubMed

    Berman, Anne H; Biguet, Gabriele; Stathakarou, Natalia; Westin-Hägglöf, Beata; Jeding, Kerstin; McGrath, Cormac; Zary, Nabil; Kononowicz, Andrzej A

    2017-10-01

    The purpose of this article is to explore learners' perceptions of using virtual patients in a behavioral medicine Massive Open Online Course (MOOCs) and thereby describe innovative ways of disseminating knowledge in health-related areas. A 5-week MOOC on behavioral medicine was hosted on the edX platform. The authors developed two branched virtual patients consisting of video recordings of a live standardized patient, with multiple clinical decision points and narration unfolding depending on learners' choices. Students interacted with the virtual patients to treat stress and sleep problems. Answers to the exit survey and participant comments from the discussion forum were analyzed qualitatively and quantitatively. In total, 19,236 participants enrolled in the MOOC, out of which 740 received the final certificate. The virtual patients were completed by 2317 and 1640 participants respectively. Among survey respondents (n = 442), 83.1% agreed that the virtual patient exercise was helpful. The qualitative analysis resulted in themes covering what it was like to work with the virtual patient, with subthemes on learner-centered education, emotions/eustress, game comparisons, what the participants learned, what surprised them, how confident participants felt about applying interventions in practice, suggestions for improvement, and previous experiences of virtual patients. Students were enthusiastic about interacting with the virtual patients as a means to apply new knowledge about behavioral medicine interventions. The most common suggestion was to incorporate more interactive cases with various levels of complexity. Further research should include patient outcomes and focus on interprofessional aspects of learning with virtual patients in a MOOC.

  16. Cardiac autonomic function and hot flashes among perimenopausal and postmenopausal women.

    PubMed

    Gibson, Carolyn J; Mendes, Wendy Berry; Schembri, Michael; Grady, Deborah; Huang, Alison J

    2017-07-01

    Abnormalities in autonomic function are posited to play a pathophysiologic role in menopausal hot flashes. We examined relationships between resting cardiac autonomic activity and hot flashes in perimenopausal and postmenopausal women. Autonomic function was assessed at baseline and 12 weeks among perimenopausal and postmenopausal women (n = 121, mean age 53 years) in a randomized trial of slow-paced respiration for hot flashes. Pre-ejection period (PEP), a marker of sympathetic activation, was measured with impedance cardiography. Respiratory sinus arrhythmia (RSA), a marker of parasympathetic activation, was measured with electrocardiography. Participants self-reported hot flash frequency and severity in 7-day symptom diaries. Analysis of covariance models were used to relate autonomic function and hot flash frequency and severity at baseline, and to relate changes in autonomic function to changes in hot flash frequency and severity over 12 weeks, adjusting for age, body mass index, and intervention assignment. PEP was not associated with hot flash frequency or severity at baseline or over 12 weeks (P > 0.05 for all). In contrast, there was a trend toward greater frequency of moderate-to-severe hot flashes with higher RSA at baseline (β = 0.43, P = 0.06), and a positive association between change in RSA and change in frequency of moderate-to-severe hot flashes over 12 weeks (β = 0.63, P = 0.04). Among perimenopausal and postmenopausal women with hot flashes, variations in hot flash frequency and severity were not explained by variations in resting sympathetic activation. Greater parasympathetic activation was associated with more frequent moderate-to-severe hot flashes, which may reflect increased sensitivity to perceiving hot flashes.

  17. Pulsed photoacoustic detection of flash-induced oxygen evolution from intact leaves and its oscillations

    PubMed Central

    Canaani, Ora; Malkin, Shmuel; Mauzerall, David

    1988-01-01

    Photoacoustic signals from intact leaves, produced upon excitation with single-turnover flashes, were shown to be dependent on their position in the flash sequence. Compared to the signal obtained from the first flash, all the others were time-shifted and had increased amplitudes. The signal from the third flash had the largest deviation, whereas that from the second flash deviated only minimally. The amplitude difference of the signals relative to that from the first flash was measured at a convenient time point (5 ms) and showed oscillations of period 4, similar to the O2-evolution pattern from algae. These oscillations were strongly damped, tending to a steady state from about the seventh flash on. The extra photoacoustic signal (relative to the first flash) was shown to be inhibited by 3-(3,4-dichlorophenyl)-1,1-dimethylurea, heat treatment, or water infiltration. Its change with flash number, its saturation with increasing flash energy, and the above inhibition criteria indicate that it originates in pulsed O2 evolution. The sound wave produced by the first flash, however, arose by a photothermal mechanism only, as shown by its linear dependence on the flash intensity and insensitivity to the above treatments. The above flash pattern demonstrates that the photocycle of the S states (i.e., positive charge accumulation before two water molecules can be oxidized in a concerted way to produce molecular oxygen) occurs in intact leaves. It proves the applicability of the photoacoustic method for mechanistic studies of O2 evolution in leaves under physiological conditions. Water content of leaves is readily measured by this method. Images PMID:16593952

  18. Understanding the complex relationships underlying hot flashes: a Bayesian network approach.

    PubMed

    Smith, Rebecca L; Gallicchio, Lisa M; Flaws, Jodi A

    2018-02-01

    The mechanism underlying hot flashes is not well-understood, primarily because of complex relationships between and among hot flashes and their risk factors. We explored those relationships using a Bayesian network approach based on a 2006 to 2015 cohort study of hot flashes among 776 female residents, 45 to 54 years old, in the Baltimore area. Bayesian networks were fit for each outcome (current hot flashes, hot flashes before the end of the study, hot flash severity, hot flash frequency, and age at first hot flashes) separately and together with a list of risk factors (estrogen, progesterone, testosterone, body mass index and obesity, race, income level, education level, smoking history, drinking history, and activity level). Each fitting was conducted separately on all women and only perimenopausal women, at enrollment and 4 years after enrollment. Hormone levels, almost always interrelated, were the most common variable linked to hot flashes; hormone levels were sometimes related to body mass index, but were not directly related to any other risk factors. Smoking was also frequently associated with increased likelihood of severe symptoms, but not through an antiestrogenic pathway. The age at first hot flashes was related only to race. All other factors were either not related to outcomes or were mediated entirely by race, hormone levels, or smoking. These models can serve as a guide for design of studies into the causal network underlying hot flashes.

  19. Hot Flashes

    MedlinePlus

    ... report menopausal hot flashes than do women of European descent. Hot flashes are less common in women of Japanese and Chinese descent than in white European women. Complications Nighttime hot flashes (night sweats) can ...

  20. Helium shell flashes and evolution of accreting white dwarfs

    NASA Astrophysics Data System (ADS)

    Fujimoto, M. Y.; Sugimoto, D.

    1982-06-01

    The evolution of accreting white dwarfs is investigated from the onset of accretion through the helium shell flash. Properties of the helium shell flashes are studied by means of a generalized theory of shell flash and by numerical computations, and it is found that the shell flash grows up to the strength of a supernova explosion when the mass of the helium zone is large enough on a massive white dwarf. Although accretion onto a hot white dwarf causes a weaker shell flash than those onto cool ones, a strong tendency exists for the strength to be determined mainly by the accretion rate. For fast accretion, the shell flashes are weak and triggered recurrently, while for slow accretion the helium shell flash, once triggered, develops into a detonation supernova.

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