Sample records for fun hands-on learning

  1. Make 'em Laugh (& They'll Learn a Lot More)

    ERIC Educational Resources Information Center

    Done, Phillip

    2006-01-01

    Learning and laughter go hand in hand. Teachers certainly do not need to be stand-up comedians and spew out one-liners or dress up like clowns to make their classes fun. A little comedy can bring a lot of joy and learning opportunities to the classroom. In this article, the author shares several strategies on how teachers can put in laughter into…

  2. Assessing Students' Learning of Internal Controls: Closing the Loop

    ERIC Educational Resources Information Center

    Amer, T. S.; Mohrweis, Lawrence C.

    2009-01-01

    This study describes the multifaceted components of an assessment process. The paper explains a novel approach in which an advisory council participated in a "fun," hands-on activity to rank-order learning outcomes. The top ranked learning competency, as identified by the advisory council, was the need for students to gain a better…

  3. Family Open House

    Science.gov Websites

    Search Family Open House Join us for an afternoon of science fun. The Fermilab Family Open House is a party for children of all ages to learn about the world of physics. The Open House is supported by Open House? Check out our YouTube video to learn more! Explore physics concepts with hands-on

  4. Computer Learning for Young Children.

    ERIC Educational Resources Information Center

    Choy, Anita Y.

    1995-01-01

    Computer activities that combine education and entertainment make learning easy and fun for preschoolers. Computers encourage social skills, language and literacy skills, cognitive development, problem solving, and eye-hand coordination. The paper describes one teacher's experiences setting up a computer center and using computers with…

  5. Partnering with Parents: Using Cap Kits to Support Learning Activities at Home

    ERIC Educational Resources Information Center

    Sanderson, Donna

    2017-01-01

    The idea of using plastic bottle caps to enhance children's literacy and math skills was introduced in a pre-kindergarten methods and field class at West Chester University. We wanted an essentially cost-free way to create fun, hands-on, educational games for young students to learn basic skills supporting the Common Core State Standards (adopted…

  6. Hydromania: Summer Science Camp Curriculum.

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

    Moura, Joan

    1995-07-01

    In 1992, Bonneville Power Administration (BPA) and the US Department of Energy (DOE) began a collaborative pilot project with the Portland Parks and Recreation Community Schools Program and others to provide summer science camps to children in Grades 4--6. Camps run two weeks in duration between late June and mid-August. Sessions are five days per week, from 9 a.m. to 3 p.m. In addition to hands-on science and math curriculum, at least three field trips are incorporated into the educational learning experience. The purpose of the BPA/DOE summer camps is to make available opportunities for fun, motivating experiences in sciencemore » to students who otherwise would have difficulty accessing them. This includes inner city, minority, rural and low income students. Public law 101-510, which Congress passed in 1990, authorizes DOE facilities to establish collaborative inner-city and rural partnership programs in science and math. A primary goal of the BPA summer hands on science camps is to bring affordable science camp experiences to students where they live. It uses everyday materials to engage students` minds and to give them a sense that they have succeeded through a fun hands-on learning environment.« less

  7. A Handful of Learning

    ERIC Educational Resources Information Center

    Villano, Matt

    2007-01-01

    In many classrooms, movies are a special occasion--a tool that creative teachers intersperse with regular lessons to supplement the everyday curriculum and make learning fun. At the nine school districts served by the Monroe 2-Orleans Board of Cooperative Educational Services (BOCES) in Spencerport, New York, movies are becoming part of the…

  8. See It, Be It, Write It: Using Performing Arts to Improve Writing Skills and Test Scores

    ERIC Educational Resources Information Center

    Blecher-Sass, Hope Sara; Moffitt, Maryellen

    2010-01-01

    Improve students' writing skills and boost their assessment scores while adding arts education, creativity, and fun to your writing curriculum. With this vibrant resource, improving writing skills goes hand-in-hand with improving test scores. Students learn how to use acting and visualization as prewriting activities to help them connect writing…

  9. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    NASA Astrophysics Data System (ADS)

    Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg

    This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.

  10. Science Alive!: Connecting with Elementary Students through Science Exploration.

    PubMed

    Raja, Aarti; Lavin, Emily Schmitt; Gali, Tamara; Donovan, Kaitlin

    2016-05-01

    A novel program called Science Alive! was developed by undergraduate faculty members, K-12 school teachers, and undergraduate students to enrich science, technology, engineering, and mathematics (STEM) literacy at community schools located near the university. The ultimate goal of the program is to bolster the scientific knowledge and appreciation of local area students and community members and serve as a model for similar programs. Through the program, we observed that elementary school students made gains toward learning their grade-level science curricula after a hands-on learning experience and had fun doing these hands-on activities. Through the program, undergraduate students, working with graduate students and alumni, build scientific learning modules using explanatory handouts and creative activities as classroom exercises. This helps better integrate scientific education through a collaborative, hands-on learning program. Results showed that elementary school students made the highest learning gains in their performance on higher-level questions related to both forces and matter as a result of the hands-on learning modules. Additionally, college students enjoyed the hands-on activities, would consider volunteering their time at such future events, and saw the service learning program as a benefit to their professional development through community building and discipline-specific service. The science modules were developed according to grade-level curricular standards and can be used year after year to teach or explain a scientific topic to elementary school students via a hands-on learning approach.

  11. Angelo State SPS Marsh White Award: Physics After School Special (P.A.S.S.)

    NASA Astrophysics Data System (ADS)

    Desai, Vikesh; Sauncy, Toni

    2012-03-01

    With a recent Marsh White Award from the SPS National Office, the Angelo State SPS has teamed up with a local YMCA after school program to provide fun lab experiences for the diverse group of K-3^rd graders. Several undergraduate presenters are involved, and the funding was used to purchase tshirts for all participants. The afterschool group of approximately 30 children has visited the campus for the first lab session and plans three additional hands on lab experiences over the course of the semester. For the final visit, the Peer Pressure Team will conduct a full demonstration show and P.A.S.S. Party. The goal of this public engagement is to motivate these young students to learn more about physics with hands on activities in a fun and safe environment and to establish meaningful mentoring relationships between undergraduate physics majors and younger students.

  12. Science Alive!: Connecting with Elementary Students through Science Exploration†

    PubMed Central

    Raja, Aarti; Lavin, Emily Schmitt; Gali, Tamara; Donovan, Kaitlin

    2016-01-01

    A novel program called Science Alive! was developed by undergraduate faculty members, K–12 school teachers, and undergraduate students to enrich science, technology, engineering, and mathematics (STEM) literacy at community schools located near the university. The ultimate goal of the program is to bolster the scientific knowledge and appreciation of local area students and community members and serve as a model for similar programs. Through the program, we observed that elementary school students made gains toward learning their grade-level science curricula after a hands-on learning experience and had fun doing these hands-on activities. Through the program, undergraduate students, working with graduate students and alumni, build scientific learning modules using explanatory handouts and creative activities as classroom exercises. This helps better integrate scientific education through a collaborative, hands-on learning program. Results showed that elementary school students made the highest learning gains in their performance on higher-level questions related to both forces and matter as a result of the hands-on learning modules. Additionally, college students enjoyed the hands-on activities, would consider volunteering their time at such future events, and saw the service learning program as a benefit to their professional development through community building and discipline-specific service. The science modules were developed according to grade-level curricular standards and can be used year after year to teach or explain a scientific topic to elementary school students via a hands-on learning approach. PMID:27158309

  13. Math Academy: Play Ball! Explorations in Data Analysis & Statistics. Book 3: Supplemental Math Materials for Grades 3-8

    ERIC Educational Resources Information Center

    Rimbey, Kimberly

    2008-01-01

    Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Play Ball! Explorations in Data Analysis & Statistics," which teachers can use to…

  14. Math Academy: Are You Game? Explorations in Probability. Supplemental Math Materials for Grades 3-6

    ERIC Educational Resources Information Center

    Rimbey, Kimberly

    2007-01-01

    Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the themed program "Are You Game? Math Academy--Explorations in Probability," which teachers can use to…

  15. Math Academy: Dining Out! Explorations in Fractions, Decimals, & Percents. Book 4: Supplemental Math Materials for Grades 3-8

    ERIC Educational Resources Information Center

    Rimbey, Kimberly

    2007-01-01

    Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Dining Out! Explorations in Fractions, Decimals, and Percents," which teachers can use…

  16. Math Academy: Let's Go to the Mall! Explorations in Combinatorics. Book 5: Supplemental Math Materials for Grades 3-8

    ERIC Educational Resources Information Center

    Rimbey, Kimberly

    2008-01-01

    Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Let's Go to the Mall! Explorations in Combinatorics," which teachers can use to enhance…

  17. "Ground Control to Deaf and Hard of Hearing Students...": Space Camp Provides Lessons in Science, Math, Teamwork, and Fun

    ERIC Educational Resources Information Center

    Perkins, Becky

    2007-01-01

    In this article, the author describes the Space Camp at the U.S. Space & Rocket Center in Huntsville, Alabama, where deaf and hard of hearing students can pilot spaceships, conduct experiments, and dodge meteorites. Each year in the spring, students from schools all over the United States attend a one-week, hands-on learning experience in…

  18. Partnership with informal education learning centers to develop hands-on activities for research outreach efforts

    NASA Astrophysics Data System (ADS)

    Courville, Z.; Haynes, R.; DeFrancis, G.; Koh, S.; Ringelberg, D.

    2012-12-01

    Outreach informed by scientific research plays an important role in fostering interest in science by making science and scientists accessible, fun, and interesting. Developing an interest in science in young, elementary-aged students through outreach is a rewarding endeavor for researchers, in that audiences are usually receptive, requirements for broader impacts are met, and bonds are formed between researchers and members of their local and surrounding communities. Promoting such interest among young students is imperative not only for an individual researcher's own self interest, but also for the strength of American science and innovation moving forward, and is the responsibility of the current generation of scientists. Developing genuine and successful inquiry-based, hands-on activities for elementary-aged students is outside the expertise of many researchers. Partnering with an informal education learning center (i.e. science museum or after-school program) provides researchers with the expertise they might be lacking in such endeavors. Here, we present a series of polar-, engineering- and microbiology-themed hands-on activities that have been developed by researchers at a government lab in partnership with a local science museum. Through a series of workshops, the science education staff at the museum provided researchers with background and instruction on inquiry and hands-on activities, and then collaborated with the researchers to develop activities which were later demonstrated at the museum to museum-goers. Education staff provided feedback about the presentation of the activities for further refinement. The program provided an opportunity for researchers to develop fun, on-target and age-appropriate science activities for elementary-aged students, an audience for outreach, and enabled general public audiences the chance to interact with researchers and scientists in an informal setting.

  19. The effect of playing a science center-based mobile game: Affective outcomes and gender differences

    NASA Astrophysics Data System (ADS)

    Atwood-Blaine, Dana

    Situated in a hands-on science center, The Great STEM Caper was a collaborative mobile game built on the ARIS platform that was designed to engage 5th-9th grade players in NGSS science and engineering practices while they interacted with various exhibits. Same gender partners sharing one iPad would search for QR codes placed at specific exhibits; scanning a code within the game would launch a challenge for that exhibit. The primary hypothesis was that in- game victories would be equivalent to "mastery experiences" as described by Bandura (1997) and would result in increased science self-efficacy. Gender differences in gameplay behaviors and perceptions were also studied. The study included two groups, one that played the game during their visit and one that explored the science center in the traditional way. The Motivation to Learn Science Questionnaire was administered to participants in both groups both before and after their visit to the science center. Participants wore head-mounted GoPro cameras to record their interactions within the physical and social environment. No differences in affective outcomes were found between the game and comparison groups or between boys and girls in the game group. The MLSQ was unable to measure any significant change in science self-efficacy, interest and enjoyment of science, or overall motivation to learn science in either group. However, girls outperformed boys on every measure of game achievement. Lazzaro's (2004) four types of fun were found to be a good fit for describing the gender differences in game perceptions and behaviors. Girls tended to enjoy hard fun and collaborative people fun while boys enjoyed easy fun and competitive people fun. While boys associated game achievement with enjoyment and victory, girls perceived their game achievement as difficult, rather than enjoyable or victorious.

  20. Math Academy: Can You See It in Nature? Explorations in Patterns & Functions. Book 2: Supplemental Math Materials for Grades 3-8

    ERIC Educational Resources Information Center

    Rimbey, Kimberly

    2007-01-01

    Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to students. This booklet contains the "Math Academy--Can You See It in Nature? Explorations in Patterns & Functions," which a teacher can use to…

  1. Wiggles and Wags: Dog 1--Fun Activities for You and Your Dog. 4-H Skills for Life Animal Series. National 4-H Curriculum. BU-08166

    ERIC Educational Resources Information Center

    National 4-H Council, 2005

    2005-01-01

    These guides are activity guides. Several fact-filled books about dogs are listed as resources on this guide. The activities are active, hands-on, and engaging and are guided by the 4-H motto: Learning by Doing. As youth explore a dog project topic of interest to them, they also practice essential life skills. Although a few dog project youth will…

  2. Independent Living Skills Can Be Fun! How One Mom Took Matters into Her Own Hands

    ERIC Educational Resources Information Center

    Schoenfeld, Jane

    2006-01-01

    Jane Schoenfeld's eighteen-year-old daughter and five of her daughter's friends have major learning differences. After searching fruitlessly for a summer class in independent living skills, Shoenfeld relates how she and the parents of her daughter's friends decided to set up their own summer program. They found a facilitator and invited two…

  3. All about Properties of Matter. Physical Science for Children[TM]. Schlessinger Science Library. [Videotape].

    ERIC Educational Resources Information Center

    2000

    Most children know how to describe an object--by color, size, and shape. Here they'll learn that all objects are made of matter and that all matter can be described with basic scientific properties--mass, weight, volume and density. Each of these properties is described using fun, real-life examples. With clear illustrations and hands-on…

  4. Height, fun and safety in the design of children's playground equipment.

    PubMed

    Wakes, Sarah; Beukes, Amanda

    2012-01-01

    The study reported in this paper adopted a holistic design approach to investigate issues associated with height related playground injuries from a users' perspective. The main objective was to gain an understanding of the relationship between height and fun so as to establish practical guidelines for addressing the causes of height related injuries whilst maintaining the attributes of playground equipment that children find fun and challenging. Results show that, on the one hand, the risk of injury increases when height is coupled with the use of upper body strength and, on the other hand, that coordination is a greater source of fun and challenge than height for children. Accordingly, it is suggested that the level of risk of injury attached to children's playground equipment can be reduced when the use of lower body strength and coordination are combined with lower free fall heights.

  5. Communicate science: an example of food related hands-on laboratory approach

    NASA Astrophysics Data System (ADS)

    D'Addezio, Giuliana; Marsili, Antonella; Vallocchia, Massimiliano

    2014-05-01

    The Laboratorio Didattica e Divulgazione Scientifica of the Istituto Nazionale di Geofisica e Vulcanologia (INGV's Educational and Outreach Laboratory) organized activity with kids to convey scientific knowledge and to promote research on Earth Science, focusing on volcanic and seismic hazard. The combination of games and learning in educational activity can be a valuable tool for study of complex phenomena. Hands-on activity may help in engage kids in a learning process through direct participation that significantly improves the learning performance of children. Making learning fun motivate audience to pay attention on and stay focused on the subject. We present the experience of the hand-on laboratory "Laboratorio goloso per bambini curiosi di scienza (a delicious hands-on laboratory for kids curious about science)", performed in Frascati during the 2013 European Researchers' Night, promoted by the European Commission, as part of the program organized by the Laboratorio Didattica e Divulgazione Scientifica in the framework of Associazione Frascati Scienza (http://www.frascatiscienza.it/). The hand-on activity were designed for primary schools to create enjoyable and unusual tools for learning Earth Science. During this activity kids are involved with something related to everyday life, such as food, through manipulation, construction and implementation of simple experiments related to Earth dynamics. Children become familiar with scientific concepts such as composition of the Earth, plates tectonic, earthquakes and seismic waves propagation and experience the effect of earthquakes on buildings, exploring their important implications for seismic hazard. During the activity, composed of several steps, participants were able to learn about Earth inner structure, fragile lithosphere, waves propagations, impact of waves on building ecc.., dealing with eggs, cookies, honey, sugar, polenta, flour, chocolate, candies, liquorice sticks, bread, pudding and sweets. The activity was successful as more than 500 kids of different ages participated with great enthusiasm, as well as they parents, and gave the chance to explore and manipulate even complex scientific arguments without getting the feeling of having doing this.

  6. Putting Fun Back into Learning.

    ERIC Educational Resources Information Center

    Rao, Srikumar S.

    1995-01-01

    People will learn better if they like what they are learning. Computers offer an extensive library of cases, examples, and stories that are easy to access, fun to work through, and tell students what they want to know. One example is the ASK system, a 15-module, self-study, multimedia program that is fun for trainees to use, which should enhance…

  7. Development of interest in science and interest in teaching elementary science: Influence of informal, school, and inquiry methods course experiences

    NASA Astrophysics Data System (ADS)

    Bulunuz, Mizrap

    Inquiry-based science instruction is a major goal of science education reform. However, there is little research examining how preservice elementary teachers might be motivated to teach through inquiry. This quantitative study was designed to examine the role of background experiences and an inquiry science methods course on interest in science and interest in teaching science. The course included many activities and assignments at varying levels of inquiry, designed to teach content and inquiry methods and to model effective teaching. The study involved analyses of surveys completed by students in the course on their experiences with science before, during, and at the end of the course. The following questions guided the design of this study and analysis of the data: (1) What science background experiences (school, home, and informal education) do participants have and how do those experiences affect initial interest in science? (2) Among the hands-on activities in the methods course, is there a relationship between level of inquiry of the activity and the motivational quality (interesting, fun, and learning) of the activity? (3) Does the course affect participants' interest and attitude toward science? (4) What aspects of the course contribute to participants' interest in teaching science and choice to teach science? Descriptive and inferential analysis of a background survey revealed that participants with high and low initial interest in science differed significantly on remembering about elementary school science and involvement in science related activities in childhood/youth. Analysis of daily ratings of each hands-on activity on motivational qualities (fun, interest, and learning) indicated that there were significant differences in motivational quality of the activities by level of inquiry with higher levels of inquiry rated more positively. Pre/post surveys indicated that participants increased in interest in science and a number of variables reflecting more positive feelings about science and science teaching. Regression analysis found that the best predictors for interest in teaching science were experiencing fun activities in the science methods course followed by the interest participants brought to the course. This study highlights the motivational aspects of the methods course in developing interest in science and interest in teaching science.

  8. Summer-Time Fun and Learning.

    ERIC Educational Resources Information Center

    Murphy, Linda; Della Corte, Suzanne

    1988-01-01

    The newsletter for parents of handicapped children focuses on summer activities which provide fun and learning without undue expense or effort. Suggestions include encouraging reading activities (including visiting the library, reading out loud, selective television viewing, making a book, and writing letters). Activities to encourage the child's…

  9. Assessing Fun Items' Effectiveness in Increasing Learning of College Introductory Statistics Students: Results of a Randomized Experiment

    ERIC Educational Resources Information Center

    Lesser, Lawrence M.; Pearl, Dennis K.; Weber, John J., III

    2016-01-01

    There has been a recent emergence of scholarship on the use of fun in the college statistics classroom, with at least 20 modalities identified. While there have been randomized experiments that suggest that fun can enhance student achievement or attitudes in statistics, these studies have generally been limited to one particular fun modality or…

  10. Leisure activities in Prader-Wlli syndrome: Implications for health, cognition and adaptive functioning

    PubMed Central

    Dykens, Elisabeth M

    2012-01-01

    To this day, I can recite the Sara Sparrow definition of adaptive behavior. To this day, I recall Sara sitting on the other side of a one-way mirror observing me, an inexperienced clinical psychology intern, administer the Vineland Adaptive Behavior Scales to the mother of a child with learning disabilities. Talk about nervous-- the world’s expert on adaptive behavior held my very internship and career success in her hands! Even though I stumbled through it, Sara reassured me that I did great…all I needed was more practice. So, thousands of Vineland’s later, I was launched. Both my first and my latest publications in the disability field used assessment tools that I learned from Sara—primarily the Vineland, but also several cognitive tests. Beyond these tools, I cherish key insights from Sara that have stayed with me over the long haul. First and foremost, Sara taught me how to be a real psychologist, how to carefully observe and assess people with standardized tools and with my own eyes and ears. Second, she instilled a practical skill that I still am working on—always be on time even if others are late! Third, Sara imbued a sense of fun and adventure into our training and she continued to be a source of inspiration and fun in the years after I left Yale. For us data-driven types, the process of research and discovery is inherently fun—it is a total blast. Yet Sara modeled that fun and enjoyment need to come in other ways that are more balanced or well-rounded—that are, in a word, adaptive. It seems a fitting tribute to Sara to submit a paper that related her treasured Vineland Scales to how people with developmental disabilities have fun. Thank you, Sara. PMID:22484792

  11. Playing Smart: A Parent's Guide to Enriching, Offbeat Learning Activities for Ages 4-14.

    ERIC Educational Resources Information Center

    Perry, Susan K.; Espeland, Pamela, Ed.

    Recognizing that children need enrichment at home, this book offers hundreds of unusual ways for kids and parents to spend time together. It also demonstrates the fun people can have while learning, and the learning that goes on while having fun. Using this book as a guide, parents and children can survey new subjects ranging from cultural…

  12. Fun in the College Classroom: Examining Its Nature and Relationship with Student Engagement

    ERIC Educational Resources Information Center

    Tews, Michael J.; Jackson, Kathy; Ramsay, Crystal; Michel, John W.

    2015-01-01

    Despite the popular belief that fun has a positive impact in learning contexts, empirical research on fun in the classroom has been limited. To extend research in this area, the goal of this study was to develop and validate a new scale to assess fun in the classroom and examine its relationship with student engagement. The multi-stage scale…

  13. ARC-2011-ACD11-0172-069

    NASA Image and Video Library

    2011-10-01

    Space Farm 7Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission. Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  14. Vowel Diphthongs. Fun with Phonics! Book 10. Grades 1-2.

    ERIC Educational Resources Information Center

    Daniel, Claire

    This book provides hands-on activities for grades 1-2 that make phonics instruction easy and fun for teachers and children in the classroom. The book offers methods for practice, reinforcement, and assessment of phonics skills. A poem is used to introduce the phonics element of this book, vowel diphthongs. The poem is duplicated so children can…

  15. Serious Fun: Life-Deep Learning of Koi Hobbyists

    ERIC Educational Resources Information Center

    Liu, Chi-Chang

    2012-01-01

    Hobby activities can be viewed through the lens of informal, free-choice learning. A wide range of hobbies combine fun and learning-intensive practices, and can contribute to scientific literacy. Hobby learning involves clear goal orientation, persistence and effort, and often results in more richly and strongly connected knowledge; traits highly…

  16. Teaching flood risk management to secondary school students via the web

    NASA Astrophysics Data System (ADS)

    Junier, S.

    2009-04-01

    Websites are getting increasingly important as a means to inform different groups in society about a large range of subjects. Especially young people use the internet frequently as a source of knowledge. When asked to develop educational material about flood risk management, we therefore chose to develop a website. Junior Floodsite, part of the larger Floodsite project, is developed for secondary school students around 15 or 16 years old, and their teachers, in all countries in Europe. Websites are common, but not for an audience and purpose like this. We asked a group of teachers and students to advise us and test the material we developed. Although children this age use the web a lot, this does not mean that anything you put on, will be used. To reach secondary school children about natural hazards such as floods, is not an easy thing. Amongst the masses of fun things to do on the internet, flood risk management will not stand out automatically. For students it had to be interesting, fun and useful. But not every student wants the same thing. Teachers informed us that for them it is important that the material fits seamlessly into the curriculum. They will then more readily employ the material. But in every country the curriculum is different (and even within countries they differ) and we could not make material for each individual country. To tackle these problems we decided to take a dual approach. On the one hand, we made the website flexible and modular with blocks of information and also activities like assignments, a virtual tour in Google Earth and games. Students and teachers can use those parts that they find interesting, fun or useful. On the other hand, we developed sets of structured lessons that teachers can directly put to use in their classrooms. The material on the website is written in English because most European students learn that language in school, but besides that it is also available in Dutch. Translations into other languages is welcomed, because we realise a foreign language can pose a barrier to using the material and learning from it. In the Floodsite project we have risen to the challenge of making an educational website on flood risk management for teenagers in Europe. This contribution will discuss both the process of development of the website and the first results of the evaluation of the effect the website has on teaching and learning about flood risk management.

  17. "Ten Things" to Enhance Learning and Fun in the Classroom

    ERIC Educational Resources Information Center

    Mermelstein, Aaron David

    2016-01-01

    This Teaching Technique introduces a fun, versatile game that gets students thinking, talking, and working together in the English as a second language (ESL) or English as a foreign language (EFL) classroom. It is easy to prepare, and it is a fun and efficient way to enhance learning. The game can be adapted to almost any grade level or ESL/EFL…

  18. Fun and Learning for Parents and Children: An Activities Handbook.

    ERIC Educational Resources Information Center

    Trans-Management Systems, Inc.

    Based on the assumption that the more parents enjoy playing with their children, the more children will learn from their parents, this booklet is a collection of fun activities for parents to do with their preschool children. The booklet is organized according to location for the activity, whether in a particular room in the house or outdoors.…

  19. A Study on Teacher Training to Incorporate Gamification in Class Design--Program Development and Implementation in a Teacher Training Course

    ERIC Educational Resources Information Center

    Shiota, Shingo; Abe, Manabu

    2015-01-01

    Having classes with "fun" incorporated into their design is crucial for learners. Students can learn from classes that combine learning with fun. In this study, we developed a program for university students in a teacher training course that aimed to teach ways of incorporating gamification into class design. [For the complete…

  20. A Biotic Game Design Project for Integrated Life Science and Engineering Education

    PubMed Central

    Denisin, Aleksandra K.; Rensi, Stefano; Sanchez, Gabriel N.; Quake, Stephen R.; Riedel-Kruse, Ingmar H.

    2015-01-01

    Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games. PMID:25807212

  1. A biotic game design project for integrated life science and engineering education.

    PubMed

    Cira, Nate J; Chung, Alice M; Denisin, Aleksandra K; Rensi, Stefano; Sanchez, Gabriel N; Quake, Stephen R; Riedel-Kruse, Ingmar H

    2015-03-01

    Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.

  2. Learning the Critical Points for Addition in Matematika GASING

    ERIC Educational Resources Information Center

    Siregar, Johannes Hamonangan; Wiyanti, Wiwik; Wakhyuningsih, Nur Safitri; Godjali, Ali

    2014-01-01

    We propose learning Matematika GASING to help students better understand the addition material. Matematika GASING is a way of learning mathematics in an easy, fun and enjoyable fashion. GASING is short for GAmpang, aSyIk, and menyenaNGkan (Bahasa Indonesia for easy, fun and enjoyable). It was originally developed by Prof. Yohanes Surya at the…

  3. Inquiry Learning in the Singaporean Context: Factors affecting student interest in school science

    NASA Astrophysics Data System (ADS)

    Jocz, Jennifer Ann; Zhai, Junqing; Tan, Aik Ling

    2014-10-01

    Recent research reveals that students' interest in school science begins to decline at an early age. As this lack of interest could result in fewer individuals qualified for scientific careers and a population unprepared to engage with scientific societal issues, it is imperative to investigate ways in which interest in school science can be increased. Studies have suggested that inquiry learning is one way to increase interest in science. Inquiry learning forms the core of the primary syllabus in Singapore; as such, we examine how inquiry practices may shape students' perceptions of science and school science. This study investigates how classroom inquiry activities relate to students' interest in school science. Data were collected from 425 grade 4 students who responded to a questionnaire and 27 students who participated in follow-up focus group interviews conducted in 14 classrooms in Singapore. Results indicate that students have a high interest in science class. Additionally, self-efficacy and leisure-time science activities, but not gender, were significantly associated with an increased interest in school science. Interestingly, while hands-on activities are viewed as fun and interesting, connecting learning to real-life and discussing ideas with their peers had a greater relation to student interest in school science. These findings suggest that inquiry learning can increase Singaporean students' interest in school science; however, simply engaging students in hands-on activities is insufficient. Instead, student interest may be increased by ensuring that classroom activities emphasize the everyday applications of science and allow for peer discussion.

  4. STS-37 crewmembers watch Pilot Cameron juggle cassettes on OV-104's middeck

    NASA Image and Video Library

    1991-04-11

    STS037-54-004 (5-11 April 1991) --- Four crew members have fun with weightlessness on the Space Shuttle Atlantis' middeck. Astronaut Kenneth D. Cameron, pilot, performs a "quick hands" feat with three tape cassettes -- obviously a feat much more difficult on Earth. Looking on, left to right, are astronauts Linda M. Godwin, mission specialist; Steven R. Nagel, mission commander; and Jerry L. Ross, mission specialist. Ross later used the microgravity environment to have some fun with the bag of malted milk balls in his hands. This 35mm frame was exposed by astronaut Jerome (Jay) Apt, mission specialist. This was one of the visuals used by the crew members during their April 19 Post Flight Press Conference (PFPC) at the Johnson Space Center (JSC).

  5. Developing and evaluating effective bioscience learning activities for nursing students.

    PubMed

    Salvage-Jones, Judith; Hamill, Jessie; Todorovic, Michael; Barton, Matthew J; Johnston, Amy N B

    2016-07-01

    Effective engagement of nursing students in the study of biosciences remains a challenge for many tertiary institutes. In this study we attempted to implement and then evaluate a simple hands-on intervention, consisting of a series of hands-on games and puzzles, to increase nursing student engagement with core concepts and anatomical learning involved in clinical anatomy and physiology. The study used a quazi-experimental longitudinal before and after design, to explore the effect of a learning intervention on student performance. Set across three different campuses of the same University, it included 1320 first year undergraduate nursing students from 2013 to 2014 who were studying Anatomy and Physiology. Students were exposed to the interventions or not, and concomitant academic performance, weekly quiz scores, performance in fortnightly worksheets and, across the semester, exam performance were compared. The results show that while the intervention appeared to increase academic performance in students on one campus (2013) compared to the other two, this difference was not sustained into 2014 when a bigger cohort was examined. Despite significant subjective student satisfaction and enthusiasm about these learning and teaching interventions, the data does not support the capacity of these activities to enhance student academic performance. Tertiary entrance scores, being a non-native English speakers and socio-economic status all had a bigger impact on student performance than engagement with fun anatomy and physiology activities. Crown Copyright © 2016. Published by Elsevier Ltd. All rights reserved.

  6. Dinosaur Day!

    ERIC Educational Resources Information Center

    Nakamura, Sandra; Baptiste, H. Prentice

    2006-01-01

    In this article, the authors describe how they capitalized on their first-grade students' love of dinosaurs by hosting a fun-filled Dinosaur Day in their classroom. On Dinosaur Day, students rotated through four dinosaur-related learning stations that integrated science content with art, language arts, math, and history in a fun and time-efficient…

  7. Functions of Fun30 Chromatin Remodeler in Regulating Cellular Resistance to Genotoxic Stress

    PubMed Central

    Bi, Xin; Yu, Qun; Siler, Jasmine; Li, Chong; Khan, Ali

    2015-01-01

    The Saccharomyces cerevisiae Fun30 chromatin remodeler has recently been shown to facilitate long-range resection of DNA double strand break (DSB) ends, which proceeds homologous recombination (HR). This is believed to underlie the role of Fun30 in promoting cellular resistance to DSB inducing agent camptothecin. We show here that Fun30 also contributes to cellular resistance to genotoxins methyl methanesulfonate (MMS) and hydroxyurea (HU) that can stall the progression of DNA replication. We present evidence implicating DNA end resection in Fun30-dependent MMS-resistance. On the other hand, we show that Fun30 deletion suppresses the MMS- and HU-sensitivity of cells lacking the Rad5/Mms2/Ubc13-dependent error-free DNA damage tolerance mechanism. This suppression is not the result of a reduction in DNA end resection, and is dependent on the key HR component Rad51. We further show that Fun30 negatively regulates the recovery of rad5Δ mutant from MMS induced G2/M arrest. Therefore, Fun30 has two functions in DNA damage repair: one is the promotion of cellular resistance to genotoxic stress by aiding in DNA end resection, and the other is the negative regulation of a Rad51-dependent, DNA end resection-independent mechanism for countering replicative stress. The latter becomes manifest when Rad5 dependent DNA damage tolerance is impaired. In addition, we find that the putative ubiquitin-binding CUE domain of Fun30 serves to restrict the ability of Fun30 to hinder MMS- and HU-tolerance in the absence of Rad5. PMID:25806814

  8. Science Fun: Hands-On Science with Dr. Zed.

    ERIC Educational Resources Information Center

    Penrose, Gordon

    This book presents 65 simple, safe, and intriguing hands-on science activities. In doing these simple experiments, children can make a variety of discoveries that will surprise them. It includes many activities from discovering how people see color and what makes people's hair stand on end, to creating a tornado in a jar or a propeller-driven boat…

  9. Balancing Fun and Learning in a Serious Game Design

    ERIC Educational Resources Information Center

    Franzwa, Christopher; Tang, Ying; Johnson, Aaron; Bielefeldt, Talbot

    2014-01-01

    This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed,…

  10. Bears. Interactive Animal Kit. Grades 1-3.

    ERIC Educational Resources Information Center

    Bernard, Robin

    This kit was created to make learning about bears a fun and meaningful experience for teachers and students. It offers students opportunities to learn about favorite animals through an assortment of fun activities filled with information. The activities interact with science, language arts, critical thinking, music, social studies, math, art, and…

  11. TYCTWD Continues to Make Science Fun for Kids | Poster

    Cancer.gov

    One of the most popular new programs at Take Your Child to Work Day (TYCTWD) this year was “Who’s Blood Is It,” where children learned about different blood types and used that information to solve a mystery. The 19th annual event, held June 24, attracted 150 children and their parents, and featured 26 programs and hub activities. Kids had a chance to design a rocket and launch it into the air, try their hands at the dunk tank target, stay cool by enjoying some ice cream made with liquid nitrogen, and decorate paper animals with lemon juice or ...

  12. Wet and Wonderful Waterpark Fun

    ERIC Educational Resources Information Center

    Grosse, Susan J.

    2008-01-01

    A favorite destination for kids and adults alike, waterparks provide hours of family enjoyment. From an indoor hotel pool with water slide and spray hydrant to acres of outdoor water play opportunities like those found at Disney's Blizzard Beach and Typhoon Lagoon, plenty of fun is ready at hand. Waterparks vary in size, venue design, variety of…

  13. Evaluation of "The Electric Company" Summer Learning Program

    ERIC Educational Resources Information Center

    McCarthy, Betsy; Michel, Lisa; Tiu, Michelle; Atienza, Sara; Rice, John; Nakamoto, Jonathan; Tafoya, Armando

    2011-01-01

    "The Electric Company" ("TEC") television show won the hearts of children because it made learning fun. Thirty years later, the iconic show has returned with the goal of not only teaching literacy, but also numeracy (the ability to work with and understand numbers) and mathematics vocabulary in a fun, entertaining, and engaging…

  14. Fun and games in Berkeley: the early years (1956-2013).

    PubMed

    Tinoco, Ignacio

    2014-01-01

    Life at Berkeley for the past 57 years involved research on the thermodynamics, kinetics, and spectroscopic properties of RNA to better understand its structures, interactions, and functions. We (myself and all the graduate students and postdocs who shared in the fun) began with dinucleoside phosphates and slowly worked our way up to megadalton-sized RNA molecular motors. We used UV absorption, circular dichroism, circular intensity differential scattering, fluorescence, NMR, and single-molecule methods. We learned a lot and had fun doing it.

  15. Techniques for Using Humor and Fun in the Language Arts Classroom

    ERIC Educational Resources Information Center

    Minchew, Sue S.; Hopper, Peggy F.

    2008-01-01

    The authors, former middle and high school English teachers, review the rationale for using humor and fun in the classroom and provide detailed descriptions for teaching practices and activities that confer enjoyment and learning for language arts students. Although fun activities, these methods foster vocabulary development, grammar instruction,…

  16. Keeping It Fun in Youth Sport: What Coaches Should Know and Do

    ERIC Educational Resources Information Center

    Martin, Nicole J.

    2014-01-01

    Children and adolescents participate in sport for a variety of reasons including to learn new skills, to have fun, for peer affiliation, to experience excitement, to exercise and increase fitness, and for competition; and coincidentally, withdraw when these motives are left unmet. The literature is well established on the influence coaching…

  17. Patrick Megonigal

    Science.gov Websites

    fun when you add water!" How did you come to love soils? I grew up camping and learned to love forests, marshes, deserts, and other wild places. I fell in love with soils later when I learned that they or wetland to camp in without the soil beneath the landscape. Why is dirt more fun when you add water

  18. 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.

  19. Sometimes Getting There Is Half the Fun

    ERIC Educational Resources Information Center

    Hanlon, Kerri

    2008-01-01

    Vacations for exceptional families require flexibility, persistence, a sense of humor, and a view of the world as the glass being half full. In this article, the author shares her family's summer vacation experience. If "getting there is half the fun," the author's family has had more than their share of fun times. She has learned the…

  20. The Learning Conference

    ERIC Educational Resources Information Center

    Ravn, Ib

    2007-01-01

    Purpose: The purpose of this paper is to call attention to the fact that conferences for professionals rely on massive one-way communication and hence produce little learning for delegates--and to introduce an alternative, the "learning conference", that involves delegates in fun and productive learning processes.…

  1. Fun with Fungi.

    ERIC Educational Resources Information Center

    McLure, John W.

    1993-01-01

    Describes hands-on activities with fungi that may provoke the curiosity of early adolescents and increase their enjoyment and understanding of a vast, important portion of botany. Some of the activities may be conducted during the winter months when most fieldwork ceases. (PR)

  2. Space Mysteries: Making Science and Astronomy Learning Fun

    NASA Astrophysics Data System (ADS)

    Plait, P.; Tim, G.; Cominsky, L.

    2001-12-01

    How do you get and keep a student's attention during class? Make learning fun! Using a game to teach students ensures that they have fun, enjoy the lesson and remember it. We have developed a series of interactive web and CD based games called "Space Mysteries" to teach students math, physics and astronomy. Using real NASA data, the students must find out Who (or What) dunit in an engaging astronomy mystery. The games include video interviews with famous scientists, actors playing roles who give clues to the solution, and even a few blind alleys and red herrings. The first three games are currently online in beta release at http://mystery.sonoma.edu.

  3. Diversity Awareness for K-6 Teachers: The Impact on Student Learning

    ERIC Educational Resources Information Center

    McLeod, Rona Leach

    2011-01-01

    "Diversity Awareness for K-6 Teachers: The Impact on Student Learning" is a resource guide for elementary teachers and college-level student teachers for teaching diversity awareness across the various areas of content. It contains many exciting activities teachers can use to enhance learning while making learning and teaching fun and exciting.…

  4. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  5. A Framework for Collaborative and Convenient Learning on Cloud Computing Platforms

    ERIC Educational Resources Information Center

    Sharma, Deepika; Kumar, Vikas

    2017-01-01

    The depth of learning resides in collaborative work with more engagement and fun. Technology can enhance collaboration with a higher level of convenience and cloud computing can facilitate this in a cost effective and scalable manner. However, to deploy a successful online learning environment, elementary components of learning pedagogy must be…

  6. Promoting Social and Emotional Learning with Games: "It's Fun and We Learn Things"

    ERIC Educational Resources Information Center

    Hromek, Robyn; Roffey, Sue

    2009-01-01

    This article has two broad objectives: (a) It reviews the theoretical and practical literature on the use of games to facilitate social and emotional learning (SEL). (b) Based on this review, it argues that games are a powerful way of developing social and emotional learning in young people. In addition, we draw on our collective experience as…

  7. Chemistry at a Science Museum

    ERIC Educational Resources Information Center

    Silberman, Robert G.; Trautmann, Charles; Merkel, Susan M.

    2004-01-01

    The Sciencenter Museum in Ithaca, New York, materialized from the idea of providing children and museum visitors with hands-on experience of simple chemical activities and puzzles. A brief description and evaluation of the ten fun-filled chemical activities, precautionary measures and management details, are presented.

  8. Access Nature[TM]: 45 Fun, Hands-On Activities for Everyone!

    ERIC Educational Resources Information Center

    Almeras, Bethe Gilbert; Heath, David

    "Access Nature" is an outdoor science curriculum that focuses on habitats. This curriculum targets students ages 6-14 and aims to develop environmental awareness, environmental leadership skills, and outdoor knowledge and skills. Specific adaptations for disabled students are also considered. Contents include: (1) "Introduction to…

  9. High Ability Students' Voice on Learning Motivation

    ERIC Educational Resources Information Center

    Garn, Alex C.; Jolly, Jennifer L.

    2014-01-01

    This study used a self-determination theory lens to investigate high ability learners' motivational experiences. Participants were 15 high ability youth involved in a summer learning camp for gifted students. Two major themes emerged from qualitative data analysis: (a) "The Fun Factor of Learning" and (b) "The Rewards and Pressures…

  10. Making Learning Fun: Quest Atlantis, A Game Without Guns

    ERIC Educational Resources Information Center

    Barab, Sasha; Thomas, Michael; Dodge, Tyler; Carteaux, Robert; Tuzun, Hakan

    2005-01-01

    This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating…

  11. Earthwalk

    NASA Astrophysics Data System (ADS)

    Muller, E.

    2006-12-01

    When the weather is nice, I like to take my students on a walk to the center of the earth. Earthwalk is a hands-on and feet-on activity that gets students outdoors, having fun, moving and learning about the structures of the earth. Earthwalk is a lesson to help students visualize our planets size and scale. This activity has students calculate the ratio of a scaled 100m cross-sectional earth, mark the boundaries between major planetary layers, walk from the center of the earth to the surface and draw proportional manmade and natural surface features (mountains, building, mine shafts, etc). This lesson effectively integrates content and pedagogy while touching on skills and topics such as math, measurement, science, writing skills (they have to take notes), reading, listening and group dynamics. This activity fits well into the earth science curriculum by introducing basic seismology; tectonic, geochemistry and heat transfer concepts. Besides showcasing this lesson, a limited number of Earth Anatomy posters will be distributed.

  12. Skull Practice.

    ERIC Educational Resources Information Center

    Slesnick, Irwin L.

    1988-01-01

    Disguises a lesson about skulls with some fun to cause less fear among students. Outlines strategies, questions, and answers for use. Includes a skull mask which can be photocopied and distributed to students as a learning tool and a fun Halloween treat. Also shown is a picture of skull parts. (RT)

  13. A qualitative study of student responses to body painting.

    PubMed

    Finn, Gabrielle M; McLachlan, John C

    2010-01-01

    One hundred and thirty-three preclinical medical students participated in 24 focus groups over the period 2007-2009 at Durham University. Focus groups were conducted to ascertain whether or not medical students found body painting anatomical structures to be an educationally beneficial learning activity. Data were analyzed using a grounded theory approach. Five principal themes emerged: (1) body painting as a fun learning activity, (2) body painting promoting retention of knowledge, (3) factors contributing to the memorability of body painting, (4) removal from comfort zone, and (5) the impact of body painting on students' future clinical practice. Students perceive body painting to be a fun learning activity, which aids their retention of the anatomical knowledge acquired during the session. Sensory factors, such as visual stimuli, especially color, and the tactile nature of the activity, promote recall. Students' preference for painting a peer or being painted is often dependent upon their learning style, but there are educational benefits for both roles. The moderate amounts of undressing involved encouraging students to consider issues surrounding body image; this informs their attitudes towards future patients. Body painting is a useful adjunct to traditional anatomy and clinical skills teaching. The fun element involved in the delivery of this teaching defuses the often formal academic context, which in turn promotes a positive learning environment. Copyright 2009 American Association of Anatomists.

  14. Keeping the Bootcamp Fun Alive!

    EPA Science Inventory

    This product is a blog post that outlines a course conducted to build on skills learned in a Software Carpentry Bootcamp co-hosted by AED researcher, Jeff Hollister. The post provides details on the course and some lessons learned that will be implemented in future iterations of...

  15. Interactive and Hands-on Methods for Professional Development of Undergraduate Researchers

    NASA Astrophysics Data System (ADS)

    Pressley, S. N.; LeBeau, J. E.

    2016-12-01

    Professional development workshops for undergraduate research programs can range from communicating science (i.e. oral, technical writing, poster presentations), applying for fellowships and scholarships, applying to graduate school, and learning about careers, among others. Novel methods of presenting the information on the above topics can result in positive outcomes beyond the obvious of transferring knowledge. Examples of innovative methods to present professional development information include 1) An interactive session on how to write an abstract where students are given an opportunity to draft an abstract from a short technical article, followed by discussion amongst a group of peers, and comparison with the "published" abstract. 2) Using the Process Oriented Guided Inquiry Learning (POGIL) method to evaluate and critique a research poster. 3) Inviting "experts" such as a Fulbright scholar graduate student to present on applying for fellowships and scholarships. These innovative methods of delivery provide more hands-on activities that engage the students, and in some cases (abstract writing) provide practice for the student. The methods also require that students develop team work skills, communicate amongst their peers, and develop networks with their cohort. All of these are essential non-technical skills needed for success in any career. Feedback from students on these sessions are positive and most importantly, the students walk out of the session with a smile on their face saying how much fun it was. Evaluating the impact of these sessions is more challenging and under investigation currently.

  16. Sun Protection is Fun! A Skin Cancer Prevention Program for Preschools.

    ERIC Educational Resources Information Center

    Tripp, Mary K.; Herrmann, Nancy B.; Parcel, Guy S.; Chamberlin, Robert M.; Gritz, Ellen R.

    2000-01-01

    Describes the Sun Protection is Fun! skin cancer prevention program for preschool children that features intervention methods grounded in social cognitive theory and emphasizes symbolic modeling, vicarious learning, enactive mastery experiences, and persuasion. Program components include a curriculum and teacher's guide, videos, newsletters,…

  17. The Joy of Moving, Singing, and Being Silly.

    ERIC Educational Resources Information Center

    Liebler, Scott

    1997-01-01

    Explains how moving, singing, and having fun build character, confidence, and coordination while helping children grow up feeling good about themselves. These activities provide an integrated, multisensory approach to learning. Employing a variety of fun and effective activities also helps children release stress and tension. (TJQ)

  18. A robotic wheelchair trainer: design overview and a feasibility study

    PubMed Central

    2010-01-01

    Background Experiencing independent mobility is important for children with a severe movement disability, but learning to drive a powered wheelchair can be labor intensive, requiring hand-over-hand assistance from a skilled therapist. Methods To improve accessibility to training, we developed a robotic wheelchair trainer that steers itself along a course marked by a line on the floor using computer vision, haptically guiding the driver's hand in appropriate steering motions using a force feedback joystick, as the driver tries to catch a mobile robot in a game of "robot tag". This paper provides a detailed design description of the computer vision and control system. In addition, we present data from a pilot study in which we used the chair to teach children without motor impairment aged 4-9 (n = 22) to drive the wheelchair in a single training session, in order to verify that the wheelchair could enable learning by the non-impaired motor system, and to establish normative values of learning rates. Results and Discussion Training with haptic guidance from the robotic wheelchair trainer improved the steering ability of children without motor impairment significantly more than training without guidance. We also report the results of a case study with one 8-year-old child with a severe motor impairment due to cerebral palsy, who replicated the single-session training protocol that the non-disabled children participated in. This child also improved steering ability after training with guidance from the joystick by an amount even greater than the children without motor impairment. Conclusions The system not only provided a safe, fun context for automating driver's training, but also enhanced motor learning by the non-impaired motor system, presumably by demonstrating through intuitive movement and force of the joystick itself exemplary control to follow the course. The case study indicates that a child with a motor system impaired by CP can also gain a short-term benefit from driver's training with haptic guidance. PMID:20707886

  19. A robotic wheelchair trainer: design overview and a feasibility study.

    PubMed

    Marchal-Crespo, Laura; Furumasu, Jan; Reinkensmeyer, David J

    2010-08-13

    Experiencing independent mobility is important for children with a severe movement disability, but learning to drive a powered wheelchair can be labor intensive, requiring hand-over-hand assistance from a skilled therapist. To improve accessibility to training, we developed a robotic wheelchair trainer that steers itself along a course marked by a line on the floor using computer vision, haptically guiding the driver's hand in appropriate steering motions using a force feedback joystick, as the driver tries to catch a mobile robot in a game of "robot tag". This paper provides a detailed design description of the computer vision and control system. In addition, we present data from a pilot study in which we used the chair to teach children without motor impairment aged 4-9 (n = 22) to drive the wheelchair in a single training session, in order to verify that the wheelchair could enable learning by the non-impaired motor system, and to establish normative values of learning rates. Training with haptic guidance from the robotic wheelchair trainer improved the steering ability of children without motor impairment significantly more than training without guidance. We also report the results of a case study with one 8-year-old child with a severe motor impairment due to cerebral palsy, who replicated the single-session training protocol that the non-disabled children participated in. This child also improved steering ability after training with guidance from the joystick by an amount even greater than the children without motor impairment. The system not only provided a safe, fun context for automating driver's training, but also enhanced motor learning by the non-impaired motor system, presumably by demonstrating through intuitive movement and force of the joystick itself exemplary control to follow the course. The case study indicates that a child with a motor system impaired by CP can also gain a short-term benefit from driver's training with haptic guidance.

  20. Dark Skies, Bright Kids Year 7

    NASA Astrophysics Data System (ADS)

    Bittle, Lauren E.; Johnson, Kelsey E.; Borish, H. Jacob; Burkhardt, Andrew; Firebaugh, Ariel; Hancock, Danielle; Rochford Hayes, Christian; Linden, Sean; Liss, Sandra; Matthews, Allison; Prager, Brian; Pryal, Matthew; Sokal, Kimberly R.; Troup, Nicholas William; Wenger, Trey

    2016-01-01

    We present updates from our seventh year of operation including new club content, continued assessments, and our fifth annual Star Party. Dark Skies, Bright Kids (DSBK) is an entirely volunteer-run outreach organization based out of the Department of Astronomy at the University of Virginia. Our core mission is to enhance elementary science education and literacy in Central Virginia through fun, hands-on activities that introduce basic Astronomy concepts. Our primary focus is hosting an 8-10 week after-school astronomy club at underserved elementary and middle schools. Each week, DSBK volunteers take the role of coaches to introduce astronomy-related concepts ranging from the Solar System to galaxies to astrobiology, and to lead students in interactive learning activities. Another hallmark of DSBK is hosting our Annual Central Virginia Star Party, a free event open to the community featuring star-gazing and planetarium shows.

  1. Bike Skills Training in PE Is Fun, Keeps Kids Safe

    ERIC Educational Resources Information Center

    Wallace, Judi Lawson; Sutton, Nancy P.

    2015-01-01

    Incorporating bike skills into the elementary- and middle-school physical education curriculum encourages students to be physically active in a fun way while also learning bike safety skills. Winston-Salem's (NC) Safe Routes to School program demonstrates how collaboration with the public schools' health and physical education program can…

  2. Fun with Handwashing Education.

    ERIC Educational Resources Information Center

    Geiger, Brian F.; Artz, Lynn; Petri, Cynthia J.; Winnail, Scott D.; Mason, J. Walter

    Noting that primary prevention of contagious diseases includes teaching young children and their caregivers about personal hygiene behavior, this paper presents a lesson for teaching handwashing to young children in preschool and early elementary grades using a variety of fun and low-cost techniques. The learning objectives for the lesson are that…

  3. The Meaning Makes It Fun: Game-Based Learning for Museums

    ERIC Educational Resources Information Center

    Schaller, David T.

    2011-01-01

    Museum games can be a powerful meaning-making experience for players, but only if we understand that what makes games fun is also what makes them meaningful. Renowned game designer Sid Meier ("Civilization", "Railroad Tycoon", "Pirates") famously defined a good game as "a series of interesting choices." What…

  4. Metrics for Learning from Simulations (and Perhaps Games)

    ERIC Educational Resources Information Center

    Rushby, Nick

    2016-01-01

    One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…

  5. Hummingbirds Visit the Playground.

    ERIC Educational Resources Information Center

    Ard, Linda; Wilkerson, Kristen

    1996-01-01

    Tells how hummingbirds can serve as a source of information and fun for children, including a rationale for attracting and teaching about hummingbirds and the outdoors. Explains that children need first-hand knowledge of nature and gives details on attracting hummingbirds and selecting safe plants for a hummingbird garden. (BGC)

  6. Teaching the Fun of Science.

    ERIC Educational Resources Information Center

    VanCleave, Janice

    This book provides opportunities for engaging students in scientific investigations, offering a hands-on approach that encourages students to understand science concepts, gives them ways to apply the concepts, and introduces and reinforces the skills they need to become independent investigators. The basic outline and objectives of each section of…

  7. Low Budget Biology: Genetics Unit.

    ERIC Educational Resources Information Center

    Wartski, Bert; Wartski, Lynn Marie

    Some concepts in genetics are difficult for many students to understand. This document provides hands-on, cost efficient, fun activities for students to help them better understand abstract concepts in genetics. Each activity includes: purpose, introduction, materials, procedures, results and conclusion. Some of the topics explored are: (1)…

  8. May/June Activity Notebook.

    ERIC Educational Resources Information Center

    Clarke, Jacqueline, Ed.

    1999-01-01

    Presents hand-on, standards-based activities in language arts, math, science, and social studies, including a daily almanac; bookmark buddies; word palettes; bowling for numbers; math thought teasers; plant puzzles; fingerprint fun; a travel bureau; and an end-of-the-year bulletin board of people involved in interesting activities. Reproducible…

  9. Serious but Fun, Self-Directed yet Social: Blogging as a Form of Lifelong Learning

    ERIC Educational Resources Information Center

    Harju, Vilhelmiina; Pehkonen, Leila; Niemi, Hannele

    2016-01-01

    The article explores the role of digital media in supporting lifelong learning. In particular, it focuses on bloggers who write their blogs voluntarily in their own free time. The aim is to examine how lifelong learning--viewed as self-directed, nonformal learning and active participation that evolves from a desire for self-actualization--occurs…

  10. "Science Is Served": Small Experiments a la Carte

    ERIC Educational Resources Information Center

    Calza, G.; Oss, S.

    2011-01-01

    As is well known, scientific entertainment can be a fruitful way to attract people of any age to science. Depending on the specific purpose, different mixtures of science and amusement can be considered, so emphasizing scientific education with respect to fun aspects or vice versa. Moreover, when proposing "hands-on" activities in such learning…

  11. NASA in the Park, 2018

    NASA Image and Video Library

    2018-06-20

    NASA in the Park on June 16 in Huntsville featured more than 60 exhibits and demonstrations by NASA experts, as well as performances by Marshall musicians, educational opportunities, games and hands-on activities for all ages. NASA employee Renae Scoble and her husband Ryan and son Titus enjoy the the fun and games at NASA in the Park.

  12. Bring the Zoo to You!

    ERIC Educational Resources Information Center

    Wilcox, Dawn Renee; Sterling, Donna R.

    2008-01-01

    This hands-on, minds-on zoo project provides a fun and safe opportunity for students to experience the world of animals and nature right in their own classroom. Students have the chance to work individually or in small groups to explore, observe, and discover answers to their questions about the natural world. In addition, it provides numerous…

  13. ARC-2011-ACD11-0172-065

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  14. ARC-2011-ACD11-0172-067

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  15. ARC-2011-ACD11-0172-077

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  16. ARC-2011-ACD11-0172-041

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  17. ARC-2011-ACD11-0172-046

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  18. ARC-2011-ACD11-0172-070

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  19. ARC-2011-ACD11-0172-047

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  20. ARC-2011-ACD11-0172-076

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  1. ARC-2011-ACD11-0172-074

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  2. ARC-2011-ACD11-0172-049

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  3. ARC-2011-ACD11-0172-075

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  4. ARC-2011-ACD11-0172-078

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  5. ARC-2011-ACD11-0172-042

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  6. ARC-2011-ACD11-0172-073

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  7. ARC-2011-ACD11-0172-079

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  8. The Games Children Play

    ERIC Educational Resources Information Center

    Padak, Nancy; Rasinski, Timothy

    2008-01-01

    The games that children play are not just for fun-they often lead to important skill development. Likewise, word games are fun opportunities for parents and children to spend time together and for children to learn a lot about sounds and words. In this Family Involvement column, the authors describe 12 easy-to-implement word games that parents and…

  9. Fitness, Friendship, and Fun: University Sponsored Community PE Program

    ERIC Educational Resources Information Center

    Stanley, Wendi Wilcox; De Marco, George Mario Paul; Laubach, Lloyd L.; Daprano, Corinne M.

    2006-01-01

    The purpose of this article is to describe that program, called Fitness, Friendship, and Fun. It is only one of a series of community based, physical education service learning programs. These programs are sponsored by the University of Dayton Health and Sport Science Department in collaboration with a neighboring professional development school,…

  10. Creative Activity and Its Impact on Student Learning--Issues of Implementation

    ERIC Educational Resources Information Center

    Allam, Claire

    2008-01-01

    The use of filmmaking as a creative learning tool within the academic curriculum has been pioneered at the University of Sheffield. Filmmaking has been found to promote a lively, exciting and challenging environment in the classroom. It produces highly motivated students and makes learning fun by giving them a sense of empowerment and achievement.…

  11. Using Summer Programs To Explore the Relationship between Time and Learning.

    ERIC Educational Resources Information Center

    DeBlois, Robert

    1997-01-01

    Notes that it is not known whether more time spent in school increases children's learning. Suggests that instead of running the "assembly line" for more hours, educators might try a summer program based on enrichment and fun-time activities as an alternative way to discover whether more learning time would be a good investment. An important…

  12. Virtual Games for Real Learning: Learning Online with Serious Fun.

    ERIC Educational Resources Information Center

    Jasinski, Marie; Thiagarajan, Sivasailam

    2000-01-01

    Focuses on the use of e-mail games for learning. Discusses terminology; reasons for using virtual games; promoting person-to-person interaction online; how to play an e-mail game, including three examples of specific games; player reactions; design components; the functions for facilitating an e-mail game; and the game as an excuse for debriefing.…

  13. Designing for Motivation: Design-Considerations for Spaced-Repetition-Based Learning Games on Mobile Devices

    ERIC Educational Resources Information Center

    Schimanke, Florian; Mertens, Robert; Vornberger, Oliver

    2017-01-01

    Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…

  14. A study of students' motivation using the augmented reality science textbook

    NASA Astrophysics Data System (ADS)

    Gopalan, Valarmathie; Zulkifli, Abdul Nasir; Bakar, Juliana Aida Abu

    2016-08-01

    Science plays a major role in assisting Malaysia to achieve the developed nation status by 2020. However, over a few decades, Malaysia is facing a downward trend in the number of students pursuing careers and higher education in science related fields. Since school is the first platform where students learn science, a new learning approach needs to be introduced to motivate them towards science learning. The aim of this study is to determine whether the intervention of the enhanced science textbook using augmented reality contributes to the learning process of lower secondary school students in science. The study was carried out among a sample of 70 lower secondary school students. Pearson Correlation and Regression analyses were used to determine the effects of ease of use, engaging, enjoyment and fun on students' motivation in using the augmented reality science textbook for science learning. The results provide empirical support for the positive and statistically significant relationship between engaging, enjoyment and fun and students' motivation for science learning. However, Ease of use is not significant but positively correlated to Motivation.

  15. Are all hands-on activities equally effective? Effect of using plastic models, organ dissections, and virtual dissections on student learning and perceptions.

    PubMed

    Lombardi, Sara A; Hicks, Reimi E; Thompson, Katerina V; Marbach-Ad, Gili

    2014-03-01

    This study investigated the impact of three commonly used cardiovascular model-assisted activities on student learning and student attitudes and perspectives about science. College students enrolled in a Human Anatomy and Physiology course were randomly assigned to one of three experimental groups (organ dissections, virtual dissections, or plastic models). Each group received a 15-min lecture followed by a 45-min activity with one of the treatments. Immediately after the lesson and then 2 mo later, students were tested on anatomy and physiology knowledge and completed an attitude survey. Students who used plastic models achieved significantly higher overall scores on both the initial and followup exams than students who performed organ or virtual dissections. On the initial exam, students in the plastic model and organ dissection treatments scored higher on anatomy questions than students who performed virtual dissections. Students in the plastic model group scored higher than students who performed organ dissections on physiology questions. On the followup exam, when asked anatomy questions, students in the plastic model group scored higher than dissection students and virtual dissection students. On attitude surveys, organ dissections had higher perceived value and were requested for inclusion in curricula twice as often as any other activity. Students who performed organ dissections were more likely than the other treatment groups to agree with the statement that "science is fun," suggesting that organ dissections may promote positive attitudes toward science. The findings of this study provide evidence for the importance of multiple types of hands-on activities in anatomy laboratory courses.

  16. Exploring the Engagement Effects of Visual Programming Language for Data Structure Courses

    ERIC Educational Resources Information Center

    Chang, Chih-Kai; Yang, Ya-Fei; Tsai, Yu-Tzu

    2017-01-01

    Previous research indicates that understanding the state of learning motivation enables researchers to deeply understand students' learning processes. Studies have shown that visual programming languages use graphical code, enabling learners to learn effectively, improve learning effectiveness, increase learning fun, and offering various other…

  17. Using a Family Science Day Event to Engage Youth in Climate Change Issues

    NASA Astrophysics Data System (ADS)

    Brevik, C.; Brevik, E. C.

    2015-12-01

    Each fall, Dickinson State University organizes four Family Science Day events for elementary-aged children to increase their engagement in the sciences. Offered on Saturday afternoons, each event focuses on a different science-related theme. Families can attend these events free of charge, and the kids participate in a large variety of hands-on activities which center around the event's theme. This year, the November event focused on climate change and the roles soil plays in the climate system. The timing of this topic was carefully chosen. 2015 has been declared the International Year of Soil by the United Nations, and the Soil Science Society of America theme for the month of November was Soils and Climate. This public outreach event was an amazing opportunity to help the youth in our community learn about climate change and soil in a fun, interactive environment. The activities also helped the children learn how science is a process of discovery that allows them to better understand the world they live in. In addition to the hands-on activities, a planetarium show focusing on climate change was also offered during the event. The fully immersive, 360-degree show allowed the kids and their parents to personally observe phenomena that are otherwise difficult to visualize. All of the activities at the Family Science Day event were staffed by university students, and this proved to be a very valuable experience for them as well. Some of the students who helped are majoring in a science field, and for them, the experience taught public communication. They learned to break complicated concepts down into simpler terms that young kids can understand. Education majors who participated practiced communicating science concepts to children, and students in other majors who helped with this event gained experiences that reinforced various concepts they had learned in their general education science courses.

  18. Using Cooperative Structures to Promote Deep Learning

    ERIC Educational Resources Information Center

    Millis, Barbara J.

    2014-01-01

    The author explores concrete ways to help students learn more and have fun doing it while they support each other's learning. The article specifically shows the relationships between cooperative learning and deep learning. Readers will become familiar with the tenets of cooperative learning and its power to enhance learning--even more so when…

  19. Disc Activities in Physical Education: A Comprehensive Approach

    ERIC Educational Resources Information Center

    Cramer, Stanley J.

    2017-01-01

    Nearly everyone who throws a disc associates the activity with fun. Over the years, multiple disc games and activities have been invented, combining fun and learning. These are games that many individuals are likely to continue playing long after they have left school and are worthy of being included in a contemporary physical education program.…

  20. Health and Nutrition Curriculum. Informative and Fun for K-8!

    ERIC Educational Resources Information Center

    National Heart Savers Association, Omaha, NE.

    This health and nutrition curriculum for students in grades K-8 teaches students good health habits in order to improve their quality of life. The curriculum consists of a series of activity sheets that offer entertaining and educational activities designed to motivate students to learn while they have fun. Each activity sheet contains a…

  1. Serious Fun: Using Toys to Demonstrate Fluid Mechanics Principles

    ERIC Educational Resources Information Center

    Saviz, Camilla M.; Shakerin, Said

    2014-01-01

    Many students have owned or seen fluids toys in which two immiscible fluids within a closed container can be tilted to generate waves. These types of inexpensive and readily available toys are fun to play with, but they are also useful for provoking student learning about fluid properties or complex fluid behavior, including drop formation and…

  2. Baby and Toddler Learning Fun: 50 Interactive and Developmental Activities To Enjoy with Your Child.

    ERIC Educational Resources Information Center

    Goldberg, Sally

    Based on the view that almost every interaction a parent has with an infant is an opportunity to help the baby learn more about the world, this book provides parents with simple and effective ways to enrich their infant's environment and to boost their childs language, motor, and social skills. Introductory remarks describe the learning areas…

  3. What Microbe Are You!

    ERIC Educational Resources Information Center

    Weersing, Kimberley; Padilla-Gamino, Jacqueline; Bruno, Barbara

    2010-01-01

    Students--and just about everyone else--tend to have a wide range of misconceptions about microbes. This article is aimed at changing how students view microbes by engaging them in two hands-on activities that are fun and creative and align with both the National Science Education Standards (NRC 1996) and the Essential Principles of Ocean Literacy…

  4. Juggling Makes Physics Fun

    ERIC Educational Resources Information Center

    Beck, Charles

    2008-01-01

    We all hope our classrooms don't take on a circus-like atmosphere, but juggling can be an engaging way to introduce elementary physics to students. The very act of tossing and catching objects can help students to understand the basic physical principles involved in rotating a set of objects. This article suggests a variety of simple hands-on…

  5. Project WET: Curriculum & Activity Guide. K-12.

    ERIC Educational Resources Information Center

    Nelson, Dennis; And Others

    Project WET (Water Education for Teachers) is a nonprofit water education program for educators and young people. This curriculum and activity guide for kindergarten through twelfth grades is a collection of innovative, water-related activities that are hands-on, easy to use, and fun. The activities incorporate a variety of formats such as large…

  6. Fun with Colour

    ERIC Educational Resources Information Center

    Rennie, Richard

    2015-01-01

    The Australian Curriculum: Science for Year 5 includes "recognising that the colour of an object depends on the properties of the object and the color of the light source". This article shows how much more can be done with color in the science laboratory. Activities include using a prism to explore white light, using a hand lens to…

  7. Space Age Multi-CPU Computer Network Is Just for Fun and Education, Too.

    ERIC Educational Resources Information Center

    Technological Horizons in Education, 1980

    1980-01-01

    Describes the Sesame Place's Computer Gallery, 56 Apple II computers linked by three Nestar Cluster/One Model A hard disc systems, the first commercial permanent educational play park. Programs for this hands-on indoor/outdoor park as well as a description of the facility are given. (JN)

  8. Incredible Edibles: Science You Can Eat!

    ERIC Educational Resources Information Center

    Buckbee, Susan J.; And Others

    This book is designed to be a guide for a hands-on science experience for students in grades 3 through 6. Over 200 students can participate at the same time, moving from one station to another. The activities have been selected to encourage experimentation, creativity, higher-order thinking and fun with science. All activities use multi-modality…

  9. ARC-2011-ACD11-0172-066

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Solar System (Corn) Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission.

  10. Cognitive-Functional (Cog-Fun) Dyadic Intervention for Children with ADHD and Their Parents: Impact on Parenting Self-Efficacy.

    PubMed

    Hahn-Markowitz, Jeri; Berger, Itai; Manor, Iris; Maeir, Adina

    2018-03-01

    The family context of children with ADHD plays a role in intervention outcomes, especially when parents are involved in treatment. Parental participation in evidence-based treatment for ADHD may play a role in improving their own parenting self-efficacy (PSE) as well as child outcomes. This study examined the impact of Cognitive-Functional (Cog-Fun) intervention in occupational therapy (OT) for school-aged children with ADHD, on PSE. In this randomized controlled trial with crossover design, 107 children were allocated to intervention and waitlist control groups. Intervention participants (n = 50) received Cog-Fun after baseline assessment and waitlist controls (n = 49) received treatment 3 months later. Intervention participants received 3-month follow-up assessment. Treatment included 10 parent-child Cog-Fun weekly sessions. PSE was assessed with the Tool to measure Parenting Self-Efficacy (TOPSE). All children who began treatment completed it. Mixed ANOVA revealed significant Time x Group interaction effects on TOPSE scales of Play and Enjoyment, Control, Self-Acceptance, Knowledge and Learning and Total score, which showed significant improvement with moderate treatment effects for the intervention group. Results were replicated in the control group after crossover. The findings of this study suggest that Cog-Fun OT intervention may be effective for improving aspects of PSE among parents of children with ADHD.

  11. "Bringing Life to Learning": A Study of Active Learning in Hospitality Education

    ERIC Educational Resources Information Center

    Chau, Salott; Cheung, Catherine

    2017-01-01

    Active learning connects students to the real life situations they will encounter in their future jobs. In hospitality education, active learning implements various lively, fun activities to introduce practical scenarios students may experience in their hospitality careers. This study identifies 18 essential active-learning items of hospitality…

  12. Games To Play with Babies. (Revised and Expanded).

    ERIC Educational Resources Information Center

    Silberg, Jackie

    Aimed at parents with infants, this book is a collection of 250 simple, fun-filled games that can be played with children up to the age of 1. The games have been categorized into the following eight types: (1) growing and learning games; (2) special bonding games; (3) kitchen games; (4) laughing and having fun games; (5) art and singing games; (6)…

  13. Math Puzzlers: 25 Reproducible Puzzles, Games, and Activities that Boost the Math Skills and Up the Fun! Grades 2-5.

    ERIC Educational Resources Information Center

    Kimble-Ellis, Sonya

    Puzzles, games, and activities provide perfect opportunities for students to work in groups, interact, communicate with each other, and discuss strategies. The activities, games, and puzzles contained in this book are designed to help students learn mathematics in a fun yet challenging way. The activities are designed to encourage students to…

  14. Janice VanCleave's the Human Body for Every Kid: Easy Activities That Make Learning Science Fun.

    ERIC Educational Resources Information Center

    VanCleave, Janice

    This book provides fun experiments that teach known concepts about the human body. It is designed to teach facts, concepts, and problem-solving strategies. The scientific concepts presented can be applied to many similar situations, and the exercises and activities were selected for their ability to be explained in basic terms with little…

  15. News Teaching: The epiSTEMe project: KS3 maths and science improvement Field trip: Pupils learn physics in a stately home Conference: ShowPhysics welcomes fun in Europe Student numbers: Physics numbers increase in UK Tournament: Physics tournament travels to Singapore Particle physics: Hadron Collider sets new record Astronomy: Take your classroom into space Forthcoming Events

    NASA Astrophysics Data System (ADS)

    2010-05-01

    Teaching: The epiSTEMe project: KS3 maths and science improvement Field trip: Pupils learn physics in a stately home Conference: ShowPhysics welcomes fun in Europe Student numbers: Physics numbers increase in UK Tournament: Physics tournament travels to Singapore Particle physics: Hadron Collider sets new record Astronomy: Take your classroom into space Forthcoming Events

  16. Interactive learning research: application of cognitive load theory to nursing education.

    PubMed

    Hessler, Karen L; Henderson, Ann M

    2013-06-25

    The purpose of this research was to investigate the effectiveness of interactive self-paced computerized case study compared to traditional hand-written paper case study on the outcomes of student knowledge, attitude, and retention of the content delivered. Cognitive load theory (CLT) provided the theoretical framework for the study. A quasi-experimental pre-test post-test design with random group assignment was used to measure by self-report survey student cognitive load and interactivity level of the intervention. Student scores on quizzes in semester 1 and post-test follow-up quizzes in semester 3 were assessed for the intervention's effects on knowledge retention. While no significant statistical differences were found between groups, the students in the interactive case study group rated their case study as more fun and interactive. These students also scored consistently higher on the post-test quiz items in their third semester, showing the viability of using CLT to improve student retention of nursing curricula information.

  17. Learn and Play in the Garden: Games, Crafts, and Activities for Children.

    ERIC Educational Resources Information Center

    Herd, Meg

    This book features activities, games, and crafts about gardening for children aged 6 to 12. The organization of the book is based on the seasons and the activities emphasize learning through fun. The spring section includes: (1) "Creating Your Own Vegetable Garden"; (2) "Safe Spraying"; (3) "What to Grow"; (4)…

  18. Bringing Fun and Meaning into Grammar Learning: A Case Study of a Secondary-Level EFL Class in Hong Kong

    ERIC Educational Resources Information Center

    Hua, Congchao; Li, Bin

    2015-01-01

    Popular culture materials are generally believed to have positive effects on L2 learning. This study examined the effectiveness of popular culture materials in enhancing Hong Kong EFL students' grammar learning. In a quasi-experimental design, 20 secondary school students were taught grammar in two ways: with the use of popular culture materials,…

  19. 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…

  20. ARC-2011-ACD11-0172-014

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission. Michele Johnson, Kepler/Ames PAO on far right attends opening ceremony.

  1. The Customer Service Experience.

    ERIC Educational Resources Information Center

    Bell, Chip R.

    2001-01-01

    Discusses ways to embed customer service learning and customer loyalty including making customers think, examining every aspect of customers' service encounters with staff, providing follow-up, making learning fun, and involving customers in your business. (JOW)

  2. Engaging Youth in Climate Change Issues with Family Science Day Activities

    NASA Astrophysics Data System (ADS)

    Brevik, Corinne E.; Brevik, Eric C.; Steffan, Joshua J.

    2016-04-01

    Dickinson State University organizes four Family Science Day events each fall during the months of September, October, November, and December. Activities are geared toward elementary-aged children to increase student engagement in the sciences. Offered on Saturday afternoons, each event focuses on a different science-related theme. Families can attend these events free of charge, and the kids participate in a large variety of hands-on activities that center around the event's theme. This year, the November event focused on climate change, including an emphasis on the roles soil plays in the climate system. The timing of this topic was carefully chosen. 2015 has been declared the International Year of Soil by the United Nations, and the Soil Science Society of America theme for the month of November was Soils and Climate. This public outreach event was an amazing opportunity to help the youth in our community learn about climate change in a fun, interactive environment. Climate changes in the past, present, and future were emphasized. Activities including the Farming Game, painting with soils, taking Jello "cores", creating a cloud in a jar, and making a glacier in a bag helped children learn how science is a process of discovery that allows them to better understand the world they live in. In addition to the hands-on activities, a planetarium show focused on climate change was also offered during the event, surrounding the kids and their parents in a fully immersive, 360-degree show that allowed them to personally observe phenomena that are otherwise difficult to visualize. All of the activities at the Family Science Day event were staffed by university students, and this proved to be a very valuable experience for them as well. Some of the students who helped are majoring in a science field, and for them, the experience taught public communication. They learned to break complicated concepts down into simpler terms that young kids could understand. Education students who participated learned how to communicate science concepts to children, and students in other majors who helped with this event gained experiences that reinforced various concepts they had learned in their general education science courses.

  3. Robotics Workshop for High School and College Instructors

    NASA Astrophysics Data System (ADS)

    Holberg, Kathy; Reimers, Peggy

    2010-03-01

    Twenty-first century learners need critical thinking and effective communications skills. Practicing higher level cognitive skills are fun and engaging for students and teachers using LEGO Robotics. Come delve into the latest robotics technology from LEGO Education. Participants will construct and program robots with the new Technic Building System and NXT-G programming software. Attendees will take back instructional strategies and ideas on how to implement robotics into their classroom, school or district. Come, connect, explore, learn, enhance and have fun. Limited to 18 participants - 3 hours - Cost: 2.00

  4. Industry and Extension Partnership to Enhance STEM and Agricultural Education

    ERIC Educational Resources Information Center

    Campbell, Brian T.; Wilkinson, Carol A.; Shepherd, Pamela J.; Gray, Paula

    2015-01-01

    STEM education has become essential in the United States, and agriculture allows for a great opportunity to teach STEM education in a fun, hands-on manner. The Virginia Southern Piedmont Agriculture Research and Extension Center (SPAREC), in partnership with King Arthur Flour, has created a program that reinforces what is taught in the classroom…

  5. More Fun and Curiosity with Magnetic Guns in the Classroom

    ERIC Educational Resources Information Center

    Chittasirinuwat, O.; Kruatong, T.; Paosawatyanyong, B.

    2011-01-01

    The magnetic gun was chosen as a hands-on activity for our high school students. When conducting this activity in the classroom, we found some interesting points were raised following difficulties encountered by the students. Some students proposed that during the collision, the magnet changed its pole then it pushed the last ball out of the…

  6. Juan's Dilemma: A New Twist on the Old Lemon Battery

    ERIC Educational Resources Information Center

    Hunt, Vanessa; Sorey, Timothy; Balandova, Evguenia; Palmquist, Bruce

    2010-01-01

    When life hands you lemons, make a battery! In this article, the authors describe an activity they refer to as "Juan's Dilemma," an extension of the familiar lemon-battery activity (Goodisman 2001). Juan's Dilemma integrates oxidation and reduction chemistry with circuit theory in a fun, real-world exercise. The authors designed this activity for…

  7. It's More Fun than It Sounds--Enhancing Science Concepts through Hands-on Activities for Young Children

    ERIC Educational Resources Information Center

    Guha, Smita

    2012-01-01

    To teach young children, teachers choose topics in science that children are curious about. Children's inquisitive nature is reflected through the activities as they make repetitive sounds to find the cause and effect relationship. Teachers can make best use of those invaluable moments by incorporating those activities into science lessons on…

  8. Rockets Away! A Fun Approach to Exploring the Science of Rocketry. Teacher's Edition.

    ERIC Educational Resources Information Center

    Horton, Robert L.; And Others

    This unit is designed to stimulate interest in math, engineering, aerospace, and physics through the exploration of rocketry science. It serves as a ready source of information dealing with the subject of rocketry and provides directions for completing a variety of hands-on rocketry science experiments, including the design, construction, and…

  9. Dark Skies, Bright Kids Year 6

    NASA Astrophysics Data System (ADS)

    Liss, Sandra; Troup, Nicholas William; Johnson, Kelsey E.; Barcos-Munoz, Loreto D.; Beaton, Rachael; Bittle, Lauren; Borish, Henry J.; Burkhardt, Andrew; Corby, Joanna; Dean, Janice; Hancock, Danielle; King, Jennie; Prager, Brian; Romero, Charles; Sokal, Kimberly R.; Stierwalt, Sabrina; Wenger, Trey; Zucker, Catherine

    2015-01-01

    Now entering our sixth year of operation, Dark Skies, Bright Kids (DSBK) is an entirely volunteer-run outreach organization based out of the Department of Astronomy at the University of Virginia. Our core mission is to enhance elementary science education and literacy in central Virginia through fun, hands-on activities that introduce basic Astronomy concepts beyond Virginia's Standards of Learning. Our primary focus is hosting an 8-10 week after-school astronomy club at underserved elementary and middle schools. Each week, DSBK volunteers take the role of coaches to introduce astronomy-related concepts ranging from the Solar System to galaxies to astrobiology, and to lead students in interactive learning activities. Another hallmark of DSBK is hosting our Annual Central Virginia Star Party, a free event open to the community featuring star-gazing and planetarium shows.DSBK has amassed over 15,000 contact hours since 2009 and we continue to broaden our impact. One important step we have taken in the past year is to establish a graduate student led assessment program to identify and implement directed learning goals for DSBK outreach. The collection of student workbooks, observations, and volunteer surveys indicates broad scale success for the program both in terms of student learning and their perception of science. The data also reveal opportunities to improve our organizational and educational practices to maximize student achievement and overall volunteer satisfaction for DSBK's future clubs and outreach endeavors.

  10. Learning Clicks: Year End Report 2008/2009

    ERIC Educational Resources Information Center

    Alberta Advanced Education and Technology, 2009

    2009-01-01

    Learning Clicks was developed in 2003 as an interactive, fun way for Alberta students to learn about these opportunities. Learning Clicks is a program designed to support Strategy 2.4 in Alberta Advanced Education and Technology's 2007-10 Business Plan. The 2008/2009 season was the 5th year of the Learning Clicks program. This paper offers a…

  11. Integrating Book, Digital Content and Robot for Enhancing Elementary School Students' Learning of English

    ERIC Educational Resources Information Center

    Chen, Nian-Shing; Quadir, Benazir; Teng, Daniel C.

    2011-01-01

    Early school years are an important period to lay out the foundation for learning a second language. In addition to mastering the basic language skills and keeping the learning process fun, promoting a lifelong learning habit should also be emphasised. Motivating elementary school students to learn English and avoiding misconceptions associated…

  12. Using Culturally Relevant Teaching in a Co-Educational Mathematics Class of a Patriarchal Community

    ERIC Educational Resources Information Center

    Mogari, David

    2017-01-01

    The paper reports on the use of culturally relevant teaching in a class located in a patriarchal community. The paper is conceptualised around the notion that learners' familiar context provided by the socio-cultural activities can facilitate mathematics learning and make it fun to learn. Data were derived from a lesson activity using…

  13. Does "Sneaky Fox" Facilitate Learning? Examining the Effects of Seductive Details in Physical Education

    ERIC Educational Resources Information Center

    Shen, Bo; McCaughtry, Nate; Martin, Jeffrey; Dillion, Suzanna

    2006-01-01

    While seductive details are enjoyable, they are unimportant content or activities intentionally inserted to make class fun and interesting. The purpose of this study was to examine the effect of seductive details on students' learning of net games in physical education. Participants were 240 middle school students. A videotaped lesson example…

  14. Using a Mobile Gaming App to Enhance Accounting Education

    ERIC Educational Resources Information Center

    Seow, Poh-Sun; Wong, Suay-Peng

    2016-01-01

    The authors describe the first mobile gaming app for learning accounting, Accounting Challenge (ACE). On September 30, 2016, ACE had been downloaded 23,230 times, spanning 90 countries, and had won three international teaching awards. The app was motivated by the aim to empower students to learn accounting in a fun way, outside of the classroom.…

  15. Learning Medical Microbiology and Infectious Diseases by Means of a Board Game: Can It Work?

    ERIC Educational Resources Information Center

    Struwig, Magdalena C.; Beylefeld, Adriana A.; Joubert, Georgina

    2014-01-01

    Innovative teaching and learning is increasingly becoming part of medical education. We report the evaluation of a medical microbiology board game, Med Micro Fun With Facts (MMFWF), based on Trivial Pursuit™ principles. The game was developed to stimulate medical students' interest in microbiology and expose students to the subject content of an…

  16. Our Compulsory Goals: Effective Teaching and Meaningful Learning through Powerful Cultural Tools

    ERIC Educational Resources Information Center

    Wilhelm, Jeffrey D., Ed.

    2012-01-01

    Wilhelm asks, "But are new literacies just fun?" Then he immediately answers, "Absolutely not--if we as teachers provide the right context and conditions of their use." Offering research-based advice on incorporating technology to increase motivation and deepen learning, Wilhelm boils it down to this bottom line: it's engaged, substantive,…

  17. Optimists Have More Fun, but Do They Learn Better? On the Influence of Emotional and Social Factors on Learning Introductory Computer Science

    ERIC Educational Resources Information Center

    Bennedsen, Jens; Caspersen, Michael E.

    2008-01-01

    In order to better understand predictors of success and, when possible, improve the design of the first year computer science courses at university to increase the likelihood of success, we study a number of factors that may potentially indicate students' computer science aptitude. Based on findings in general education, we have studied the…

  18. Introducing ISTE Learning: What Do You Want to Learn Today?

    ERIC Educational Resources Information Center

    Hayman, April

    2011-01-01

    This article introduces ISTE Learning, a new online professional development (PD) program designed specifically to make PD both fun and more easily accessible for busy educators. One thing that makes ISTE Learning different from everything else out there is that the NETS for students, teachers, and administrators are the cornerstone of everything…

  19. Problem-Based Educational Game Becomes Student-Centered Learning Environment

    ERIC Educational Resources Information Center

    Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee

    2013-01-01

    Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…

  20. Pressure for Fun: A Course Module for Increasing Chemical Engineering Students' Excitement and Interest in Mechanical Parts

    ERIC Educational Resources Information Center

    Scarbrough, Will J.; Case, Jennifer M.

    2006-01-01

    A new module in a first year mechanical drawing course was designed with the primary goal of exciting chemical engineering students about mechanical things. Other goals included increasing student ability and confidence to explain how things work. A variety of high intensity, hands-on, facilitated group activities using pumps and valves were…

  1. The Development of an E-Learning-Based Learning Service for MKDP Curriculum and Learning at the Indonesia University of Education

    ERIC Educational Resources Information Center

    Rusman

    2016-01-01

    E-learning is a general term used to refer to computer-enhanced learning based that facilitates whoever, wherever, and whenever the person is to be able to learn more fun, easier and cheaper by using Internet. In other words, E-learning is the use of network technologies to create, foster, deliver, and facilitate learning, anytime and anywhere. It…

  2. How Do We Transform Our Schools?

    ERIC Educational Resources Information Center

    Christensen, Clayton M.; Horn, Michael B.

    2008-01-01

    Teachers, administrators, researchers, reformers, government leaders, parents, and others have long extolled the benefits that computer-based learning could have in schools: (1) Educational video games could make learning fun and motivating; and (2) Computers offer a way to customize instruction and allow students to learn in the way they are best…

  3. Building Effective Programs for Summer Learning.

    ERIC Educational Resources Information Center

    Johnson, Peter

    Summer learning comes from reading books, singing songs, playing games, listening to stories, taking trips, and all kinds of other fun activities that kids rarely realize are actually good for them. However, this kind of summer learning can be more difficult for children of low-income and other disadvantaged families. Careful analysis of…

  4. It All Adds Up: Learning Early Math through Play and Games

    ERIC Educational Resources Information Center

    Ramani, Geetha B.; Eason, Sarah H.

    2015-01-01

    Playing and learning mathematics do not have to be mutually exclusive activities, especially in kindergarten. Play and games can give young children opportunities to learn and develop foundational math skills that are aligned with Common Core standards for mathematics through age-appropriate, fun, and engaging activities.

  5. Outdoor Classrooms--Planning Makes Perfect

    ERIC Educational Resources Information Center

    Haines, Sarah

    2006-01-01

    Schoolyard wildlife habitats aren't just for beauty and fun--they are outdoor classrooms where real science learning takes place. Schoolyard habitat projects involve conservation and restoration of wildlife habitat; however, the learning doesn't have to stop there--outdoor classrooms can foster many kinds of active learning across the curriculum…

  6. Elemental Food for Thought

    ERIC Educational Resources Information Center

    Cady, Susan

    2005-01-01

    One of the first tasks students learn in chemistry is to pronounce and spell the names of elements and learn their corresponding chemical symbols. Repetitive oral recitation is commonly used to learn this information, but games and puzzles can make this task creative, variable, and fun. Elemental Food for Thought is a puzzlelike activity that…

  7. Extracurricular School Clubs: A Time for Fun and Learning

    ERIC Educational Resources Information Center

    Pence, Alicia R.; Dymond, Stacy K.

    2015-01-01

    Inclusion in school clubs affords students with severe disabilities learning opportunities as well as a natural context for addressing curricula. These learning opportunities expand the number of settings in which students can practice, master, and generalize skills associated with priority IEP objectives. Teaching skills within natural activities…

  8. `Risky fun' or `Authentic science'? How teachers' beliefs influence their practice during a professional development programme on outdoor learning

    NASA Astrophysics Data System (ADS)

    Glackin, Melissa

    2016-02-01

    Teaching outdoors has been established as an important pedagogical strategy; however, science classes rarely take place outside. Previous research has identified characteristics of teachers who have integrated out-of-classroom opportunities into their teaching repertoire; yet little is understood as to why teachers make these different pedagogical decisions. This paper explores the relationship between secondary science teachers' beliefs and their pedagogical practice during a two-year professional development programme associated with the 'Thinking Beyond the Classroom' project. Using data from lesson observations, interviews, session questionnaires and field notes, six teacher case studies were developed from participants completing the programme. Data analysis reveals that teachers who successfully taught outside generally held social constructivist beliefs about learning and valued 'authentic' science opportunities. Conversely, teachers who were less successful in teaching outside generally held traditional learning beliefs and simply valued the outdoors for the novelty and potential for fun. All the case study teachers were concerned about managing student learning outside, and for the majority, their concerns influenced their subsequent pedagogical practice. The findings are discussed in detail, as are the implications for pre-service and in-service professional development programmes related to outdoor science learning.

  9. Games as an educational resource in the teaching and learning of mathematics: an educational experiment in Portuguese middle schools

    NASA Astrophysics Data System (ADS)

    Campos, Helena; Moreira, Rute

    2016-04-01

    This article is based on an experiment using the game 'Caminhando e Calculando' (Moving and Calculating) in order to analyse the potential of the game as an educational resource for the teaching and learning of mathematics in Portuguese middle schools, where most students are 10 or 11 years old. Students' data obtained during the games will be used to analyse the different options used for solving the game, identifying its potential and its weaknesses. We start with a theoretical analysis of games as an inherent element of human culture. Combining our innate desire for fun with the different types of teaching and learning styles allows for fun and knowledge to be combined into more efficient and meaningful types of knowledge. Playing games are a primordial aspect of what it means to be a child and they develop within a motivating environment; therefore, not to take advantage of games as a learning resource would be to neglect an important asset. With regard to mathematics, emphasis will be given to the advantages that this teaching and learning tool provides for certain mathematical processes, such as problem-solving.

  10. Fun and Games and Boredom.

    PubMed

    Buday, Richard; Baranowski, Tom; Thompson, Debbe

    2012-08-01

    Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. "How can serious videogames attract and maintain players," the argument goes, "if they aren't as much fun as commercial titles, or even any fun at all?" This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected.

  11. "Games Are Made for Fun": Lessons on the Effects of Concept Maps in the Classroom Use of Computer Games

    ERIC Educational Resources Information Center

    Charsky, Dennis; Ressler, William

    2011-01-01

    Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…

  12. Learning with Serious Games: Is Fun Playing the Game a Predictor of Learning Success?

    ERIC Educational Resources Information Center

    Iten, Nina; Petko, Dominik

    2016-01-01

    Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment,…

  13. Students' Strategies of Measuring Time Using Traditional "Gasing" Game in Third Grade of Primary School

    ERIC Educational Resources Information Center

    Jaelani, Anton; Putri, Ratu Ilma Indra; Hartono, Yusuf

    2013-01-01

    Understanding of measuring time has difficulty for children because it is intangible. Standard units often used directly by teacher for learning time measurement. Many researches involved games in designing learning material to facilitate fun and meaningful learning for children. For this reason, learning of time measurement that connects with…

  14. From Play to Thoughtful Learning: A Design Strategy to Engage Children with Mathematical Representations

    ERIC Educational Resources Information Center

    Sedig, Kamran

    2008-01-01

    Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…

  15. Space Flight. Teacher Resources.

    ERIC Educational Resources Information Center

    2001

    This teacher's guide contains information, lesson plans, and diverse student learning activities focusing on space flight. The guide is divided into seven sections: (1) "Drawing Activities" (Future Flight; Space Fun; Mission: Draw); (2) "Geography" (Space Places); (3) "History" (Space and Time); (4)…

  16. "Yes! We Are Playing a Game, and It's Going to Be Fun!"

    ERIC Educational Resources Information Center

    Barrett, Kelly

    2012-01-01

    Games are for playing, more often than not playing a game is a social experience, it is fun, and we all enjoy playing games. Play and playing are ways in which we learn, so how often are games part of the normal activity of the mathematics classroom? The answer, in most cases, has to be--not often. Is it that games just don't seem to fulfil the…

  17. Kids Just Wanna Have Fun: The Best Way to Encourage Early Literacy Is Also the Most Amusing

    ERIC Educational Resources Information Center

    Arnold, Renea; Colburn, Nell

    2004-01-01

    The authors think fun is a key word when it comes to early literacy. Learning to read is hard work for most children--and kids, like adults, enjoy things that bring them pleasure. So as professionals who work with young children, their job is to make sure that kids discover the joy of books. And one of the best ways to do that is by providing…

  18. Grand Canyon as a universally accessible virtual field trip for intro Geoscience classes using geo-referenced mobile game technology

    NASA Astrophysics Data System (ADS)

    Bursztyn, N.; Pederson, J. L.; Shelton, B.

    2012-12-01

    There is a well-documented and nationally reported trend of declining interest, poor preparedness, and lack of diversity within U.S. students pursuing geoscience and other STEM disciplines. We suggest that a primary contributing factor to this problem is that introductory geoscience courses simply fail to inspire (i.e. they are boring). Our experience leads us to believe that the hands-on, contextualized learning of field excursions are often the most impactful component of lower division geoscience classes. However, field trips are becoming increasingly more difficult to run due to logistics and liability, high-enrollments, decreasing financial and administrative support, and exclusivity of the physically disabled. Recent research suggests that virtual field trips can be used to simulate this contextualized physical learning through the use of mobile devices - technology that exists in most students' hands already. Our overarching goal is to enhance interest in introductory geoscience courses by providing the kinetic and physical learning experience of field trips through geo-referenced educational mobile games and test the hypothesis that these experiences can be effectively simulated through virtual field trips. We are doing this by developing "serious" games for mobile devices that deliver introductory geology material in a fun and interactive manner. Our new teaching strategy will enhance undergraduate student learning in the geosciences, be accessible to students of diverse backgrounds and physical abilities, and be easily incorporated into higher education programs and curricula at institutions globally. Our prototype involves students virtually navigating downstream along a scaled down Colorado River through Grand Canyon - physically moving around their campus quad, football field or other real location, using their smart phone or a tablet. As students reach the next designated location, a photo or video in Grand Canyon appears along with a geological question. The students must answer each question correctly in order to proceed to the next location and accrue points in the game and multiple attempts reduce the number of points earned when the correct answer is found. The questions are either multiple choice or involve touch-screen interaction to identify a specific geologic feature. Initial testing of the prototype game in Historical and Physical geology courses at Utah State University indicate that students enjoy the mobile "exploration" nature of the game as well as experiencing photographs of geologic features rather than traditional cartoons. Qualitative evaluation using anonymous surveys was conducted to help determine the usability of the game and the potential effectiveness of this technology-based approach. Students were asked about the degree of fun and difficulty of the game, content learned, and their overall response to features they liked/disliked about it. The results of these early assessments are positive, both in regard to the improvement of students' understanding of key geology concepts and their enjoyment of learning with the technology in a mobile orienteering manner. This is a positive first step in an innovative teaching tool with the power to overcome the pervasive problem of the boring first year STEM course and make world-class field trips accessible to all.

  19. Imagine the Universe! Version 3. [CD-ROM].

    ERIC Educational Resources Information Center

    Whitlock, Laura; Bene, Meredith; Granger, Kara

    This CD-ROM contains four astronomy and space science learning center sites individually captured from the World Wide Web in January of 1999. Each site contains its own learning adventure full of facts, fun, music, beautiful images, movies, and excitement. Space science learning sites include: (1) Imagine the Universe! geared for ages 14 and up…

  20. Learning Outdoors: Leader Guide, Grade 3. 4-H Discovery.

    ERIC Educational Resources Information Center

    Abell, John R.; Newman, Jerry A.

    The United States has a rich natural resource heritage. It is important to educate students in the principles of conservation so that these natural resources may endure for generations. This guide is designed to help leaders to learn to organize groups of children and conduct successful meetings; provide fun, safe, outdoor learning experiences for…

  1. Serious Fun: Viewing Hobbyist Activities through a Learning Lens

    ERIC Educational Resources Information Center

    Liu, Chi-Chang; Falk, John H.

    2014-01-01

    This paper reviews a wide range of literature applicable to understanding why and how hobbyists learn. Of particular importance appear to be theories such as situated learning and communities of practice, but insights from the cognitive sciences related to expertise, motivation, and interest also emerged as important. The boundaries between formal…

  2. Pinhole Cameras: For Science, Art, and Fun!

    ERIC Educational Resources Information Center

    Button, Clare

    2007-01-01

    A pinhole camera is a camera without a lens. A tiny hole replaces the lens, and light is allowed to come in for short amount of time by means of a hand-operated shutter. The pinhole allows only a very narrow beam of light to enter, which reduces confusion due to scattered light on the film. This results in an image that is focused, reversed, and…

  3. Why Finish Your Antibiotics? A Novel, Hands-On, Classroom Approach for Teaching the Dynamics of Antibiotic Resistance

    ERIC Educational Resources Information Center

    Wassmer, Gary T.; Kipe-Nolt, Judith A.; Chayko, Catherine A.

    2006-01-01

    We present an effective, engaging, and fun method for teaching how the use or misuse of antibiotics can select for resistant strains of bacteria. This method uses candy as a substitute for strains of bacteria varying in resistance to a given antibiotic. Results and discussion are presented in the context of this emerging healthcare crisis.

  4. Young's Modulus of a Marshmallow

    NASA Astrophysics Data System (ADS)

    Pestka, Kenneth A.

    2008-03-01

    When teaching the subject of elasticity, it is often difficult to find a straightforward quantitative laboratory that can give a "hands-on" feel for the subject. This paper presents an experiment that demonstrates the essentials of elasticity by observing the behavior of marshmallows under a compressive load. Like other marshmallow-based activities,1,2 this experiment is straightforward, fun, and readily extendable to more complicated and advanced topics.

  5. Knowing Me, Knowing Who? Getting to Know Your Students' Preferred Learning Style

    ERIC Educational Resources Information Center

    Reed, Julian A.; Banks, Aaron L.; Carlisle, Cynthia S.

    2004-01-01

    Recognizing each student's preferred learning style not only enhances the teaching and learning experience, but helps make the gymnasium a fun place to learn new skills and be physically active. This article addresses three objectives that form a pedagogical strategy with the potential to "get to know" the students in a more personal way. First,…

  6. Helping Your Child Get Ready for School, with Activities for Children from Birth through Age 5.

    ERIC Educational Resources Information Center

    Paulu, Nancy; Greene, Wilma P., Ed.

    This booklet suggests ways for parents to help their preschool children grow, develop, and have fun learning. A brief opening section called "Learning Begins Early" provides a general context for the book. The second section, on what it means to be ready for school, describes the qualities and skills that youngsters need to get a good start in…

  7. Using Family Science Day Events to Inspire Future Scientists

    NASA Astrophysics Data System (ADS)

    Brevik, Corinne

    2015-04-01

    Dickinson State University organizes four Family Science Day events each fall to increase student engagement in the sciences. Offered on Saturday afternoons, each event focuses on a different science-related theme. Families can attend these events free of charge, and the kids participate in a large-variety of hands-on activities which center around the event's theme. Previous themes include The Amazing Telescope, Night of the Titanic, Dinosaur Prophecy, and Space Exploration. These events are amazing opportunities to show young children how much fun science can be. Many of the kids come from schools where science is neither interactive nor engaging. The activities help the children learn that science is a process of discovery that helps us better understand the world around us. University students staff all of the activity booths at these events, and this has proven to be a very valuable experience for them as well. Some of the students who help are majoring in a science field, and for them, the experience teaches public communication. They learn to break complicated concepts down into simpler terms that young kids can understand. Other students who help with these events are not science majors but may be taking a science course as part of their college curriculum. For these students, the experience reinforces various concepts that they are learning in their science class. For many of them, it also opens their eyes to the idea that science can be engaging. Some of them even discover that they have a true gift for teaching.

  8. Quantifying Qualitative Learning.

    ERIC Educational Resources Information Center

    Bogus, Barbara

    1995-01-01

    A teacher at an alternative school for at-risk students discusses the development of student assessment that increases students' self-esteem, convinces students that learning is fun, and prepares students to return to traditional school settings. She found that allowing students to participate in the assessment process successfully quantified the…

  9. Blogging for Soil: Why, how and having fun!

    NASA Astrophysics Data System (ADS)

    Drake, Jess

    2014-05-01

    Scientific blogging has become a more and more popular way of science outreach and communication. There are only a handful of soil science blogs, and I think there should be more! Blogging is a great way to share cool soil science stories, engage with the wider community, and promote understanding. It allows people to stumble over thoughts and ideas, and to think about how it fits in their daily life. It also provides an informal education and reference on the internet in a time where people Google everything. It can also be fun as well as being factual. At this talk, using my own experiences and the success of other soil science blogs, I will discuss: how to start a blog, why we should consider them as a way to communicate science, and what things to consider when you start your blog.

  10. Lo que da buen resultado en casa. Resultados de la investigacion y Actividades de aprendizaje: Sentido comun y diversion para ninos y adultos (What Works at Home. Research Findings and Learning Activities: Common Sense and Fun for Adults and Children).

    ERIC Educational Resources Information Center

    Crook, Shirley, Ed.

    As part of an effort to encourage Hispanic parents to help their children in school, this home learning guide, which can also be obtained in taped versions, provides parents with learning activities with which to engage their children. Based on research findings, the activities are divided into the following categories: curriculum of the home,…

  11. FUNdamentals: A Research-Based, Phonics Tutorial Learn To Read Program. [Educational Kit].

    ERIC Educational Resources Information Center

    Eller, Jeanie

    FUNdamentals puts the "FUN" back in learning for all age groups. FUNdamentals is an intensive, systematic phonics learn-to-read program that helps improve comprehension, spelling, and penmanship. It is designed for use by every age group. Formulated for use with learners from preschool through adult ages, FUNdamentals is the key to…

  12. Striking the Right Balance in Summer Learning for Special Needs Students

    ERIC Educational Resources Information Center

    Zipperer, Holly

    2011-01-01

    Parents of special needs children know how hard their children work to master new skills. It can be heartrending when hard-won progress evaporates. Summer can present a particular dilemma to those with learning challenges. The freedom, recreation, and fun is something everybody looks forward to, but this break from learning can result in the loss…

  13. Laughing Lessons: 149 2/3 Ways To Make Teaching and Learning Fun.

    ERIC Educational Resources Information Center

    Burgess, Ron

    This book presents classroom-tested ideas to help teachers make teaching and learning more enjoyable, noting that humor can be a positive force in teaching, learning, and health. The book is designed to: help teachers see the importance of a pleasant, good-humored environment; convince teachers that laughter can be an essential element in…

  14. The Transfer of Learning from Play Practices to Game Play in Young Adult Soccer Players

    ERIC Educational Resources Information Center

    Holt, Josh E.; Ward, Phillip; Wallhead, Tristan L.

    2006-01-01

    Background: Physical educators and coaches face an ongoing problem of presenting fun and enjoyable practices that also provide efficient learning of technical and tactical sports skills. Effective instruction also promotes the transfer of learning from practice tasks to the real game. Play Practice (PP) describes a structure for teaching sports…

  15. 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…

  16. Aeroacoustic Simulation of Nose Landing Gear on Adaptive Unstructured Grids With FUN3D

    NASA Technical Reports Server (NTRS)

    Vatsa, Veer N.; Khorrami, Mehdi R.; Park, Michael A.; Lockard, David P.

    2013-01-01

    Numerical simulations have been performed for a partially-dressed, cavity-closed nose landing gear configuration that was tested in NASA Langley s closed-wall Basic Aerodynamic Research Tunnel (BART) and in the University of Florida's open-jet acoustic facility known as the UFAFF. The unstructured-grid flow solver FUN3D, developed at NASA Langley Research center, is used to compute the unsteady flow field for this configuration. Starting with a coarse grid, a series of successively finer grids were generated using the adaptive gridding methodology available in the FUN3D code. A hybrid Reynolds-averaged Navier-Stokes/large eddy simulation (RANS/LES) turbulence model is used for these computations. Time-averaged and instantaneous solutions obtained on these grids are compared with the measured data. In general, the correlation with the experimental data improves with grid refinement. A similar trend is observed for sound pressure levels obtained by using these CFD solutions as input to a FfowcsWilliams-Hawkings noise propagation code to compute the farfield noise levels. In general, the numerical solutions obtained on adapted grids compare well with the hand-tuned enriched fine grid solutions and experimental data. In addition, the grid adaption strategy discussed here simplifies the grid generation process, and results in improved computational efficiency of CFD simulations.

  17. ARC-2011-ACD11-0172-062

    NASA Image and Video Library

    2011-10-01

    Space Farm 7 Program; NASA Day at the Dell'osso Family Farm, Lathrop,CA for the opening of the Kepler Corn Maze. Lots of fun activities were available and Kepler scientists gave talks and hands on demos to the audience of kids and adults alike to better understand Kepler and it's mission. Eric James, Ames photographer stops to read the Kepler maze know you mission sign. Photo take by Maria James.

  18. Fun and Games and Boredom

    PubMed Central

    Baranowski, Tom; Thompson, Debbe

    2012-01-01

    Abstract Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. “How can serious videogames attract and maintain players,” the argument goes, “if they aren't as much fun as commercial titles, or even any fun at all?” This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected. PMID:24761316

  19. Measuring Challenge, Fun and Sterility on a "Phunometre" Scale: Evaluating Creative Teaching and Learning with Children and Their Student Teachers in the Primary School

    ERIC Educational Resources Information Center

    Elton-Chalcraft, Sally; Mills, Kären

    2015-01-01

    "It was the funnest week in the whole history of funnest weeks": our case study, the second phase in a three-phase research project, evaluates the successes and limitations of creative teaching and learning during the "The Creative and Effective Curriculum" module for PGCE primary student teachers which includes a one-week…

  20. The Periodic Table. Physical Science in Action[TM]. Schlessinger Science Library. [Videotape].

    ERIC Educational Resources Information Center

    2000

    Kids know that when they are lost, they look at a map to find their way. It's no different in the world of science, as they'll learn in The Periodic Table--a fun and engaging look at the road map of the elements. Young students will learn about key information included on the table, including atomic number, atomic mass and chemical symbol. They'll…

  1. A Fun Alternative: Using Instructional Games to Foster Student Learning.

    ERIC Educational Resources Information Center

    Blum, H. Timothy; Yocom, Dorothy Jean

    1996-01-01

    This article provides guidelines for designing effective instructional games for all students, including students with disabilities or other special learning needs. The benefits of instructional games, including student motivation and the ability of games to facilitate individualized instruction, are discussed. Sample instructional games,…

  2. The After-School Alternatives.

    ERIC Educational Resources Information Center

    Pekow, Charles

    1998-01-01

    Three companies (Voyager Expanded Learning, Mindsurf, and EXPLORE) have introduced after-school programs that emphasize stress-free academic enrichment activities. The companies differ, but share a fun-learning concept, maintain low staff-child ratios of about 1:8, and serve grades K-8. The operative words are flexibility and affordability. Some…

  3. Six to Ten Digits Multiplication Fun Learning Using Puppet Prototype

    NASA Astrophysics Data System (ADS)

    Islamiah Rosli, D.'oria; Ali, Azita; Peng, Lim Soo; Sujardi, Imam; Usodo, Budi; Adie Perdana, Fengky

    2017-01-01

    Logic and technical subjects require students to understand basic knowledge in mathematic. For instance, addition, minus, division and multiplication operations need to be mastered by students due to mathematic complexity as the learning mathematic grows higher. Weak foundation in mathematic also contribute to high failure rate in mathematic subjects in schools. In fact, students in primary schools are struggling to learn mathematic because they need to memorize formulas, multiplication or division operations. To date, this study will develop a puppet prototyping for learning mathematic for six to ten digits multiplication. Ten participants involved in the process of developing the prototype in this study. Students involved in the study were those from the intermediate class students whilst teachers were selected based on their vast knowledge and experiences and have more than five years of experience in teaching mathematic. Close participatory analysis will be used in the prototyping process as to fulfil the requirements of the students and teachers whom will use the puppet in learning six to ten digit multiplication in mathematic. Findings showed that, the students had a great time and fun learning experience in learning multiplication and they able to understand the concept of multiplication using puppet. Colour and materials of the puppet also help to attract student attention during learning. Additionally, students able to visualized and able to calculate accurate multiplication value and the puppet help them to recall in multiplying and adding the digits accordingly.

  4. 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.

  5. An Impact Cratering Interactive Website Used for Outreach and in Professional Development Workshops for Middle School Science Teachers

    NASA Astrophysics Data System (ADS)

    Croft, S. K.; Pierazzo, E.; Canizo, T.; Lebofsky, L. A.

    2009-12-01

    Impact cratering is one of the fundamental geologic processes affecting all planetary and asteroidal bodies in the Solar System. With few exceptions, all bodies with solid surfaces explored so far show the presence of impact craters - from the less than 200 known craters on Earth to the many thousands seen on the Moon, Mercury, and other bodies. Indeed, the study of crater populations is one of the principal tools for understanding the geologic history of planetary surfaces. In recent years, impact cratering has gained public notoriety through its portrayal in several Hollywood movies. Questions that are raised after watching these movies include: “How often do impacts occur?” “How do scientists learn about impact cratering?” and “What information do impact craters provide in understanding the evolution planetary surfaces?” On our website: “Explorer’s Guide to Impact Craters,” we answer those questions in a fun, informative and interactive way. The website provides the interested public with an opportunity to: 1) experience how scientists explore known terrestrial craters through a virtual fieldtrips; 2) learn more about the dynamics of impact cratering using numerical simulations of various impacts; and 3) investigate how impact cratering affects rocks via images and descriptions of field samples of impact rocks. This learning tool has been a popular outreach endeavor (recently reaching 100,000 hits), and it has recently been incorporated in the Impact Cratering Workshop developed by scientists and EPO specialists at the Planetary Science Institute. The workshop provides middle school science teachers with an inquiry-based understanding of the process of impact cratering and how it affects the solar system. Participants are instructed via standards-based multimedia presentations, analysis of planetary images, hands-on experience with geologic samples from terrestrial impact craters, and first-hand experience forming impact craters. Through the “Explorer’s Guide to Impact Craters,” participants are able to virtually explore three terrestrial impact craters, while examining, first-hand, samples of rocks collected at the three impact sites by real field geologists. The rock samples are included in our Impact Rock Kits that are available for check-out by teachers desiring to involve their students in the study of impact craters.

  6. Engaging Focus Group Methodology: The 4-H Middle School-Aged Youth Learning and Leading Study

    ERIC Educational Resources Information Center

    Scott, Siri; Grant, Samantha; Nippolt, Pamela Larson

    2015-01-01

    With young people, discussing complex issues such as learning and leading in a focus group can be a challenge. To help prime youth for the discussion, we created a focus group approach that featured a fun, interactive activity. This article includes a description of the focus group activity, lessons learned, and suggestions for additional…

  7. Leveraging Identity to Make Learning Fun: Possible Selves and Experiential Learning in Massively Multiplayer Online Games (MMOGs)

    ERIC Educational Resources Information Center

    Lee, Joey J.; Hoadley, Christopher M.

    2007-01-01

    In this article, Joey J. Lee and Christopher M. Hoadley argue that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. This oversight has resulted in the failure of many attempts at edutainment, in spite of the acknowledged potential of video games to engage…

  8. An Alternative Model of Music Learning and "Last Night's Fun": Participatory Music Making In/As Participatory Culture in Irish Traditional Music

    ERIC Educational Resources Information Center

    Waldron, Janice

    2016-01-01

    Exploring emergent music learning and teaching models facilitated by global Web access can reveal alternative music education practices and delivery systems not seen in "traditional" conservatories and schools. One example of an alternative music learning model comes from the Online Academy of Irish Music (OAIM), a community music…

  9. Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game

    ERIC Educational Resources Information Center

    Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten

    2009-01-01

    Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…

  10. Sleep for Kids: Games and Puzzles

    MedlinePlus

    Games and Puzzles These games and puzzles can help you learn more about sleep! Learn about sleep with this fun crossword puzzle! Test your memory ... can't sleep? • dreams • • bring out the stars • games and puzzles • pj bear booklet • • home • about us • ...

  11. Using Elephant's Toothpaste as an Engaging and Flexible Curriculum Alignment Project

    ERIC Educational Resources Information Center

    Eldridge, Daniel S.

    2015-01-01

    There is an increasing focus across all educational sectors to ensure that learning objectives are aligned with learning activities and assessments. An attractive approach previously published is that of curriculum alignment projects. This paper discusses the use of the fun and famous "Elephant's Toothpaste" experiment as a customizable…

  12. Immersive Protein Gaming for Bio Edutainment

    ERIC Educational Resources Information Center

    Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin

    2006-01-01

    Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…

  13. Produce Intrigue with Crypto!

    ERIC Educational Resources Information Center

    Avila, Cheryl L.; Ortiz, Enrique

    2012-01-01

    Learning mathematics is challenging. It requires discipline, logic, precision, perseverance, and accuracy. It can also be fun. When mathematics is set in a context that inspires students to want to solve interesting problems, students will have an intrinsic desire to learn the necessary skills to accomplish a specific goal. The game of Crypto! was…

  14. Improving High School Physics Through An Outreach Initiative

    NASA Astrophysics Data System (ADS)

    Zettili, Nouredine

    2006-04-01

    We want to discuss our outreach initiative at Jacksonville State University designed to help improve the teaching of physics at a number of high schools in Northeast Alabama. This initiative is part of Project IMPACTSEED (IMproving Physics And Chemistry Teaching in SEcondary Education), a No-Child Left Behind grant funded by the Alabama Commission on Higher Education. This project is motivated by a major pressing local need: A large number of high school physics teachers teach out of field. IMPACTSEED is designed to achieve a double aim: (a) to make physics and chemistry understandable and fun to learn within a hands-on, inquiry-based setting; (b) to overcome the fear-factor for physics and chemistry among students. Through a two-week long summer institute, a series of weekend workshops designed to help bring technology into physics classrooms, onsite support, and a hotline, we have been providing year-round support to the physics/chemistry teachers in this area. IMPACTSEED aims at providing our students with a physics/chemistry education that enjoys a great deal of continuity and consistency from high school to college.

  15. Clinical simulation practise framework.

    PubMed

    Khalili, Hossein

    2015-02-01

    Historically, simulation has mainly been used to teach students hands-on skills in a relatively safe environment. With changes in the patient population, professional regulations and clinical environments, clinical simulation practise (CSP) must assist students to integrate and apply their theoretical knowledge and skills with their critical thinking, clinical judgement, prioritisation, problem solving, decision making, and teamwork skills to provide holistic care and treatment to their patients. CSP holds great potential to derive a positive transformation in students' transition into the workplace, by associating and consolidating learning from classrooms to clinical settings, and creating bridges between theory and practice. For CSP to be successful in filling the gap, the design and management of the simulation is crucial. In this article a new framework called 'Clinical simulation practise framework: A knowledge to action strategy in health professional education' is being introduced that aims to assist educators and curriculum developers in designing and managing their simulations. This CSP framework theorises that simulation as an experiential educational tool could improve students' competence, confidence and collaboration in performing professional practice in real settings if the CSP provides the following three dimensions: (1) a safe, positive, reflective and fun simulated learning environment; (2) challenging, but realistic, and integrated simulated scenarios; and (3) interactive, inclusive, interprofessional patient-centred simulated practise. © 2015 John Wiley & Sons Ltd.

  16. Positively Adolescent!

    ERIC Educational Resources Information Center

    Williamson, Sue

    2000-01-01

    Believes that music teachers should reassess their views toward adolescent behavior in the music classroom by learning to see their behavior in a positive light. Describes teaching strategies that build on four adolescent behaviors: (1) desire for peer acceptance; (2) abundant energy; (3) love of fun; and (4) limited time-managing skills. (CMK)

  17. Teaching Phonemic Awareness through Children's Literature and Experiences

    ERIC Educational Resources Information Center

    Jurenka, Nancy

    2006-01-01

    Teaching phonemic awareness can be boring and repetitive in the hands of a teacher who wishes to just use a workbook approach. This delightful book packs loads of fun into 75 lesson plans, providing educators with myriad creative strategies for integrating word study with children's picture books. Each lesson includes a read-aloud book…

  18. Building a Cadre of Space Professionals With Responsive Lift

    DTIC Science & Technology

    2003-04-01

    doing the impossible is fun. — Walt Disney The current space program at the Academy provides cadets with a unique opportunity for hands-on experience...However, I know proving that a low cost system can be developed and provide a useful capability is a challenge. Hopefully this paper is a start ...launch frequency, and (2) launch cost. For example, to provide USAFA cadets some space mission experience in their academic careers , we must

  19. Inventing Toys: Kids Having Fun Learning Science.

    ERIC Educational Resources Information Center

    Sobey, Ed

    This book presents detailed teaching ideas on integrating inventing into grades 4-6 science classrooms. The contents of the book is divided into three sections. Part 1 provides theoretical and pedagogical background information to teachers on the structure of inventing and the structure of experience. Part 2 presents six detailed workshops: (1)…

  20. gidakiimanaaniwigamig (Seek To Know)--A Native Youths Science Immersion Program Created Through a Partnership Between a Tribal College, a Research Laboratory and a Science Museum

    NASA Astrophysics Data System (ADS)

    Dalbotten, D. M.; Pellerin, H.; Steiner, M.

    2004-12-01

    The National Center for Earth-surface Dynamics, an NSF-sponsored Science and Technology Center, through a partnership between the University of Minnesota, the Science Museum of Minnesota, and the Fond du Lac Tribal and Community College, has created gidakiimanaaniwigamig (Seek to Know), where students in middle and high school participate in hands-on research projects on topics in environmental science through a series of four yearly seasonal camps combined with field trips and after school programming. Through meetings with Native elders, community leaders and educators, we know that the major issues that must be addressed are student retention, gaps in programming that allow students who have been performing successfully in math and science to drift away from their interest in pursuing STEM careers, and concern about moving away from the community to pursue higher education. After-school and summer programs are an effective means of creating interest in STEM careers, but single-contact programs don't have the long-term impact that will create a bridge from grade school to college and beyond. Often children who have learned to love science in grade school gradually move away from this interest as they enter middle and high school. While a single intervention offered by a science camp or visit to a laboratory can be life-altering, once the student is back in their everyday life they may forget that excitement and get sidetracked from the educational goals they formed based on this single experience. We want to build on the epiphany (science is fun!) with continued interaction that allows the students to grow in their ability to understand and enjoy science. In order to foster STEM careers for underrepresented youths we need to create a sustained, long-term, program that takes youths through programs that stimulate that initial excitement and gradually become more intensive and research-oriented as the youths get older. NCED's approach to these challenges is to bring youths into a long-lasting program with repeat contacts; to involve community leaders they trust, such as elders, parents, and teachers; to make connections to traditional Native culture; to provide high-quality hands-on science and involve scientists working on NCED research; and to keep it fun!

  1. Nutritionopoly: Let Healthy Choices "Monopolize" Your Lifestyle

    ERIC Educational Resources Information Center

    Person, Ashley L.; Colby, Sarah E.; Eubanks, Janie W.

    2011-01-01

    Nutritionopoly, an interactive educational program based on the popular board game, Monopoly, was held at a college university dining hall. Students actively participated in the game while learning important nutrition and health-related information. Feedback showed that it was effective in increasing awareness and knowledge while being fun and…

  2. Game On!

    ERIC Educational Resources Information Center

    Deubel, Patricia

    2006-01-01

    This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…

  3. Fun and Games, but Learning Too.

    ERIC Educational Resources Information Center

    Ahmad, Paula

    1989-01-01

    Recommends the use of visual art games to introduce art units and stimulate student interest. Outlines strategies for 10 visual art games adaptable for most age and skill levels. Based on familiar games such as "tic-tac-toe" or "hangman," these activities deal with artists, artistic skills or concepts, and art history. (LS)

  4. 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…

  5. Learning Japanese by Reading "Manga": The Rise of "Soft Power Pedagogy"

    ERIC Educational Resources Information Center

    Armour, William Spencer

    2011-01-01

    Multimodal examples of Japanese language input (such as "manga" and anime) have now become the default choice for curriculum designers, material developers, and classroom teachers to make learning "fun". More traditional written only text-based materials are now in direct competition with such materials. While there has been a…

  6. Channeling Children's Energy through Vocabulary Activities

    ERIC Educational Resources Information Center

    Schindler, Andrea

    2006-01-01

    In this article, the author shares vocabulary development activities for young learners. These activities channel students' energy and make learning more effective and fun. The author stresses the importance of giving young learners a good language-learning experience, and the challenges of teaching young learners who are not literate in their L1.…

  7. Appropriate Instructional Practices in Elementary Physical Education

    ERIC Educational Resources Information Center

    Subramaniam, Prithwi Raj

    2011-01-01

    Teaching and learning in physical education at the elementary level should be a time filled with excitement and fun for both teachers and students. Children by nature are inquisitive and bring an abundance of energy into the learning environment. Physical educators who are able to harness this student energy in positive ways are able to…

  8. "Disorienting, Fun or Meaningful?": Looking beyond the Boundaries of the Museum

    ERIC Educational Resources Information Center

    Birmingham, Daniel

    2016-01-01

    A growing body of research highlights how informal science learning environments (ISLE's) can alter modes of participation in science for youth who are traditionally marginalized in science (Calabrese Barton and Tan in "J Learn Sci" 19(2):187-229, 2010). While these findings reveal successful examples of ISLE's potential to bridge…

  9. Not Just a Fall Tree

    ERIC Educational Resources Information Center

    Miller-Hewes, Kathy A.

    2004-01-01

    Trees burst with color in the northern states. Autumn leaves dust the ground. Painting the fall landscape is nothing new. Teachers have been doing it in classrooms for decades. The approach, however, can make the difference between whether the fall landscape is simply painting for fun, or a real learning experience. Students learn best when they…

  10. An Innovative Spreadsheet Application to Teach Management Science Decision Criteria

    ERIC Educational Resources Information Center

    Hozak, Kurt

    2018-01-01

    This article describes a Microsoft Excel-based application that uses humorous voice synthesis and timed competition to make it more fun and engaging to learn management science decision criteria. In addition to providing immediate feedback and easily customizable tips that facilitate self-learning, the software randomly generates both the problem…

  11. Observation Projects: People-Watching for Fun and Learning.

    ERIC Educational Resources Information Center

    Litterst, Judith K.

    In keeping with the trend toward active, participative learning, observation projects for speech communication students can allow them to experiment with designing and carrying out a study of human communication. Students can be encouraged to look at the dynamics of a church congregation, a courtroom, a pre-game football huddle, or an office, and…

  12. Understanding children: a qualitative study on health assets of the Internet in Spain.

    PubMed

    Hernán-García, Mariano; Botello-Díaz, Blanca; Marcos-Marcos, Jorge; Toro-Cárdenas, Silvia; Gil-García, Eugenia

    2015-02-01

    This research was designed to explore the opinions held by primary school pupils about the Internet as a source of assets for health and well-being. A qualitative study was carried out based on 8 focus groups comprising 64 pupils from 8 primary schools in Spain. Our findings describe the Internet as a tool for learning, communication, fun and health care. In addition, they reveal how children understand influences on health and well-being in relation to their view of the Internet. The results are discussed in terms of the public-health implications of digital literacy, as well as its connection to well-being, especially in relation to health assets. The Internet is an important resource for children's health and well-being, which, through learning, communication, fun and health care, encourages them to make use of it. Digital and health literacy constitutes the foundation required for browsing the Internet in a positive way, as identified by the children interviewed in this study, and especially in relation to the health assets that the Internet can contain.

  13. Not Just Fun, But Serious Strategies: Using Meta-Cognitive Strategies in Game-Based Learning

    ERIC Educational Resources Information Center

    Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun

    2009-01-01

    The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…

  14. Fun-Filled Physics.

    ERIC Educational Resources Information Center

    Dana, Thomas M.; And Others

    1993-01-01

    Presents a unit of three lessons to teach Newton's Laws of Motion. After rotating through learning centers, answering questions, and recording observations, students are asked to generate a "class law" that explains the scientific phenomenon they observed. (MDH)

  15. Learning while having fun: the use of video gaming to teach geriatric house calls to medical students.

    PubMed

    Duque, Gustavo; Fung, Shek; Mallet, Louise; Posel, Nancy; Fleiszer, David

    2008-07-01

    Although most health professionals perform home visits, there is not a structured method for performing them. In addition, in-training health professionals' exposure to home visits is limited for logistical reasons. A new method for medical students to learn how to perform an effective home visit was developed using an instructional video game. It was expected that students would learn the principles of a home visit using a video game while identifying the usefulness of video gaming (edutainment) in geriatrics education. A video game was created simulating a patient's house that the students were able to explore. Students played against time and distracters while being expected to click on those elements that they considered to be risk factors for falls or harmful for the patient. At the end of the game, the students received feedback on the chosen elements that were right or wrong. Finally, evaluation of the tool was obtained using pre- and posttests and pre- and postexposure feedback surveys. Fifty-six fourth-year medical students used the video game and completed the tests and the feedback surveys. This method showed a high level of engagement that is associated with improvement in knowledge. Additionally, users' feedback indicated that it was an innovative approach to the teaching of health sciences. In summary, this method provides medical students with a fun and structured experience that has an effect not only on their learning, but also on their understanding of the particular needs of the elderly population.

  16. Motivation for Reading Improvement. Final Project Report.

    ERIC Educational Resources Information Center

    Kit Carson Union Elementary School District, Hanford, CA.

    This document reports on a project aimed at motivating students to develop attitudes that learning can be fun and that it can benefit them, and at discouraging students from working just to please the teacher. The project involved the use of a "News Laboratory," which included a United Press International wire service, various…

  17. Tips on Creating Complex Geometry Using Solid Modeling Software

    ERIC Educational Resources Information Center

    Gow, George

    2008-01-01

    Three-dimensional computer-aided drafting (CAD) software, sometimes referred to as "solid modeling" software, is easy to learn, fun to use, and becoming the standard in industry. However, many users have difficulty creating complex geometry with the solid modeling software. And the problem is not entirely a student problem. Even some teachers and…

  18. Design Your Own Opera!... Online!

    ERIC Educational Resources Information Center

    Nardo, Rachel

    2010-01-01

    This article discusses how to design an opera on the internet and introduces a site that offers the educational keys to the musical kingdom when it comes to unlocking a child's interest in opera. The combination of attractive, animated artwork, fun interactivity, and sound musical learning make this site very useful in a general music classroom.…

  19. The Octet Rules: A Dating Game for Atoms

    ERIC Educational Resources Information Center

    Welborn, Jennifer

    2004-01-01

    To develop student interest in the periodic table, the author developed a simple, but fun, role-playing activity. This play is used after students have learned the basic structure of atoms and the general layout of the periodic table. It also comes after students have learned the basics of ionic and covalent bonding. The basic idea of bonding is…

  20. Using Literacy Notebooks in Kindergarten

    ERIC Educational Resources Information Center

    Harrison, Kelly

    2016-01-01

    What better place for young little minds who are full of energy and eager to soak up as much information as possible than a notebook for them to collect their new learning and thoughts? What is it about notebooks that makes writing and learning fun? I wanted to experience the magical feeling that notebooks create with my students--hence, the…

  1. Methane Bubble Flame Tower--A Spectacularly Engaging Way to Teach Density

    ERIC Educational Resources Information Center

    Sandoval, Christopher

    2012-01-01

    This article presents a demonstration using methane bubble flame tower that offers a fun and relatively cheap way of demonstrating what happens when there is a density difference. Teachers can do this as a predict-observe-explain demonstration after the students have learned about density to extend their learning and get into some higher order…

  2. Becoming a Truly Helpful Teacher: Considerably More Challenging, and Potentially More Fun, than Merely Doing Business as Usual

    ERIC Educational Resources Information Center

    Jason, Hilliard

    2007-01-01

    Few medical faculty members are adequately prepared for their instructional responsibilities. Our educational traditions were established before we had research-based understandings of the teaching-learning process and before brain research began informing our understandings of how humans achieve lasting learning. Yet, there are several advantages…

  3. We're All Going to the Zoo Tomorrow...

    ERIC Educational Resources Information Center

    Smith, Francesca

    2013-01-01

    Learning Outside the Classroom (LOtC) is increasingly coming into focus as an effective, and even essential means of delivering the curriculum. Its importance is largely due to the way it can enhance children's learning by putting it into context and making it more engaging, relevant, and fun. Furthermore, LOtC can take place almost anywhere…

  4. Outdoor Class Project: The Potential Benefits to Foster EFL Students' Language Proficiency

    ERIC Educational Resources Information Center

    Fajaria, Indah

    2013-01-01

    There are such myriad ideas upon English teaching-learning process. Everybody can share each fabulous idea through various media. One of fun English learnings that can motivate EFL students' eagerness to practice English easily is an outdoor class activity. This project could sometimes deals with an outbound activities which provide the numerous…

  5. Learning by playing: how to create the perfect learning game for and with optics

    NASA Astrophysics Data System (ADS)

    Haist, Tobias; Burla, Avinash

    2010-08-01

    For children, playing and learning is often one thing. They learn while playing and by playing the right games they learn a lot. It is therefore obvious that we should use (among other things) games in order to fascinate children for optics and to teach them the basic laws of optics. In this contribution we will introduce different optical games for children in preschool and elementary school. The majority of commercial learning games on the market do not achieve the ambitious goal of leading to fun and knowledge since very often there are serious design flaws within these games. We introduce ten design rules for learning games that will enable you to create your own successful learning game for a special topic. Exemplary, we will show games based on and for color mixing and polarization.

  6. Being "Fun" at Work: Emotional Labour, Class, Gender and Childcare

    ERIC Educational Resources Information Center

    Vincent, Carol; Braun, Annette

    2013-01-01

    This paper reports on data drawn from an "Economic and Social Research Council"-funded project investigating the experiences of UK-based students training on level-2 and level-3 childcare courses. We focus on the concept of emotional labour in relation to learning to care for and educate young children and the ways in which the students'…

  7. Virtual Space Camp Video Game

    NASA Astrophysics Data System (ADS)

    Speyerer, E. J.; Ferrari, K. A.; Lowes, L. L.; Raad, P. E.; Cuevas, T.; Purdy, J. A.

    2006-03-01

    With advances in computers, graphics, and especially video games, manned space exploration can become real, by creating a safe, fun learning environment that allows players to explore the solar system from the comfort of their personal computers.

  8. Learn to love exercise

    MedlinePlus

    ... Sign up for a charity event. Charity events offer you the chance to walk, ski, run, or bike for a good cause. Not only are these events fun, but training for them can help keep your motivation up. ...

  9. Gross Motor Activities: Movement for Fun and Learning.

    ERIC Educational Resources Information Center

    Lowenthal, Barbara

    1983-01-01

    Examples are provided of ways in which gross motor activities are integrated into mathematics, language arts, social studies, art, and music and creative movement concepts for preschool- and primary-age children with special needs. (CL)

  10. 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.

  11. Successful learning of surgical liver anatomy in a computer-based teaching module.

    PubMed

    Nickel, Felix; Hendrie, Jonathan D; Bruckner, Thomas; Kowalewski, Karl F; Kenngott, Hannes G; Müller-Stich, Beat P; Fischer, Lars

    2016-12-01

    To analyze factors influencing the learning of surgical liver anatomy in a computer-based teaching module (TM). Medical students in their third to fifth year of training (N [Formula: see text] 410) participated in three randomized trials, each with a different primary hypothesis, comparing two- (2D) and three-dimensional (3D) presentation modes in a TM for surgical liver anatomy. Computed tomography images were presented according to the study and allocation group. Students had to answer eleven questions on surgical liver anatomy and four evaluative questions. Scores and time taken to answer the questions were automatically recorded. Since the three studies used the same 15 questions in the TM, a pooled analysis was performed to compare learning factors across studies. 3D groups had higher scores (7.5 ± 1.7 vs. 5.6 ± 2.0; p < 0.001) and needed less time (503.5 ± 187.4 vs. 603.1 ± 246.7 s; p < 0.001) than 2D groups. Intensive training improved scores in 2D (p < 0.001). Men gave more correct answers than women, independent of presentation mode (7.2 ± 2.0 vs. 6.5 ± 2.1; p [Formula: see text] 0.003). An overall association was found between having fun and higher scores in 11 anatomical questions (p < 0.001). In subgroup analysis, 3D groups had more fun than 2D groups (84.7 vs. 65.1 %; p < 0.001). If given the option, more students in the 2D groups (58.9 %) would have preferred a 3D presentation than students in the 3D group (35.9 %) would have preferred 2D (p  < 0.001). 3D was superior to 2D for learning of surgical liver anatomy. With training 2D showed similar results. Fun and gender were relevant factors for learning success.

  12. Dribbling a Basketball: Activities for Fun and Improvement

    ERIC Educational Resources Information Center

    Barney, David; McGaha, Patrick

    2005-01-01

    Basketball is a great activity. All that is required is a ball and basket. A natural reaction when handed a basketball is to dribble the ball, but in order to be a skilled dribbler, practice is required. Players need drills and activities that will build the confidence they need to play in an actual game. With beginning teachers in mind, this…

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

    Not Available

    This report describes the 1992 Westinghouse Hanford Company/US Department of Energy Environmental Summer Science Camp. The objective of the ``camp`` was to motivate sixth and seventh graders to pursue studies in math, science, and the environment. This objective was accomplished through hands-on fun activities while studying the present and future challenges facing our environment. The camp was funded through Technical Task Plan, 424203, from the US Department of Energy-Headquarters, Office of Environmental Restoration and Waste Management, Technology Development,to Westinghouse Hanford Company`s International Environmental Institute, Education and Internship Performance Group.

  14. Improving fundamental movement skills in Hong Kong students through an assessment for learning intervention that emphasizes fun, mastery, and support: the A + FMS randomized controlled trial study protocol.

    PubMed

    Chan, Cecilia; Ha, Amy; Ng, Johan Y Y

    2016-01-01

    Assessment for learning has been identified as an effective strategy to help children learn more effectively. Developing children to master basic movement skills in primary school requires formative assessments to inform instruction and learning. This study reports the rationale and methods for an assessment-based intervention that emphasizes fun, mastery and support (A + FMS) designed to improve fundamental movement skill (FMS) proficiency of primary schoolchildren. Utilizing a cluster randomized controlled trial, the A + FMS intervention was designed to improve FMS proficiency of Hong Kong Chinese schoolchildren. A target sample of 282 students or more from 10 Grade 3 classes (from five schools) will be recruited and randomly assigned into an experimental group or a wait-list control group. Competence motivation theory provided a framework for the intervention that emphasizes fun activities to develop basic fundamentals, improving mastery of movement, and providing support for teaching and learning skills. Primary outcome measures are the raw scores of six objectively measured FMS (i.e., jump, hop, skip, dribble, catch, and overhand throw). Secondary outcomes include self-reported measures: enjoyment in physical education, perceived physical competence, perceived skill competence, and perceived social support. Teachers in the experimental group are required to attend a six-h training workshop and integrate 550 min of assessment for learning strategies into their physical education lessons. Resources such as videos, skills checklists, and equipment will also be provided to support children to accumulate extra learning and practice time after school. The rate of changes in primary and secondary outcomes across the experimental and control groups will be compared to determine the effectiveness of the program. The A + FMS is an innovative school-based intervention targeting improvements in movement mastery by supporting physical education teachers in FMS instruction and assessment practices. The findings from the study may be used to guide pre-service teacher education and continuous professional development in FMS teaching and assessment. Trial registration CUHK_CCRB00479.

  15. Zombie physics

    NASA Astrophysics Data System (ADS)

    Ornes, Stephen

    2016-05-01

    What makes for a fun student project that provides useful results, a journal publication and a high-profile conference talk? Stephen Ornes describes how Alex Alemi and Matt Bierbaum spiced up their learning by mixing statistical physics with their love of zombie tales.

  16. Staff Development: Cafe Style

    ERIC Educational Resources Information Center

    Arns, Jennifer

    2008-01-01

    In most cases, memorable learning opportunities are fun, collaborative, and influential. Jennifer Arns, instructional programs director for the Organization for Education Technology and Curriculum, outlines the EdTech Professional Development Cadre, a refreshing and engaging PD approach. (Contains 3 resources.)

  17. New Year's Reading Resolutions.

    ERIC Educational Resources Information Center

    Bates, Nancy; And Others

    1988-01-01

    Activities to enhance reading with listening, thinking, writing, and fun are suggested. Topics include celebrate Reading Week, superbowl reading, book buddies, biography binge, laughing and learning, oral reading, reading sweepstakes, idea lists, fairy tale showdown, and parent reading tips. (MT)

  18. "Risky Fun" or "Authentic Science"? How Teachers' Beliefs Influence Their Practice during a Professional Development Programme on Outdoor Learning

    ERIC Educational Resources Information Center

    Glackin, Melissa

    2016-01-01

    Teaching outdoors has been established as an important pedagogical strategy; however, science classes rarely take place outside. Previous research has identified characteristics of teachers who have integrated out-of-classroom opportunities into their teaching repertoire; yet little is understood as to why teachers make these different pedagogical…

  19. Fun While Learning and Earning. A Look Into Chattanooga Public Schools' Token Reinforcement Program.

    ERIC Educational Resources Information Center

    Smith, William F.; Sanders, Frank J.

    A token reinforcement program was used by the Piney Woods Research and Demonstration Center in Chattanooga, Tennessee. Children who were from economically deprived homes received tokens for positive behavior. The tokens were redeemable for recess privileges, ice cream, candy, and other such reinforcers. All tokens were spent on the day earned so…

  20. Learning to Laugh at Ourselves: Humor, Self-Transcendence, and the Cultivation of Moral Virtues

    ERIC Educational Resources Information Center

    Gordon, Mordechai

    2010-01-01

    In this essay Mordechai Gordon begins to address the neglect of humor among philosophers of education by focusing on some interesting connections between humor, self-transcendence, and the development of moral virtues. More specifically, he explores the kind of humor that makes fun of oneself and how it can affect educational encounters. Gordon…

  1. Birds of a Feather... and Clay, Wire, Tissue and Paint!

    ERIC Educational Resources Information Center

    Feiner, Lois

    2011-01-01

    What began as a review lesson in clay construction quickly became a fun learning experience filled with inspiring conversations and creatively painted birds. This lesson was successful from beginning to end, with a final reward when the artwork was displayed. The author describes the process of working on this project and shares how the students…

  2. Swept Away: Exploring the Physics of Curling

    ERIC Educational Resources Information Center

    Esser, Liza

    2011-01-01

    Studying the Olympic sport of curling is a fun and engaging way to learn about the concepts of friction, forces, momentum, and Newton's laws. Each winter, the author takes her eighth-grade physical science class on a field trip to experience curling firsthand. This field trip has become a favorite of the eighth graders at Capitol Hill Day School…

  3. It's All Fun and Games in "Tiny's Diner": Preschool Programming in Unusual Exhibit Spaces

    ERIC Educational Resources Information Center

    Moynihan, Nora; Diamant-Cohen, Betsy

    2012-01-01

    Welcome to Port Discovery's "Tiny's Diner" where children can be seen doing the chicken dance or putting pickles on their heads. What do these activities have to do with promoting nutrition through early literacy activities? Educators know that young children learn through play, which can include using drama, games, movement,…

  4. Are We Having Fun Yet? Institutional Resistance and the Introduction of Play and Experimentation into Learning Innovation through Social Media

    ERIC Educational Resources Information Center

    Bryant, Peter; Coombs, Antony; Pazio, Monika

    2014-01-01

    Recognising and responding to behaviours and patterns of resistance is critical to the successful implementation of technology-enhanced learning strategies at higher education institutions. At institutional, academic and student levels, resistance manifests itself in a variety of forms, at best supporting a critical culture and at worst creating…

  5. Do-It-Yourself Early Learning: Easy and Fun Activities from Everyday Home Center Materials

    ERIC Educational Resources Information Center

    Johnson, Jeff A.; Johnson, Tasha A.

    2006-01-01

    Learning through play is as natural and important for young children as breathing. With this book, parents and teachers can create toys that help children become more confident, develop their intellect, and encourage play and exploration--all with materials easily found at the local hardware store or home center. Written by two experienced family…

  6. ChemOkey: A Game to Reinforce Nomenclature

    ERIC Educational Resources Information Center

    Kavak, Nusret

    2012-01-01

    Learning the symbolic language of chemistry is a difficult task that can be frustrating for students. This article introduces a game, ChemOkey, that can help students learn the names and symbols of common ions and their compounds in a fun environment. ChemOkey, a game similar to Rummikub, is played with a set of 106 plastic or wooden tiles. The…

  7. "If You're Doubting Yourself Then, What's the Fun in That?" An Exploration of Why Prospective Secondary Mathematics Teachers Perceive Statistics as Difficult

    ERIC Educational Resources Information Center

    Leavy, Aisling M.; Hannigan, Ailish; Fitzmaurice, Olivia

    2013-01-01

    Most research into prospective secondary mathematics teachers' attitudes towards statistics indicates generally positive attitudes but a perception that statistics is difficult to learn. These perceptions of statistics as a difficult subject to learn may impact the approaches of prospective teachers to teaching statistics and in turn their…

  8. Disorientating, fun or meaningful? Disadvantaged families' experiences of a science museum visit

    NASA Astrophysics Data System (ADS)

    Archer, Louise; Dawson, Emily; Seakins, Amy; Wong, Billy

    2016-12-01

    It is widely agreed that there is a need to increase and widen science participation. Informal science learning environments (ISLEs), such as science museums, may provide valuable spaces within which to engage visitors—yet the visitor profile of science museums remains narrow. This paper seeks to understand the experiences of socially disadvantaged families within such spaces. Using a Bourdieusian analytic lens, we analyse qualitative data from a small study conducted with ten parents and ten children from an urban school who visited a large science museum. Data includes pre- and post-interviews, audio recordings and visit fieldnotes. We characterised families' experiences as falling into three discourses, as `disorientating', `fun' or `meaningful' visits. Analysis identifies how the families' experiences, and the likelihood of deriving science learning from the visit, were shaped through interactions of habitus and capital. Implications for improving equity and inclusion within ISLEs are discussed.

  9. Bringing Technology into High School Physics Classrooms

    NASA Astrophysics Data System (ADS)

    Zettili, Nouredine

    2005-04-01

    In an effort to help high school physics teachers bring technology into their classrooms, we at JSU have been offering professional development to secondary education teachers. This effort is part of Project IMPACTSEED (IMproving Physics And Chemistry Teaching in SEcondary Education), a No-Child Left Behind (NCLB) grant funded by the Alabama Commission on Higher Education, serving high school physics teachers in Northeast Alabama. This project is motivated by a major pressing local need: A large number of high school physics teachers teach out of field. To achieve IMPACTSEED's goals, we have forged a functional collaboration with school districts from about ten counties. This collaboration is aimed at achieving a double aim: (a) to make physics and chemistry understandable and fun to learn within a hands-on, inquiry-based setting; (b) to overcome the fear- factor for physics and chemistry among students. Through a two-week long summer institute, a series of weekend technology workshops, and onsite support, we have been providing year-round support to the physics/chemistry teachers in this area. This outreach initiative has helped provide our students with a physics/chemistry education that enjoys a great deal of continuity and consistency from high school to college.

  10. Hebbian learning of hand-centred representations in a hierarchical neural network model of the primate visual system.

    PubMed

    Born, Jannis; Galeazzi, Juan M; Stringer, Simon M

    2017-01-01

    A subset of neurons in the posterior parietal and premotor areas of the primate brain respond to the locations of visual targets in a hand-centred frame of reference. Such hand-centred visual representations are thought to play an important role in visually-guided reaching to target locations in space. In this paper we show how a biologically plausible, Hebbian learning mechanism may account for the development of localized hand-centred representations in a hierarchical neural network model of the primate visual system, VisNet. The hand-centered neurons developed in the model use an invariance learning mechanism known as continuous transformation (CT) learning. In contrast to previous theoretical proposals for the development of hand-centered visual representations, CT learning does not need a memory trace of recent neuronal activity to be incorporated in the synaptic learning rule. Instead, CT learning relies solely on a Hebbian learning rule, which is able to exploit the spatial overlap that naturally occurs between successive images of a hand-object configuration as it is shifted across different retinal locations due to saccades. Our simulations show how individual neurons in the network model can learn to respond selectively to target objects in particular locations with respect to the hand, irrespective of where the hand-object configuration occurs on the retina. The response properties of these hand-centred neurons further generalise to localised receptive fields in the hand-centred space when tested on novel hand-object configurations that have not been explored during training. Indeed, even when the network is trained with target objects presented across a near continuum of locations around the hand during training, the model continues to develop hand-centred neurons with localised receptive fields in hand-centred space. With the help of principal component analysis, we provide the first theoretical framework that explains the behavior of Hebbian learning in VisNet.

  11. Hebbian learning of hand-centred representations in a hierarchical neural network model of the primate visual system

    PubMed Central

    Born, Jannis; Stringer, Simon M.

    2017-01-01

    A subset of neurons in the posterior parietal and premotor areas of the primate brain respond to the locations of visual targets in a hand-centred frame of reference. Such hand-centred visual representations are thought to play an important role in visually-guided reaching to target locations in space. In this paper we show how a biologically plausible, Hebbian learning mechanism may account for the development of localized hand-centred representations in a hierarchical neural network model of the primate visual system, VisNet. The hand-centered neurons developed in the model use an invariance learning mechanism known as continuous transformation (CT) learning. In contrast to previous theoretical proposals for the development of hand-centered visual representations, CT learning does not need a memory trace of recent neuronal activity to be incorporated in the synaptic learning rule. Instead, CT learning relies solely on a Hebbian learning rule, which is able to exploit the spatial overlap that naturally occurs between successive images of a hand-object configuration as it is shifted across different retinal locations due to saccades. Our simulations show how individual neurons in the network model can learn to respond selectively to target objects in particular locations with respect to the hand, irrespective of where the hand-object configuration occurs on the retina. The response properties of these hand-centred neurons further generalise to localised receptive fields in the hand-centred space when tested on novel hand-object configurations that have not been explored during training. Indeed, even when the network is trained with target objects presented across a near continuum of locations around the hand during training, the model continues to develop hand-centred neurons with localised receptive fields in hand-centred space. With the help of principal component analysis, we provide the first theoretical framework that explains the behavior of Hebbian learning in VisNet. PMID:28562618

  12. 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.

  13. 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

  14. Creating a Healthier Life: A Step-By-Step Guide to Wellness

    MedlinePlus

    ... activities—from learning about current events to organizing game nights in your home or community center—you ... you keeping your mind sharp by playing brain games, mind teasers, or fun memory-enhancing games? • Have ...

  15. Science Teaching to Fire the Imagination.

    ERIC Educational Resources Information Center

    Sandford, Diana; Fleetwood, Julie

    1997-01-01

    Presents a range of exciting ideas for encouraging active learning, for illuminating new concepts, and for making science lessons fun. Topics include modeling, matter, heat, diffusion, changes of state, heat transfer, energy changes, atomic structure, waves, gravity, enzymes, and habitats. (JRH)

  16. Up, Up and Away.

    ERIC Educational Resources Information Center

    Markle, Sandra

    1988-01-01

    Kite flying as a fun class project is proposed as a way of letting students apply what they've learned about air. A design for a kite made from a trash bag is provided, as are kite flying tips and resources. (MT)

  17. User Assessment of "InsuOnLine," a Game to Fight Clinical Inertia in Diabetes: A Pilot Study.

    PubMed

    Diehl, Leandro Arthur; de Souza, Rodrigo Martins; Gordan, Pedro Alejandro; Esteves, Roberto Zonato; Coelho, Izabel Cristina Meister

    2015-10-01

    We performed a pilot study to assess usability and playability of "InsuOnLine," a serious game for education of primary care physicians on insulin therapy for diabetes mellitus. A multidisciplinary team has designed and developed "InsuOnLine," using Andragogy and Problem-Based Learning principles, with game elements to improve players' motivation. The prototype was tested by four medical doctors and two medical students, using the System Usability Scale (SUS) and a questionnaire to assess playability. These results were used to guide corrections, after which the beta version was retested by 14 medical students and 6 residents. Out of a maximum score of 100 on the SUS, the "InsuOnLine" prototype was rated 88, and some areas for improvement were identified (game instructions, controls). After corrections, the beta version was rated 92.5 on the SUS. Users have found the beta version to be fun, engaging, challenging, relevant, and realistic. Users said that the game has increased their knowledge on diabetes and insulin, that it has made them feel more confident for prescribing insulin, and that it would have impact on how they treated patients with diabetes. Most users said they have learned more from the game than they would have from a lecture. Lessons learned were the need of early piloting, preferably by users with very little or very much gaming experience, on their own computers and free patterns of use. "InsuOnLine" was rated by users as easy to play, fun, and useful for learning. Further studies will assess its educational effectiveness. "InsuOnLine" is a promising tool for large-scale continuing medical education on insulin, helping to fight clinical inertia in diabetes.

  18. The role of domain-general cognitive resources in children's construction of a vitalist theory of biology.

    PubMed

    Bascandziev, Igor; Tardiff, Nathan; Zaitchik, Deborah; Carey, Susan

    2018-08-01

    Some episodes of learning are easier than others. Preschoolers can learn certain facts, such as "my grandmother gave me this purse," only after one or two exposures (easy to learn; fast mapping), but they require several years to learn that plants are alive or that the sun is not alive (hard to learn). One difference between the two kinds of knowledge acquisition is that hard cases often require conceptual construction, such as the construction of the biological concept alive, whereas easy cases merely involve forming new beliefs formulated over concepts the child already has (belief revision, a form of knowledge enrichment). We asked whether different domain-general cognitive resources support these two types of knowledge acquisition (conceptual construction and knowledge enrichment that supports fast mapping) by testing 82 6-year-olds in a pre-training/training/post-training study. We measured children's improvement in an episode involving theory construction (the beginning steps of acquisition of the framework theory of vitalist biology, which requires conceptual change) and in an episode involving knowledge enrichment alone (acquisition of little known facts about animals, such as the location of crickets' ears and the color of octopus blood). In addition, we measured children's executive functions and receptive vocabulary to directly compare the resources drawn upon in the two episodes of learning. We replicated and extended previous findings highlighting the differences between conceptual construction and knowledge enrichment, and we found that Executive Functions predict improvement on the Vitalism battery but not on the Fun Facts battery and that Receptive Vocabulary predicts improvement the Fun Facts battery but not on the Vitalism battery. This double dissociation provides new evidence for the distinction between the two types of knowledge acquisition, and bears on the nature of the learning mechanisms involved in each. Copyright © 2018 Elsevier Inc. All rights reserved.

  19. Defining Fun and Seeking Flow in English Language Arts

    ERIC Educational Resources Information Center

    Romano, Tom

    2009-01-01

    Students have fun with Facebook, MySpace, YouTube, and video games. They have fun text messaging, talking on cell phones, listening to iPods. They have fun at theme parks and hanging out with friends. As their teacher the author wants to introduce students to another kind of fun. This fun can be time consuming, rigorous, and fulfilling. It's the…

  20. "Dark Skies, Bright Kids" -- Astronomy Education and Outreach in Rural Virginia

    NASA Astrophysics Data System (ADS)

    Zasowski, Gail; Johnson, K.; Beaton, R.; Carlberg, J.; Czekala, I.; de Messieres, G.; Drosback, M.; Filipetti, C.; Gugliucci, N.; Hoeft, A.; Jackson, L.; Lynch, R.; Romero, C.; Sivakoff, G.; Whelan, D.; Wong, A.

    2010-01-01

    In the hills of central Virginia, the extraordinarily dark nighttime skies of southern Albemarle County provide a natural outdoor classroom for local science education. Until recently, this rural area lacked the financial and educational support to take full advantage of this rare and valuable natural resource. With funds provided by the NSF, a team of volunteers from the University of Virginia introduced a new program this fall called "Dark Skies - Bright Kids," which promotes science education at the elementary school level through a wide range of activities. The program volunteers (comprising undergraduate and graduate students, postdocs, and faculty) have sought to develop a coherent schedule of fun and educational activities throughout the semester, with emphases on hands-on learning and critical thinking. For example, students learn about the constellations by making star-wheels, about rocketry by building and launching rockets, and about comets by assembling miniature analogs. Additional activities include stories about the scientific and cultural history of astronomy, visits by professional astronomers and popular book authors, and astronomy-themed exercises in art, music, and physical education. These projects are designed to make astronomy, and by extension all science, accessible and appealing to each student. Family involvement is important in any educational environment, particularly at the elementary school level. To include the students' families and the larger community in "Dark Skies," we hold weekly telescope observing sessions at the school. Here, all interested parties can come together to hear what the students are learning and view astronomical objects through a small telescope. We hope that this well-received program will soon expand to other disadvantaged schools in the area. The "Dark Skies" team is proud and excited to have an impact on the scientific literacy of the students in these starry-skied communities!

  1. Learning Mathematics or Losing Money--Betting as a Topic for Mathematical Education

    ERIC Educational Resources Information Center

    Siller, Hans-Stefan; MaaB, Jurgen

    2012-01-01

    No risk, no fun--betting on sports events costs the gamblers a lot of money and brings excellent profits to those who offer the bets. Among the people who bet on a regular basis, the proportion of young adults is frighteningly high. We now suggest a concept (as part of a basic mathematics course) for acquiring the necessary mathematical knowledge…

  2. Fun Is More Fun When Others Are Involved.

    PubMed

    Reis, Harry T; O'Keefe, Stephanie D; Lane, Richard D

    2017-01-01

    Fun activities are commonly sought and highly desired yet their affective side has received little scrutiny. The present research investigated two features of fun in two daily diary studies and one laboratory experiment. First, we examined the affective state associated with fun experiences. Second, we investigated the social context of fun, considering whether shared fun is more enjoyable than solitary fun. Findings from these studies indicated that fun is associated with both high-activation and low-activation positive affects, and that it is enhanced when experienced with others (especially friends). However, social fun was associated with increases in high-activation but not low-activation positive affect, suggesting that social interaction emphasizes energizing affective experiences. We also found that loneliness moderated the latter effects, such that lonely individuals received a weaker boost from shared compared to solitary fun. These results add to what is known about the impact of social contexts on affective experience.

  3. Fun Is More Fun When Others Are Involved

    PubMed Central

    Reis, Harry T.; O'Keefe, Stephanie D.; Lane, Richard D.

    2016-01-01

    Fun activities are commonly sought and highly desired yet their affective side has received little scrutiny. The present research investigated two features of fun in two daily diary studies and one laboratory experiment. First, we examined the affective state associated with fun experiences. Second, we investigated the social context of fun, considering whether shared fun is more enjoyable than solitary fun. Findings from these studies indicated that fun is associated with both high-activation and low-activation positive affects, and that it is enhanced when experienced with others (especially friends). However, social fun was associated with increases in high-activation but not low-activation positive affect, suggesting that social interaction emphasizes energizing affective experiences. We also found that loneliness moderated the latter effects, such that lonely individuals received a weaker boost from shared compared to solitary fun. These results add to what is known about the impact of social contexts on affective experience. PMID:28919919

  4. 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…

  5. Learning from Fables: Moral Values in Three Selected English Stories

    ERIC Educational Resources Information Center

    Abrar, Mukhlash

    2016-01-01

    Fable is not just a fun story, but it certainly has the moral lesson(s) inside of the storyline. This research tries to portray ethical value(s) in three selected English fable stories as well as to let the readers know that they can learn something from the fables. With this study, the researcher also correlated the value(s) to real life and…

  6. "Who's There?": Shakespeare and the Dragon of Autism

    ERIC Educational Resources Information Center

    Renino, Christopher

    2009-01-01

    Dan recently turned 13; Nick will soon be 12. Both boys are smart and fun; both are loving, write like angels, like to learn, and want friends; both are autistic and hope to learn to speak. They find it challenging to relate to and function in this world, and they work hard to improve their abilities to do so. Last fall, Nick and Dan became…

  7. Changelings and Shape Shifters? Identity Play and Pedagogical Positioning of Staff in Immersive Virtual Worlds

    ERIC Educational Resources Information Center

    Savin-Baden, Maggi

    2010-01-01

    This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or…

  8. Drawing in nursing PBL.

    PubMed

    Chan, Zenobia C Y

    2013-08-01

    The implementation of art education in nursing is said to have positive effects on nursing students. Most studies applied visual art dialogues or object design, whereas the effectiveness of drawing as a teaching and learning method is rarely examined and discussed. This paper aimed to discuss the potential and effectiveness of drawing as a learning and teaching method. Four drawings which were created by Hong Kong nursing students are demonstrated and the students' perspectives of how drawing enhanced learning are shown in this paper. Topics on drawing as a fun teaching and learning method and the way it can enhance critical thinking and creativity are also discussed. In conclusion, the activity was a great success, and students enjoyed the learning process and reflected positive comments. However, we cannot conclude that drawing is an effective teaching and learning method based on a single paper, therefore more similar studies should be conducted to investigate this method. Copyright © 2012 Elsevier Ltd. All rights reserved.

  9. [Transposition errors during learning to reproduce a sequence by the right- and the left-hand movements: simulation of positional and movement coding].

    PubMed

    Liakhovetskiĭ, V A; Bobrova, E V; Skopin, G N

    2012-01-01

    Transposition errors during the reproduction of a hand movement sequence make it possible to receive important information on the internal representation of this sequence in the motor working memory. Analysis of such errors showed that learning to reproduce sequences of the left-hand movements improves the system of positional coding (coding ofpositions), while learning of the right-hand movements improves the system of vector coding (coding of movements). Learning of the right-hand movements after the left-hand performance involved the system of positional coding "imposed" by the left hand. Learning of the left-hand movements after the right-hand performance activated the system of vector coding. Transposition errors during learning to reproduce movement sequences can be explained by neural network using either vector coding or both vector and positional coding.

  10. Young People and E-Safety: The Results of the 2015 London Grid for Learning E-Safety Survey

    ERIC Educational Resources Information Center

    Wespieser, Karen

    2015-01-01

    This report looks at the online activities of London's young people. The report highlights that children and young people use technology to have fun, study and communicate with others. Most children and young people have positive experiences online. On the whole they are sensible online and do not put themselves "at risk". However, the…

  11. Name that Contraceptive! A Game for the Human Sexuality Classroom

    ERIC Educational Resources Information Center

    Rosenthal, Martha S.

    2010-01-01

    There are many contraceptive choices available to people today. Learning about them can be dry, but the game "Name that Contraceptive!" can be a fun and interactive way to review, remember, and retain the details about contraceptive options. Name that Contraceptive is a card game in which students "bid" on the number of clues it will take them to…

  12. It's a Mad, Mad Wordle: For a New Take on Text, Try This Fun Word Cloud Generator

    ERIC Educational Resources Information Center

    Foote, Carolyn

    2009-01-01

    Nation. New. Common. Generation. These are among the most frequently used words spoken by President Barack Obama in his January 2009 inauguration speech as seen in a fascinating visual display called a Wordle. Educators, too, can harness the power of Wordle to enhance learning. Imagine providing students with a whole new perspective on…

  13. Finding the Right Camp: Tips Based on Over 70 Years of Experience

    ERIC Educational Resources Information Center

    Morgan, Bill

    2011-01-01

    Camp provides an opportunity for a child to have fun, learn and grow in a safe, nurturing, and enriching environment. Tucked away in the picturesque Catoctin Mountain Park in Western Maryland, The League for People with Disabilities has run a summer camp program for over 70 years. Camp Greentop, the campground, is part of the national park, built…

  14. Preventing Child Sexual Abuse within Youth-serving Organizations: Getting Started on Policies and Procedures

    ERIC Educational Resources Information Center

    Saul, Janet; Audage, Natalie C.

    2007-01-01

    Youth-serving organizations strive to create a safe environment for youth, employees, and volunteers so that youth can grow, learn, and have fun. Part of creating a safe environment is making sure that youth are not harmed in any way while participating in organization-sponsored activities. One risk in any organization working directly with youth…

  15. Making Friends, PreK-3: A Social Skills Program for Inclusive Settings. Second Edition

    ERIC Educational Resources Information Center

    Ross, Ruth Herron; Roberts-Pacchione, Beth

    2011-01-01

    Research shows that a child's social and behavioral skills affect the development of cognitive and physical abilities. Set students on a path to success and have fun doing it with this activity-packed second edition of "Wanna Play". The authors provide hundreds of activities that help children learn how to behave appropriately and make friends.…

  16. The fun integration theory: toward sustaining children and adolescents sport participation.

    PubMed

    Visek, Amanda J; Achrati, Sara M; Mannix, Heather; McDonnell, Karen; Harris, Brandonn S; DiPietro, Loretta

    2015-03-01

    Children cite "fun" as the primary reason for participation in organized sport and its absence as the number-one reason for youth sport attrition. Therefore, the purpose of this study was to develop a theoretical framework of fun using a novel mixed-method assessment of participants in sport (FUN MAPS) via concept mapping. Youth soccer players (n = 142), coaches (n = 37), and parents (n = 57) were stratified by age, sex, and competition level and contributed their ideas through (a) qualitative brainstorming, identifying all of the things that make playing sports fun for players; (b) sorting of ideas; and (c) rating each idea on its importance, frequency, and feasibility. The FUN MAPS identify the 4 fundamental tenets of fun in youth sport within 11 fun-dimensions composed of 81 specific fun-determinants, while also establishing the youth sport ethos. The FUN MAPS provide pictorial evidence-based blueprints for the fun integration theory (FIT), which is a multitheoretical, multidimensional, and stakeholder derived framework that can be used to maximize fun for children and adolescents to promote and sustain an active and healthy lifestyle through sport.

  17. Let's Catch a (Heat) Wave

    NASA Astrophysics Data System (ADS)

    Herman, Rhett; Ballowe, Abigail; Ashley, Joe

    2017-11-01

    Two students in a recent thermodynamics/statistical mechanics course needed to complete a course-related project to receive honors credit for the class. Such courses are typically theoretical, without an accompanying laboratory, although there are existing related hands-on exercises. The choice of the project was influenced by one student's desire to become a mechanical engineer after graduating while the other wanted a project that was "fun" without "just doing more calculations." The choice of this particular project was further refined by the future engineer's interest in the thermodynamics of car engines.

  18. Geometric House: A Beginning Lesson for First-Graders

    ERIC Educational Resources Information Center

    Joyce, Teri Dexheimer

    2009-01-01

    This article describes a lesson for first-grade art students. The lesson introduces geometric shapes in a fun and unique way. Students will learn the art elements of shape, texture, pattern, and space. They will also develop their skills in cutting and gluing.

  19. The Joys of Liquid Nitrogen.

    ERIC Educational Resources Information Center

    Nolan, William T.; Gish, Thaddeus J.

    1996-01-01

    Presents 6 short experiments with liquid nitrogen that 12- and 13-year-old students can safely perform under close supervision. Helps the students in learning a number of basic chemical principles while spurring their curiosity and showing them how much fun chemistry can be. (JRH)

  20. Designing serious video games for health behavior change: current status and future directions.

    PubMed

    Thompson, Debbe

    2012-07-01

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player's knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between "fun-ness" and "seriousness." The article concludes with suggestions for future research needed to inform this rapidly growing field. © 2012 Diabetes Technology Society.

  1. 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.

  2. 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

  3. New strategies to strengthen the soil science knowledge of student during field activities

    NASA Astrophysics Data System (ADS)

    Benito, Marta; Hontoria, Chiquinquirá; Masaguer, Alberto; Diéguez, Carmen; Almorox, Javier; Pérez, Juana; Santano, Jesús; Mariscal, Ignacio; Gutiérrez, Jesús; Moliner, Ana

    2013-04-01

    Soil Science can be considered a discipline that serves as a fundamental base for other disciplines such as ecology, agronomy, plant production, etc. In order to demonstrate the relevance and connection to real world it is important to develop field and practical activities. Field activities help student to comprehend soil as part of the landscape and the natural ecosystems. These activities also help them to realize the importance of historical soil use on the quality of todaýs soil and landscapes. It is well known that fieldwork practices are essential to strengthen the soil science knowledge of students and their learning process. These fieldwork practices involve doing a physical activity rather than passively attending lectures or watching demonstrations. The simple visual and tactile observations in the field could be used to predict soil behavior and these direct observations are best made in the field. Students who learned in the field using an active work are more motivated, have more positive attitudes, and place more value in their work than those that learn passively. Therefore, when scheduling the coursework an important time is assigned to field work, which sometimes is not sufficiently profited from the standpoint of student learning taking into consideration the economic effort involved. We are aware that part of the students are simple spectators in the field so we encourage their participation by making them responsible for obtaining part of the information about the place and the types of soils that will be visited. On the other hand, we will invite the students to do some game based exercises, which are fun and force them to work in groups and to pay attention to explanations. Our objective is to present the information in a more attractive way, making the learning of soil profile description and easier task. The exercises that we propose are both field and problem-based learning to make sure that the knowledge is more memorable (non-stop learning). Fieldwork is amenable to different strategies for enhancing feedback and for providing assessments and this work presents several of them.

  4. Cognitive Achievement and Motivation in Hands-on and Teacher-Centred Science Classes: Does an additional hands-on consolidation phase (concept mapping) optimise cognitive learning at work stations?

    NASA Astrophysics Data System (ADS)

    Gerstner, Sabine; Bogner, Franz X.

    2010-05-01

    Our study monitored the cognitive and motivational effects within different educational instruction schemes: On the one hand, teacher-centred versus hands-on instruction; on the other hand, hands-on instruction with and without a knowledge consolidation phase (concept mapping). All the instructions dealt with the same content. For all participants, the hands-on approach as well as the concept mapping adaptation were totally new. Our hands-on approach followed instruction based on "learning at work stations". A total of 397 high-achieving fifth graders participated in our study. We used a pre-test, post-test, retention test design both to detect students' short-term learning success and long-term learning success, and to document their decrease rates of newly acquired knowledge. Additionally, we monitored intrinsic motivation. Although the teacher-centred approach provided higher short-term learning success, hands-on instruction resulted in relatively lower decrease rates. However, after six weeks, all students reached similar levels of newly acquired knowledge. Nevertheless, concept mapping as a knowledge consolidation phase positively affected short-term increase in knowledge. Regularly placed in instruction, it might increase long-term retention rates. Scores of interest, perceived competence and perceived choice were very high in all the instructional schemes.

  5. The Future of Reading: Don't Worry. It Might Be Better than You Think

    ERIC Educational Resources Information Center

    Green, John

    2010-01-01

    It is a fun parlor game to speculate about what the future of books will look like. The author wonders whether stories will be read on screens and supplemented with gaming, illustration, video, and multimedia riddles. In this essay, the author shares his vision of the future of reading and describes what he learned from writing a story based on…

  6. "I Guess It Was Pretty Fun": Using WebQuests in the Middle School Classroom.

    ERIC Educational Resources Information Center

    Lipscomb, George

    2003-01-01

    Notes that the WebQuest helps students harness the vast amount of on-line resources available. Presents a list of 10 suggestions that may help teachers unfamiliar with WebQuests, especially those in the history classroom, to use them more effectively. Concludes that students learned a great deal about the Civil War by doing the WebQuest, and the…

  7. Coaching Kids for the Internet: A Guide for Librarians, Teachers, and Parents. Internet Workshop Series Number 9.

    ERIC Educational Resources Information Center

    Junion-Metz, Gail

    This book provides guidance in how to help children use the Internet for learning and fun. The book is divided into three sections. The first section, "Get Ready: The Internet and Its Tools," includes basic information and practice exercises related to the Internet's many tools. Also included is a large subsection on the World Wide Web, which…

  8. Fun and games and boredom

    USDA-ARS?s Scientific Manuscript database

    Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious vide...

  9. Scientists Overnight

    ERIC Educational Resources Information Center

    Pike, Lisa

    2017-01-01

    In this article, the author describes how a partnership was established to bring science and education majors together with elementary school children in an after-school STEM program. This partnership allowed preservice teachers and science majors to have fun with science and to learn science informally, in a nonclassroom, low-stress…

  10. The TI-99/4A Software.

    ERIC Educational Resources Information Center

    Wrege, Rachael; And Others

    1982-01-01

    Describes the software modules produced by Texas Instruments for use with the TI-99/4A home computer. Among the modules described are: Personal Real Estate, Programing Aids, Home Financial Decisions, Music Maker, Weight Control and Nutrition, Early Learning Fun, and Tax/Investment Record Keeping. (JL)

  11. Protein Structure

    ERIC Educational Resources Information Center

    Asmus, Elaine Garbarino

    2007-01-01

    Individual students model specific amino acids and then, through dehydration synthesis, a class of students models a protein. The students clearly learn amino acid structure, primary, secondary, tertiary, and quaternary structure in proteins and the nature of the bonds maintaining a protein's shape. This activity is fun, concrete, inexpensive and…

  12. Teaching Electronics and Laboratory Automation Using Microcontroller Boards

    ERIC Educational Resources Information Center

    Mabbott, Gary A.

    2014-01-01

    Modern microcontroller boards offer the analytical chemist a powerful and inexpensive means of interfacing computers and laboratory equipment. The availability of a host of educational materials, compatible sensors, and electromechanical devices make learning to implement microcontrollers fun and empowering. This article describes the advantages…

  13. Promoting Female Students' Learning Motivation towards Science by Exercising Hands-On Activities

    ERIC Educational Resources Information Center

    Wen-jin, Kuo; Chia-ju, Liu; Shi-an, Leou

    2012-01-01

    The purpose of this study is to design different hands-on science activities and investigate which activities could better promote female students' learning motivation towards science. This study conducted three types of science activities which contains nine hands-on activities, an experience scale and a learning motivation scale for data…

  14. Student perceptions of the use of presentations as a method of learning endocrine and gastrointestinal pathophysiology.

    PubMed

    Higgins-Opitz, Susan B; Tufts, Mark

    2010-06-01

    Second-year medical students at the Nelson R. Mandela School of Medicine (Durban, South Africa) were given a brief to prepare oral presentations on topics related to disorders of the gastrointestinal tract and endocrine system in the form of "patient-doctor" role play and to submit written documents about their topics. This initiative was introduced to assist medical students in their application and understanding of physiology to clinical situations. The aims of the student presentations were to improve the understanding of the physiological basis of diseases; promote independent research, active, and group-based learning; encourage social interactions; and develop presentation and peer review skills. Students rose to the challenge, producing a variety of presentations reflecting a wealth of creativity, humour, sensitivity to local cultural issues, and analytic thinking skills. The quality of the supporting posters and computer-generated slides was outstanding. Numerous "fun" prizes for specific individual and group performances were given based on peer and staff evaluations. This exercise ran over a 5-yr period before the introduction of a problem-based learning medical curriculum. Student feedback obtained over these years is reported here. Students were asked to complete semistructured questionnaires, which elicited feedback on various aspects of the learning exercise, including whether it should be continued and how it could be improved upon, especially if they were in groups that did not function well. The feedback obtained revealed that most students perceived the presentations to be fun, informative, creative/innovative, and, most importantly, beneficial to their learning. The majority of students felt that this exercise improved their understanding of pathophysiology, taught them to research independently, and encouraged better class interactions and group learning. The inclusion of such initiatives is beneficial not only to students' understanding and their experience in studying physiology but also for the development of skills useful in their future careers.

  15. 'Sometimes They Are Fun and Sometimes They Are Not': Concept Mapping with English Language Acquisition (ELA) and Gifted/Talented (GT) Elementary Students Learning Science and Sustainability

    ERIC Educational Resources Information Center

    Marzetta, Katrina; Mason, Hillary; Wee, Bryan

    2018-01-01

    This study presents an 'education for sustainability' curricular model which promotes science learning in an elementary classroom through equity pedagogy. A total of 25 fourth-grade students from an urban, public school in Denver, Colorado participated in this mixed-methods study where concept maps were used as a tool for describing and assessing…

  16. Z-DOC: a serious game for Z-plasty procedure training.

    PubMed

    Shewaga, Robert; Knox, Aaron; Ng, Gary; Kapralos, Bill; Dubrowski, Adam

    2013-01-01

    We present Z-DOC, a (prototype) serious game for training plastic surgery residents the steps comprising the Z-plasty surgical procedure. Z-DOC employs touch-based interactions and promotes competition amongst multiple players/users thus promote engagement and motivation. It is hypothesized that by learning the Z-plasty procedure in an interactive, engaging, and fun gaming environment, trainees will have a much better understanding of the procedure than by traditional learning modalities.

  17. Viewing equitable practices through the lens of intersecting identities

    NASA Astrophysics Data System (ADS)

    Lyons, Renée; Dsouza, Nikeetha; Quigley, Cassie

    2016-12-01

    This review explores Archer, Dawson, Seakins, and Wong's "Disorienting, fun or meaningful? Disadvantaged families' experiences of a science museum visit" by examining the analytic frameworks guiding this study. To expand on Archer et al.'s use of feminist post-structuralist theories of identity we draw from the theory of intersectionality to provide a more robust framework for analyzing barriers to engagement within an informal learning space. Our response to this work ends by exploring the types of solutions generated from an intersectionality framework—solutions aimed at transforming institutional programs and practices to create more equitable spaces for learning.

  18. Choose Health: Food, Fun, and Fitness Youth Curriculum Promotes Positive Behaviors.

    PubMed

    Wolfe, Wendy S; Scott-Pierce, Michelle; Dollahite, Jamie

    2017-11-20

    Evaluate whether participation in Choose Health: Food, Fun, and Fitness (CHFFF), a hands-on, experiential curriculum aimed at third- to sixth-graders, resulted in improvements in the targeted obesity and chronic disease prevention behaviors. The researchers evaluated CHFFF in low-income youth participating in 2 federal programs in New York State during 2013-2015. Food and activity behaviors were assessed using the Expanded Food and Nutrition Education Program third- through fifth- and sixth- through eighth-grade pre-post surveys, along with 2 sets of added CHFFF-specific items completed by subsamples. Educators trained in CHFFF had youth complete the surveys as they delivered the curriculum, primarily in schools and after-school programs. Paired t tests showed significant (P < .01) positive changes before to after CHFFF education for consumption of vegetables, fruits, sweetened drinks, nutrition label reading, and other food and activity behaviors. Results provide practice-based evidence that CHFFF promotes positive behavior change in participating youth. Copyright © 2017 Society for Nutrition Education and Behavior. Published by Elsevier Inc. All rights reserved.

  19. Becoming the Star of Your District

    ERIC Educational Resources Information Center

    Becker, Daniel; Becker, Katherine

    2011-01-01

    Want to stand out? Be willing to take risks. Word gets around; kids compare notes. They learn who the fun teachers are and who does the most interesting stuff. In this article, the authors share strategies for managing the classroom, showcasing student work, dressing for success, and more.

  20. Fun and Games 101.

    ERIC Educational Resources Information Center

    Vail, Kathleen

    1998-01-01

    Some teachers believe that children will not learn unless they are entertained. However, in "Talented Teenagers: The Roots of Success and Failure," Mihaly Csikszentmihalyi reports that teens are most interested in school when the classes are demanding and they can stretch their brain power. Only entertaining students will prepare them…

  1. Learning with Calculator Games

    ERIC Educational Resources Information Center

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  2. Rocks and Rhymes!

    ERIC Educational Resources Information Center

    Jackson, Julie; Dickinson, Gail; Horton, Danielle

    2010-01-01

    Field-note poetry is the product of the authors' efforts to combine current research in learning and cognition with integrated geoscience and language arts activities. In this article, they present a fun and effective activity that teaches students how to record detailed field notes and sensory observations that become the framework and…

  3. Water Conservation and Nonpoint Source Pollution.

    ERIC Educational Resources Information Center

    Farrell-Poe, Kitt

    This book contains science activities that are designed to make learning and demonstrating nonpoint source pollution concepts exciting and fun. These activities can either be used alone or with an existing water resources education curricula. Activities include: Water Tasting, Acting Out the Hydrologic Cycle, Concentration of Chemical Pollutants…

  4. Drugs and the Brain: Learning the Impact of Methamphetamine Abuse on the Brain through a Virtual Brain Exhibit in the Museum

    ERIC Educational Resources Information Center

    Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y.

    2011-01-01

    "Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…

  5. The Fun Integration Theory: Towards Sustaining Children and Adolescents Sport Participation

    PubMed Central

    Visek, Amanda J.; Achrati, Sara M.; Manning, Heather; McDonnell, Karen; Harris, Brandonn S.; DiPietro, Loretta

    2014-01-01

    BACKGROUND Children cite ‘fun’ as the primary reason for participation in organized sport and its absence as the number one reason for youth sport attrition. Therefore, the purpose of this study was to develop a theoretical framework of fun using a novel mixed-method assessment of participants in sport (FUN MAPS) via concept mapping. METHODS Youth soccer players (n = 142), coaches (n = 37), and parents (n = 57) were stratified by age, sex, and competition level and contributed their “fun” ideas through: (a) qualitative brainstorming, identifying all of the things that make playing sports fun for players; (b) sorting of ideas; and (c) rating each idea on its importance, frequency, and feasibility. RESULTS The FUN MAPS identify the four fundamental tenets of fun in youth sport within 11 fun-dimensions composed of 81 specific fun-determinants, while also establishing the youth sport ethos. CONCLUSION The FUN MAPS provide pictorial evidence-based blueprints for the fun integration theory (FIT), which is a multi-theoretical, multidimensional, and stakeholder derived framework that can be used to maximize fun for children and adolescents in order to promote and sustain an active and healthy lifestyle through sport. PMID:24770788

  6. Preliminary Computational Analysis of the (HIRENASD) Configuration in Preparation for the Aeroelastic Prediction Workshop

    NASA Technical Reports Server (NTRS)

    Chwalowski, Pawel; Florance, Jennifer P.; Heeg, Jennifer; Wieseman, Carol D.; Perry, Boyd P.

    2011-01-01

    This paper presents preliminary computational aeroelastic analysis results generated in preparation for the first Aeroelastic Prediction Workshop (AePW). These results were produced using FUN3D software developed at NASA Langley and are compared against the experimental data generated during the HIgh REynolds Number Aero- Structural Dynamics (HIRENASD) Project. The HIRENASD wind-tunnel model was tested in the European Transonic Windtunnel in 2006 by Aachen University0s Department of Mechanics with funding from the German Research Foundation. The computational effort discussed here was performed (1) to obtain a preliminary assessment of the ability of the FUN3D code to accurately compute physical quantities experimentally measured on the HIRENASD model and (2) to translate the lessons learned from the FUN3D analysis of HIRENASD into a set of initial guidelines for the first AePW, which includes test cases for the HIRENASD model and its experimental data set. This paper compares the computational and experimental results obtained at Mach 0.8 for a Reynolds number of 7 million based on chord, corresponding to the HIRENASD test conditions No. 132 and No. 159. Aerodynamic loads and static aeroelastic displacements are compared at two levels of the grid resolution. Harmonic perturbation numerical results are compared with the experimental data using the magnitude and phase relationship between pressure coefficients and displacement. A dynamic aeroelastic numerical calculation is presented at one wind-tunnel condition in the form of the time history of the generalized displacements. Additional FUN3D validation results are also presented for the AGARD 445.6 wing data set. This wing was tested in the Transonic Dynamics Tunnel and is commonly used in the preliminary benchmarking of computational aeroelastic software.

  7. Using Recreational Drones to Promote STEM Learning

    NASA Astrophysics Data System (ADS)

    Olds, S. E.; Dahlman, L. E.; Mooney, M. E.; Russell, R. M.

    2017-12-01

    The popularity of unmanned aerial vehicles (UAVs or drones) as a fun, inexpensive (<$100), and easy to fly "toy" continues to grow yearly. Flying drones can also serve as a great entry point to stimulate curiosity and encourage students to engage in science, technology, engineering, and math (STEM) investigations. Leveraging the popularity of recreational drones, the Education Committee at the Earth System Information Partners (ESIP) has worked with educators, researchers, and data scientists to develop a Drones for STEM initiative to inspire learners to use drones as a platform to collect and analyze local-scale data using lightweight cameras and/or sensors. In 2016, the initiative developed learning activity outlines and piloted the materials at an ESIP-sponsored teacher workshop and National Science Teacher Association sessions. After incorporating feedback from those sessions, ESIP collaborated with the UCAR Center for Science Education to publish finalized activities. Available on the UCAR SciEd website (SciEd.ucar.edu/engineering-activities), the activities encompass skills to measure drone payload, flight height, and velocity. Investigations also encourage the use of repeat photography, comparing images from drones and satellites, and creating 3D structure from motion (SfM) models from overlapping photographs. The site also offers general guidance to develop science projects or science fair investigations using Next Generation Science Standards science and engineering practices. To encourage the use of drones in STEM, UNAVCO and NOAA staff, sponsored by ESIP, led two hands-on workshops this summer; a three half-day workshop at the Earth Educator Rendezvous (EER) and a half-day session during the ESIP Educator Workshop. Participants practiced UAV flying skills, experimented with lightweight sensors, and learned about current drone-enhanced research projects. In small groups, they tested existing activities and designed student-focused investigations. Examples of projects include measuring aeromagnetics, developing 3D topographic models, creating vertical profiles over various land-surfaces at different temporal intervals, and developing a multi-semester drone-focused curriculum. This presentation will elaborate upon the workshops, learning materials, and insights.

  8. Creativity and diabetes education: Essentiality, impact and way forward.

    PubMed

    Sarda, Archana

    2015-04-01

    The changing diabetes in children (CDiC) program is a unique program aimed at children suffering from type 1 diabetes. The whole focus of CDiC is to provide comprehensive care including diabetes education. Various innovative and creative diabetes educational materials have been developed, which makes learning fun. Lot of diabetes camps are held at CDiC, focusing on diabetes education, experience sharing and fun activities. CDiC faces many challenges in an effort to cater to the needs of most deserving children with type 1 diabetes mellitus (T1DM) throughout the country, to provide comprehensive care including self-sufficiency, to serve children for as long as possible and to ultimately have better outcomes for all children with T1DM. The CDiC program aims to make the child more positive, secure and hopeful and initiate and strive for comprehensive diabetes care for the economically underprivileged children with T1DM.

  9. Students’ Attitudes and Understandings about Science in their Field Trip to Laser Interferometer Gravitational-wave Observatory (LIGO)

    NASA Astrophysics Data System (ADS)

    Lee, Hyunju; Feldman, Allan

    2014-06-01

    The LIGO Science Education Center in Livingston, LA, provides K-12 students with 3.5-hour field trip programs that consist of watching a documentary, touring the LIGO facilities, exploring interactive science exhibits, and hands-on classroom activities with the Center’s staff. In our study we administered a pre/post-survey, which consisted of Likert-type and open-ended questions, to approximately 1,000 secondary students who visited LIGO in Spring 2013. In this paper we report on our current findings from a half-way analysis about 1) the students’ attitudes and interests about science; 2) their understanding about basic scientific concepts relevant to LIGO science, gravity, light, and sound; and 3) their understanding about the LIGO project. In comparison between pre and post-responses using a paired-samples t-test, the results showed that the field trip to LIGO had significant (p<0.05) positive impact on increasing the number of students who think that "science is fun" and that they "would want to be a scientist." In addition, they had significant (p<0.05) knowledge gain in understanding that there are frequencies of light that are not visible, and they were able to correctly name the different kinds of electromagnetic waves after the visit. In pre-test 51.5% responded that they did not even hear about LIGO and 17.8% could not explain what it was although they heard about it (as they were from the local schools). On the other hand, 86.6% students were able to explain about LIGO project in post-test. Among them, more than half of the students (59.3%) correctly described the purpose of the LIGO project. Another 9.3% recognized it as a science research center without further information about what specifying the purpose of LIGO. About 8% held misconceptions, and 7% recognized LIGO as a science learning center. The students’ learning in this field trip happened mainly by: encountering the new concept; recalling their prior knowledge and reinforcing it; and being able to connect the scientific concept to how it is applied in a professional science research.

  10. Tobacco Induced Mutations: A Fun, Visually Impressive Experiment

    ERIC Educational Resources Information Center

    Milholland, Rebecca B. R.; Hines, Stefani D.

    2004-01-01

    A modified version "Tobacco Induced Mutations" of Ames assay experiment provides a meaningful context for students to learn about the concept of mutations by using a known carcinogen that is tobacco. This experiment shows toxicological concept of the dose/response relationship and visually demonstrates when a mutation have occurred in bacteria…

  11. Family Fun Nights: Collaborative Parent Education Accessible for Diverse Learning Abilities

    ERIC Educational Resources Information Center

    Knowles, Christen; Harris, Anne; Van Norman, Renee

    2017-01-01

    Quality early childhood education programs have a responsibility to provide enriched educational services to preschool students paired with parent support, education, and outreach. Pearl Buck Preschool, a non-profit organization devoted to the delivery of preschool services for children of parents with intellectual disabilities or learning…

  12. Oh, and We Do Reading Too

    ERIC Educational Resources Information Center

    Babicki, Laurie; Luke, Sally

    2007-01-01

    In this article, the authors describe the Reading Buddies program. In this program, children of varied ages experience cooperation and mutual respect, have fun together, and share themselves with others. When Reading Buddies meet, reading and learning to read are the activities, yet another real benefit appears to be the enhancement of the…

  13. Using Computer Games for Instruction: The Student Experience

    ERIC Educational Resources Information Center

    Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell

    2011-01-01

    Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…

  14. Super Mileage Challenge: Combining Education and Fun!

    ERIC Educational Resources Information Center

    Thompson, Jim; Fitzgerald, Mike

    2006-01-01

    Beginning in 1996, key leaders in Indiana business, education, and industry, along with the Department of Education and the Indiana Math Science Technology Education Alliance recognized that creating an event that would showcase true integration of mathematics, science, and technology could make learning more relevant to the lives of students. The…

  15. Role Playing as a Leadership Development Tool

    ERIC Educational Resources Information Center

    Guenthner, Joseph F.; Moore, Lori L.

    2005-01-01

    Agribusinesses seek university graduates who have leadership ability. Role playing, one method of teaching leadership skills, is used in a university agricultural policy course. It has been a fun and effective leadership learning tool. Students improve their communication skills, conduct in-depth research about a topic of their choice, and develop…

  16. Technology: Learning Can Be Fun and Games

    ERIC Educational Resources Information Center

    Siegle, Del

    2015-01-01

    Video games can provide cognitive, motivational, emotional, and social benefits to students when properly implemented in the classroom. Teachers who are well versed in their curriculum can use games to differentiate instruction for gifted and talented students. This article discusses the benefits of gaming in education settings and provides…

  17. Creating New Mathematical Applications Utilizing SMART Table

    ERIC Educational Resources Information Center

    Seals, Cheryl D.; Swanier, Cheryl S.; Nyagwencha, Justus Nyamweya; Cagle, Ashley L.; Houser, Navorro

    2011-01-01

    SMART Technologies is leading the way for interactive learning, through their many different tools. The SMART Table is a multi-user, multi-touch interactive interface that not only teaches children different concepts in fun ways (Steurer P., 2003), but it also inspires cooperative competition. In Alabama, the state curriculum for kindergarten…

  18. Sustaining Our Forest Resource: What is Your Role?

    ERIC Educational Resources Information Center

    Osterndorf, Laurie; Piraino, Nancy

    This booklet provides students with challenging and fun activities to encourage learning about the sustainability of natural forest resources. Activities include: (1) "Forest-opoly"; (2) "Lost in the Woods"; (3) "Chain of Changes"; (4) "Choices, Choices"; (5) "Conflicts & Controversies"; (6) "Tree Towns"; (7) "Feeding the Forest"; (8) "Get to the…

  19. Using Technology to Enhance an Automotive Program

    ERIC Educational Resources Information Center

    Ashton, Denis

    2009-01-01

    Denis Ashton uses technology in his automotive technology program at East Valley Institute of Technology (EVIT) to positively impact student outcomes. Ashton, the department chair for the automotive programs at EVIT, in Mesa, Arizona, says that using an interactive PowerPoint curriculum makes learning fun for students and provides immediate…

  20. Toying with Education.

    ERIC Educational Resources Information Center

    Zonderman, Jon

    1982-01-01

    The proliferation of personal computers in home/schools and use of computer chips in educational toys has led to a rethinking of ideas about education and fun, and ways the two can combine to provide youngsters with enjoyable and profitable learning experiences. Provides examples of commercially available computer-oriented educational toys/games.…

  1. Ideas for Integrating the Microcomputer with High School Science.

    ERIC Educational Resources Information Center

    Podany, Zita

    This report discusses how computers are being used in high school science classrooms. For this report, four high school science teachers were interviewed. The approach to science instruction described in these four interviews deals with the areas of scientific and technological literacy, making science learning fun and attractive, and stimulating…

  2. Bring in "Da Noise": Race, Sports, and the Role of Schools.

    ERIC Educational Resources Information Center

    Taylor, Edward

    1999-01-01

    Although far more African-Americans are physicians than NBA players, pervasive mass-media images say otherwise. Playing sports is fun; education offers the truest hope for future success. Certain elements that enhance sports programs (strong motivation, shared commitment, intensive instruction) might be applied to academic learning. (MLH)

  3. Sesame Street PEP Handbook. Second Edition.

    ERIC Educational Resources Information Center

    Children's Television Workshop, New York, NY.

    This handbook for early childhood educators describes the Sesame Street PEP, an educational enrichment program for 3- to 5-year-olds that makes learning a fun and challenging adventure by using the educational goals of the Sesame Street show, children's books, and developmentally appropriate activities. This program seeks to: (1) stimulate…

  4. Science, Standards, and Differentiation: It Really Can Be Fun!

    ERIC Educational Resources Information Center

    Sondergeld, Toni A.; Schultz, Robert A.

    2008-01-01

    Teaching in a regular classroom has become more complicated than ever with increased student diversity and pressure to connect learning experiences to educational standards and test preparation. Although teaching to the middle is often what occurs in traditional classrooms to meet required standards, it is neither an appropriate nor meaningful…

  5. Shelterwood Teacher's Guide: Discovering the Forest.

    ERIC Educational Resources Information Center

    Markowsky, Judy Kellogg

    This teacher's guide explores forest diversity, from learning about different kind of trees to understanding how the layers in a forest provide habitat for all kinds of animals and insects. Each chapter offers useful introductory material and clear objectives, followed by fun activities that encourage exploration while teaching important skills.…

  6. How to Learn and Have Fun with Poly(Vinyl Alcohol) and White Glue.

    ERIC Educational Resources Information Center

    de Zea Bermudez, V.; Passos de Almeida, P.; Feria Seita, J.

    1998-01-01

    Presents a classroom guide for a simple theoretical approach to the study of certain fluids. Discusses background information, followed by experimental procedures for the preparation of two popular viscoelastic materials ("Slime" and "Silly Putty") that exhibit unusual flow properties. Also lists student discussion questions…

  7. The Elements Drawing.

    ERIC Educational Resources Information Center

    Dkeidek, Iyad M.

    2003-01-01

    Presents an educational game designed for first- or second-year high school students who have already studied themes related to the periodic table elements, such as their symbols, electronic configurations, properties, and uses. The game is designed to help students learn the symbols of the elements and their properties or uses in a fun, engaging…

  8. Gaming the Classroom Viewing Learning through the Lens Self Determination Theory

    ERIC Educational Resources Information Center

    Szymanski, Antonia; Benus, Matthew

    2015-01-01

    Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…

  9. 25 Years of FUN!

    PubMed

    Ramirez, Julio J

    2017-01-01

    Dr. Julio J. Ramirez, the founding president of the Faculty for Undergraduate Neuroscience (FUN), shared the comments below on November 13, 2016 at the 25 th Anniversary of FUN's founding, when Drs. Sally Frutiger, Stephen George, Julio Ramirez, and Dennison Smith were recognized with the Founders Award for their efforts in launching FUN in 1991.

  10. Fuel not fun: Reinterpreting attenuated brain responses to reward in obesity.

    PubMed

    Kroemer, Nils B; Small, Dana M

    2016-08-01

    There is a well-established literature linking obesity to altered dopamine signaling and brain response to food-related stimuli. Neuroimaging studies frequently report enhanced responses in dopaminergic regions during food anticipation and decreased responses during reward receipt. This has been interpreted as reflecting anticipatory "reward surfeit", and consummatory "reward deficiency". In particular, attenuated response in the dorsal striatum to primary food rewards is proposed to reflect anhedonia, which leads to overeating in an attempt to compensate for the reward deficit. In this paper, we propose an alternative view. We consider brain response to food-related stimuli in a reinforcement-learning framework, which can be employed to separate the contributions of reward sensitivity and reward-related learning that are typically entangled in the brain response to reward. Consequently, we posit that decreased striatal responses to milkshake receipt reflect reduced reward-related learning rather than reward deficiency or anhedonia because reduced reward sensitivity would translate uniformly into reduced anticipatory and consummatory responses to reward. By re-conceptualizing reward deficiency as a shift in learning about subjective value of rewards, we attempt to reconcile neuroimaging findings with the putative role of dopamine in effort, energy expenditure and exploration and suggest that attenuated brain responses to energy dense foods reflect the "fuel", not the fun entailed by the reward. Copyright © 2016 Elsevier Inc. All rights reserved.

  11. Implementation of a Modular Hands-on Learning Pedagogy: Student Attitudes in a Fluid Mechanics and Heat Transfer Course

    ERIC Educational Resources Information Center

    Burgher, J. K.; Finkel, D.; Adesope, O. O.; Van Wie, B. J.

    2015-01-01

    This study used a within-subjects experimental design to compare the effects of learning with lecture and hands-on desktop learning modules (DLMs) in a fluid mechanics and heat transfer class. The hands-on DLM implementation included the use of worksheets and one of two heat exchangers: an evaporative cooling device and a shell and tube heat…

  12. Cramming Facts and Thinking Concepts: Instance of Preparation of Student Geography Teachers in Liberec

    ERIC Educational Resources Information Center

    Vávra, Jaroslav

    2014-01-01

    In general, geographical education is closed into two strands. First, in geographical content (knowledge), there are geographical facts on the one hand and on the other hand there is geographical thinking. Second, in geographical cognition there is rote learning in behavioral strategy on the one hand and on the other hand meaningful learning in…

  13. What is taking place in science classrooms?: A case study analysis of teaching and learning in seventh-grade science of one Alabama school and its impact on African American student learning

    NASA Astrophysics Data System (ADS)

    Norman, Lashaunda Renea

    This qualitative case study investigated the teaching strategies that improve science learning of African American students. This research study further sought the extent the identified teaching strategies that are used to improve African American science learning reflect culturally responsive teaching. Best teaching strategies and culturally responsive teaching have been researched, but there has been minimal research on the impact that both have on science learning, with an emphasis on the African American population. Consequently, the Black-White achievement gap in science persists. The findings revealed the following teaching strategies have a positive impact on African American science learning: (a) lecture-discussion, (b) notetaking, (c) reading strategies, (d) graphic organizers, (e) hands-on activities, (f) laboratory experiences, and (g) cooperative learning. Culturally responsive teaching strategies were evident in the seventh-grade science classrooms observed. Seven themes emerged from this research data: (1) The participating teachers based their research-based teaching strategies used in the classroom on all of the students' learning styles, abilities, attitudes towards science, and motivational levels about learning science, with no emphasis on the African American student population; (2) The participating teachers taught the state content standards simultaneously using the same instructional model daily, incorporating other content areas when possible; (3) The participating African American students believed their seventh-grade science teachers used a variety of teaching strategies to ensure science learning took place, that science learning was fun, and that science learning was engaging; (4) The participating African American students genuinely liked their teacher; (5) The participating African American students revealed high self-efficacy; (6) The African American student participants' parents value education and moved to Success Middle School district for better educational opportunities; and (7) Teachers were not familiar with the term "culturally responsive teaching," but there was evidence that several aspects of it were present in the seventh-grade science classroom environment. Critical Race Theory (CRT) was the framework for analysis and interpretation of this research study. The findings support the following tenets of CRT: (a) racism is normal, (b) interest-convergence or colorblindness, (c) contextual-historical analysis, (d) storytelling or counterstorytelling, and (e) social transformation. These findings indicate that racial inequalities remain an issue in the underachievement of African Americans and may be the solution to improving science learning of African Americans. The outcome of this study contributes to the limited research on utilizing culturally responsive teaching along with best teaching strategies to improve academic achievement of African American students, and CRT exposes the issues that contribute to the Black-White achievement gap in science widening.

  14. What's the Matter with Food?: A Hands-On Action Research Study on the Effect of Using Food Preparation To Teach Students with Autism about the Three States of Matter

    NASA Astrophysics Data System (ADS)

    Diller, Nicole

    This investigation studied the effectiveness of using food preparation to teach students with Autism about the three states of matter. A hands-on learning approach was used within the home and careers classroom. One class of five students, three boys and two girls, all diagnosed with Autism, participated in a five day academic unit about the three phases of matter: solid, liquid, and gas. The class received hands-on learning science instruction using food through various differentiated activities. Results indicate that students express focus when using food to learn. In addition, this study acknowledges that hands-on learning in science enhances the learning process of students with Autism. One of the main reasons is that students enjoy learning when this teaching style is used in the classroom, and students that enjoy what they are learning are more likely to be engaged and motivated to learn. After using this approach, all the students in the study increased their scores from the pre-assessments to the post-assessments. Students expressed through actions and words that they enjoyed using hands-on experiences to learn in the classroom. Implications for practice indicate that a variety of manipulatives are needed to teach students with Autism. Future research would help uncover additional information about student motivation and learning in the home and careers classroom.

  15. Who Said Learning about the Constitution Isn't Fun? Active Lessons on the U.S. Constitution for Junior and Senior High School Students. Lessons created by participants at "Congress and the Constitution: A Summer Institute for Teachers" (Ontario, California, 1988).

    ERIC Educational Resources Information Center

    Cramer, Elizabeth, Ed.; Hill, Margaret, Ed.

    Twenty-eight lesson plans developed by California teachers who attended a summer institute on Congress and the Constitution are presented in this document. Sample lesson plan titles are: (1) "Geopolitics and the Constitution," (2) "Judicial Review," (3) "Electoral College and the Constitution," (4) "First…

  16. Bringing Hands-on Activities and Real Scientists to Students: Bishop Museum's X-treme Science Exhibit, Holoholo Science Program, and Planned Science Learning Center

    NASA Astrophysics Data System (ADS)

    Hills, D. J.; Fullerton, K.; Hoddick, C.; Ali, N.; Mosher, M. K.

    2002-12-01

    Bishop Museum developed the "X-treme Science: Exploring Oceans, Volcanoes, and Outer Space" museum exhibit in conjunction with NASA as part of their goal to increase educational outreach. A key element of the exhibit was the inclusion of real scientists describing what they do, and fostering the interaction between scientists and students. Highlights of the exhibit were interviews with local (Hawaii-based) scientists involved in current ocean, volcano, and space research. These interviews were based on questions that students provided, and were available during the exhibit at interactive kiosks. Lesson plans were developed by local teachers and scientists, and provided online to enhance the exhibit. However, one limitation of the museum exhibit was that not all students in the state could visit, or spend enough time with it. To serve more remote schools, and to provide for additional enrichment for those who did attend, the education department at Bishop Museum developed a traveling program with the X-treme Science exhibit as the basis. The Holoholo (Hawaiian for "fun outing") Science program brings a scientist into the classroom with a hands-on scientific inquiry activity. The activity is usually a simplified version of a problem that the scientist actually deals with. The students explore the activity, reach conclusions, and discuss their results. They are then given the opportunity to question the scientist about the activity and about what the scientist does. This allows students to understand that science is not something mystical, but rather something attainable. A key element of Holoholo remains the active participation of real-life scientists in the experience. The scientists who have participated in the program have had overwhelmingly positive experiences. Bishop Museum is developing a science learning center, with the objective of meeting local and national science standards using inquiry based science. The unifying theme of all three of these projects is involving students with active scientists who are accessible to them. AGU scientists are vital to realizing this goal.

  17. Developing Wave Encyclopaedia based on Scientific Approach

    NASA Astrophysics Data System (ADS)

    Nurafifah, A.; Budi, A. S.; Siahaan, B. Z.

    2017-09-01

    Students have many difficulties in understanding to wave propagation. Such difficulties lead to misconceptions also in understanding sound, light, and electromagnetic wave. Meanwhile, students only use the text book as the learning resources. Whereas students need a more varied and interesting learning resources. This study aims to develop a wave encyclopaedia based on scientific approach as the learning resources that tested the feasibility and superiority. The method used is research by design. The steps are (1) analysing learner characteristic, (2) state objective, (3) select media and materials, (4) utilize materials, (5) requires learner participation, (6) evaluation and revision. The wave encyclopaedia is developed by applying the 5 components of a scientific approach that is, observing, questioning, experimenting, associating, and communicating. In this encyclopaedia also includes fun science activities and exciting recommended websites. The encyclopaedia has been validated by material experts, media experts, and learning experts. And then field trials are conducted to assess an impact on use. Overall the development of encyclopaedia based on scientific approach can enhance learning outcomes of students in high school.

  18. 76 FR 77175 - New York Fun Factory Fireworks Display, Western Long Island Sound; Mamaroneck, NY

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-12-12

    ...-AA00 New York Fun Factory Fireworks Display, Western Long Island Sound; Mamaroneck, NY AGENCY: Coast... in support of the New York Fun Factory Fireworks display. This action is necessary to provide for the... the Coast Guard to define regulatory safety zones. On May 10, 2012 New York Fun Factory Events is...

  19. Brain lateralisation and motor learning: selective effects of dominant and non-dominant hand practice on the early acquisition of throwing skills.

    PubMed

    Stöckel, Tino; Weigelt, Matthias

    2012-01-01

    Findings from neurosciences indicate that the two brain hemispheres are specialised for the processing of distinct movement features. How this knowledge can be useful in motor learning remains unclear. Two experiments were conducted to investigate the influence of initial practice with the dominant vs non-dominant hand on the acquisition of novel throwing skills. Within a transfer design two groups practised a novel motor task with the same amount of practice on each hand, but in opposite hand-order. In Experiment 1, participants acquired the position throw in basketball, which places high demands on throwing accuracy. Participants practising this task with their non-dominant hand first, before changing to the dominant hand, showed better skill acquisition than participants practising in opposite order. In Experiment 2 participants learned the overarm throw in team handball, which requires great throwing strength. Participants initially practising with their dominant hand benefited more from practice than participants beginning with their non-dominant hand. These results indicate that spatial accuracy tasks are learned better after initial practice with the non-dominant hand, whereas initial practice with the dominant hand is more efficient for maximum force production tasks. The effects are discussed in terms of brain lateralisation and bilateral practice schedules.

  20. Relationships between Students' Conceptions of Constructivist Learning and Their Regulation and Processing Strategies

    ERIC Educational Resources Information Center

    Loyens, Sofie M. M.; Rikers, Remy M. J. P.; Schmidt, Henk G.

    2008-01-01

    The present study investigated relationships between students' conceptions of constructivist learning on the one hand, and their regulation and processing strategies on the other hand. Students in a constructivist, problem-based learning curriculum were questioned about their conceptions of knowledge construction and self-regulated learning, as…

  1. Attracting Students to Fluid Mechanics with Coffee

    NASA Astrophysics Data System (ADS)

    Ristenpart, William

    2016-11-01

    We describe a new class developed at U.C. Davis titled "The Design of Coffee," which serves as a nonmathematical introduction to chemical engineering as illustrated by the process of roasting and brewing coffee. Hands-on coffee experiments demonstrate key engineering principles, including material balances, chemical kinetics, mass transfer, conservation of energy, and fluid mechanics. The experiments lead to an engineering design competition where students strive to make the best tasting coffee using the least amount of energy - a classic engineering optimization problem, but one that is both fun and tasty. "The Design of Coffee" started as a freshmen seminar in 2013, and it has exploded in popularity: it now serves 1,533 students per year, and is the largest and most popular elective course at U.C. Davis. In this talk we focus on the class pedagogy as applied to fluid mechanics, with an emphasis on how coffee serves as an engaging and exciting topic for teaching students about fluid mechanics in an approachable, hands-on manner.

  2. Place Names: Making the Basics of Geography Fun to Learn.

    ERIC Educational Resources Information Center

    Vogeler, Ingolf

    1988-01-01

    Arguing that students need to have knowledge about places and regions to understand current and past world affairs, a college-level geography course (University of Wisconsin Eau Claire) which teaches physical and cultural place names is described. Presents course objectives, topics, and activities and states that it serves student needs and…

  3. Application of Games in College English Teaching in China

    ERIC Educational Resources Information Center

    Yang, Qiaoyan; Dixon, Virginia L.

    2015-01-01

    Games are an activity with rules, goals, and create fun (Hadfield, 2007). Games can stimulate learning and motivation, and students get very absorbed in games, some of which are suitable for college students in studying English as their second language. Appropriate use of games in college English teaching could help students eliminate the…

  4. WRITING LIGHT VERSE.

    ERIC Educational Resources Information Center

    ARMOUR, RICHARD

    VARIOUS ASPECTS OF WRITING LIGHT VERSE, EITHER FOR FUN OR FOR PUBLICATION, ARE DISCUSSED IN THIS BOOK--(1) THE NATURE AND APPEAL OF LIGHT VERSE AND ITS MANY VARIETIES, (2) SUBJECTS WHICH LEND THEMSELVES BEST TO THE LIGHT-VERSE TREATMENT, (3) THE APPLICATION OF WHAT ONE HAS LEARNED FROM READING, THINKING, AND CLOSELY OBSERVING HUMAN FOIBLES, (4)…

  5. Multimedia in the Foreign Language Classroom.

    ERIC Educational Resources Information Center

    Andrews, Barbara S.

    Second language teachers are encouraged to assign multimedia projects to their students. They are challenging for the student to create, can effectively reinforce learning, and are a fun way for students to practice language skills. Rather than have students draw a poster or write a paper, the teacher can assign a presentation using a combination…

  6. Teaching Fractions and Decimals: Fun with Picture Grids.

    ERIC Educational Resources Information Center

    Stix, Andi

    In these two companion papers, a learning activity is introduced that teaches students how mathematics works through the visual aid of picture grids. The picture grids are composed of 60 different acrylic stained-glass window overlays. Each fractional part is represented by a different color: fifths are green, quarters are yellow, etc. The square…

  7. Recreation Resource Manual

    ERIC Educational Resources Information Center

    Human Development Institute, 2008

    2008-01-01

    Recreation is any voluntary activity that is enjoyable and fun. Recreation refreshes, revitalizes and improves a person's quality of life. Consider some recreation activity you may have an interest in. Suppose you are interested in gardening but have never tried it. Let's take a look at how you can learn about it, do it, and in the process get…

  8. Too Much Content, Not Enough Thinking, and Too Little FUN!

    ERIC Educational Resources Information Center

    DiCarlo, Stephen E.

    2009-01-01

    Teachers often overrate the importance of their content and underrate their influence. However, students forget much of the content that they memorize. Thus, attempts to teach students all that they will need to know is futile. Rather, it is important that students develop an interest and love for lifelong learning. Inspiring and motivating…

  9. Technology, Gender Attitude, and Software, among Middle School Math Instructors

    ERIC Educational Resources Information Center

    Okeke, Godwin N.

    2014-01-01

    Technology has gained a firm stronghold in society as well as modern classroom. Students are assumed to have a natural aptitude for computers. Over the past decades, educational websites have appeared to be "interactive" and "to make learning fun". This study employed quantitative method of research using 8th grade instructors…

  10. 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…

  11. After-School Spaces: Looking for Learning in All the Right Places

    ERIC Educational Resources Information Center

    Schnittka, Christine G.; Evans, Michael A.; Won, Samantha G. L.; Drape, Tiffany A.

    2016-01-01

    After-school settings provide youth with homework support, social outlets and fun activities, and help build self-confidence. They are safe places for forming relationships with caring adults. More after-school settings are starting to integrate Science, Technology, Engineering, and Mathematics (STEM) topics. What science skills and concepts might…

  12. There's Rosemary for Remembrance.

    ERIC Educational Resources Information Center

    Keegan, John

    2000-01-01

    Presents a portrait of reverent remembrance of the war dead in England, noting that students in the United States need to learn that Memorial Day is more than just a fun 3-day holiday. Explains the importance of gardens, landscaping, and tradition to the English in remembering the soldiers who died fighting for their country and freedom. (SM)

  13. Remix Literacy: A Picture Is Worth a Thousand Words

    ERIC Educational Resources Information Center

    Kohnke, Lucas

    2017-01-01

    This lesson will introduce the website "Photofunia" (http://photofunia.com/) as an excellent tool in terms of incorporating the 4Cc of 21st century learning. By using remix literacy, we are able to help our students become critical thinkers, communicators, collaborators and creators in a fun, engaging and motivating approach.…

  14. Celebrating Multiple Literacies with Harry Potter

    ERIC Educational Resources Information Center

    Arter, Lisa

    2009-01-01

    The secret to a good celebration is to involve as many students as possible and to give them genuine responsibilities and encouragement to be creative. Literacy celebrations offer students, and teachers, the opportunity to have fun and show off what they have learned during their deeper exploration of various literacy studies. The author conjures…

  15. Connecting Kids: Exploring Diversity Together.

    ERIC Educational Resources Information Center

    Hill, Linda D.

    This book aims to show a way to guide children from different backgrounds to include each other in an atmosphere of safety, equality, choice, and fun. All of the cooperative games, creative activities, and nature experiences are organized according to 20 connecting skills that are especially important for learning to be welcoming and welcomed.…

  16. The Fun of Learning Starts in Kindergarten: Preschool Education in the Federal Republic of Germany.

    ERIC Educational Resources Information Center

    Bildung und Wissenschaft, 1989

    1989-01-01

    In our modern industrial society, kindergartens are an indispensable, independent educational facility for children. Priority is given to the all-round, comprehensive promotion of children's natural resources rather than to subject-tied programs. German educator Friedrich Frobel (1782-1852) developed the concept of kindergarten, attaching great…

  17. Mathingo: Reviewing Calculus with Bingo Games

    ERIC Educational Resources Information Center

    Forman, Sean; Forman, Sylvia

    2008-01-01

    Games are a useful and fun way to review material in class, and encourage students to actively participate in review sessions. In fact, researchers have concluded that playing games can be an effective learning tool, especially in mathematics, in situations where the goal is to reinforce specific ideas or concepts. Two places this type of…

  18. Exploring Work: Fun Activities for Girls.

    ERIC Educational Resources Information Center

    Education Development Center, Inc., Newton, MA. Women's Educational Equity Act Dissemination Center.

    This document contains learning activities to help middle school girls begin the career planning process and resist gender-role stereotyping. The activities are designed for individuals and/or groups of girls either in classroom settings or in organizations such as Girl Scouts and 4-H Clubs. A total of 30 activities are organized into 4 sections…

  19. Disorientating, Fun or Meaningful? Disadvantaged Families' Experiences of a Science Museum Visit

    ERIC Educational Resources Information Center

    Archer, Louise; Dawson, Emily; Seakins, Amy; Wong, Billy

    2016-01-01

    It is widely agreed that there is a need to increase and widen science participation. Informal science learning environments (ISLEs), such as science museums, may provide valuable spaces within which to engage visitors--yet the visitor profile of science museums remains narrow. This paper seeks to understand the experiences of socially…

  20. Mathematics Hiding in the Nets for a Cube

    ERIC Educational Resources Information Center

    Jeon, Kyungsoon

    2009-01-01

    Whether they are third graders or teacher candidates, students can learn about perimeter and area while having fun manipulating two-dimensional figures into three-dimensional objects. In this article, the author describes a common mathematical activity for geometry students by creating nets for a cube. By making connections between nets in two…

  1. Programming for Fun: MUDs as a Context for Collaborative Learning.

    ERIC Educational Resources Information Center

    Bruckman, Amy

    Multi-User Dungeons (MUDs), are text-based virtual reality environments in which participants separated by great physical distances can communicate and collaborate in programming. Most MUDs started out as adventure games but are quickly being adapted for more "serious" endeavors. This paper presents a case study of the experiences of a…

  2. H[subscript 2]O and You

    ERIC Educational Resources Information Center

    Jackson, Julie

    2009-01-01

    Learning about states of matter is fun and exciting when students, acting as water molecules, role-play moving from a solid to a liquid to a gas. The 5-E lesson plan model provides the framework for this activity, ensuring that students actively engage in inquiry science while creatively constructing knowledge. (Contains 2 figures.)

  3. Having Fun in the Classroom: Subtitling Activities

    ERIC Educational Resources Information Center

    Beseghi, Micol

    2014-01-01

    This article analyses the role of subtitles both as a functional activity and a didactic tool in translation teaching and foreign language learning. It presents the results of a didactic project carried out with a class of university students enrolled in the first year of Laurea Magistrale in Lingue e Letterature Straniere (University of Parma).…

  4. Welcome to Fermilab Butterflies!!

    Science.gov Websites

    , fascinating insects, and there's a lot to learn about them! Join our expert, Tom Peterson, and explore the Meet Tom Peterson, Fermilab's Butterfly Expert Go to our Butterfly Links Have fun! Graphics and Page Design: Rory Parilac, Content: Tom Peterson and Rory Parilac Database and Lasso Code: Liz Quigg Web

  5. Number Wonders: 171 Activities to Meet Math Standards & Inspire Students

    ERIC Educational Resources Information Center

    Kuhns, Catherine Jones

    2006-01-01

    In this book, author Catherine Jones Kuhns introduces student- and teacher-friendly math activities designed to get students thinking like mathematicians and loving mathematics, while addressing content standards through grade 2. She also shows how to make math fun for students, get children actively engaged in learning, create a student-centered…

  6. Will Allis Prize Talk: Allis in Wonderland--Physics for Profit as well as Fun

    NASA Astrophysics Data System (ADS)

    Waymouth, John F.

    2000-06-01

    Unlike previous recipients of the William P. Allis Prize, I spent my entire working career as a physicist in industry, spanning the entire range from research to development to engineering, from science to technology. Further unlike them, I have been retired for twelve years. My knowledge of current leading-edge research in discharge light sources is consequently entirely second-hand. Rather than speak about it, therefore, I will relate instead the history of a successful physics-to-factory handoff I participated in, to give you some idea of the flavor of physics for profit as well as for fun, in an environment where any piece of work that results only in publications in refereed journals and meeting presentations must be considered a failure. I will conclude with some critical observations about the lack of scientific and technical expertise among the top managements of most of the Fortune-500 list of US firms, even those whose businesses are deeply rooted in science and technology.

  7. Selling Physics to Unwilling Buyers: Using Hollywood to Recruit for Physics

    NASA Astrophysics Data System (ADS)

    Krauss, Lawrence

    2003-03-01

    If confronting misconceptions is one way to learn, as many researchers have suggested, then Hollywood primes many young people to learn physics. At the same time, it is important to demonstrate to the public that the real world is actually more interesting than the world of science fiction. I will use examples from TV and movies, in particular Star Trek and the X-Files, to have some fun and to explore some interesting physics at the same time.

  8. An investigation into the factors that motivate teachers to implement inquiry in the science classroom

    NASA Astrophysics Data System (ADS)

    Robbins, Beth Schieber

    Inquiry-based science teaching is an inductive approach to science instruction that originated in constructivist learning theory and requires students to be active participants in their own learning process. In an inquiry-based classroom, students actively construct their knowledge of science through hands-on, engaged practices and inquiry-based approaches. Inquiry-based teaching stands in contrast to more traditional forms of teaching that see students as empty vessels to be filled by the teacher with rote facts. Despite calls from the NSF, the NRC, and the AAAS for more inquiry-based approaches to teaching science, research has shown that many teachers still do not use inquiry-based approaches. Teachers have cited difficulties including lack of time, high-stakes testing, a shortage of materials, problems with school-wide logistics, rigid science curricula, student passivity, and lack of prerequisite skills. The objective of this mixed-methods study was to examine to what extent specific, identifiable personality traits contribute to the likelihood that a teacher will use inquiry in the science classroom, and what factors figure predominantly as teachers' reasons for implementing inquiry. The findings of the study showed that the null hypotheses were not rejected. However, reduced conscientiousness and increased openness may be significant in indicating why teachers use inquiry-based teaching methods and avenues for further research. In addition, the qualitative results aligned with previous findings that showed that lack of resources (e.g., time and money) and peer support act as powerful barriers to implementing inquiry-based teaching. Inquiry teachers are flexible, come to teaching as a second or third career, and their classrooms can be characterized as chaotic, fun, and conducive to learning through engagement. The study suggests changes in practice among administrators and teachers. With adjustments in methods and survey instruments, additional research could provide valuable insights and further recommendations. Overall, this study has yielded information that may lead to changes in both practice and thinking related to inquiry-based teaching and learning.

  9. Withholding answers during hands-on scientific investigations? Comparing effects on developing students' scientific knowledge, reasoning, and application

    NASA Astrophysics Data System (ADS)

    Zhang, Lin

    2018-03-01

    As more concerns have been raised about withholding answers during science teaching, this article argues for a need to detach 'withholding answers' from 'hands-on' investigation tasks. The present study examined students' learning of light-related content through three conditions: 'hands-on' + no 'withholding' (hands-on only: HO), 'hands-on' + 'withholding' (hands-on investigation with answers withheld: HOW), and no 'hands-on' + no 'withholding' (direction instruction: DI). Students were assessed in terms of how well they (1) knew the content taught in class; (2) reasoned with the learned content; and (3) applied the learned content to real-life situations. Nine classes of students at 4th and 5th grades, N = 136 in total, were randomly assigned to one of the three conditions. ANCOVA results showed that students in the hands-on only condition reasoned significantly better than those in the other two conditions. Students in this condition also seemed to know the content fairly better although the advance was not significant. Students in all three conditions did not show a statistically significant difference in their ability to apply the learned content to real-life situations. The findings from this study provide important contributions regarding issues relating to withholding answers during guided scientific inquiry.

  10. Learning from the coffee shop: increasing junior high school students’ self-confidence through contextual learning based on local culture of Aceh

    NASA Astrophysics Data System (ADS)

    Sarmini; Supriono, A.; Ridwan

    2018-01-01

    Teachers should be able to provide meaningful learning, create a fun learning, and encourage the self-confidence of students. The reality is learning in Junior High School still teacher-centered learning that results the level of self-confidence of students is low. Pre-action showed 30% of students do not have self-confidence. The research aims to improve the self-confidence of students through contextual learning in the course from the social studies of Aceh based on the local culture. This type of research is classroom action research that conducted in two cycles. The research focus is the students’ responses. The coffee shop is a source of learning social studies. Students Involved in the coffee shop interact with villagers who have made the coffee shop as social media. Students participate meetings to address issues of rural villagers. The coffee shop as a public share with characteristics of particularly subject as a gathering place for many people regardless of social strata, convey information, chat, and informal atmosphere that stimulates self-confidence.

  11. A Case Study for Comparing the Effectiveness of a Computer Simulation and a Hands-on Activity on Learning Electric Circuits

    ERIC Educational Resources Information Center

    Ekmekci, Adem; Gulacar, Ozcan

    2015-01-01

    Science education reform emphasizes innovative and constructivist views of science teaching and learning that promotes active learning environments, dynamic instructions, and authentic science experiments. Technology-based and hands-on instructional designs are among innovative science teaching and learning methods. Research shows that these two…

  12. Using PPI network autocorrelation in hierarchical multi-label classification trees for gene function prediction.

    PubMed

    Stojanova, Daniela; Ceci, Michelangelo; Malerba, Donato; Dzeroski, Saso

    2013-09-26

    Ontologies and catalogs of gene functions, such as the Gene Ontology (GO) and MIPS-FUN, assume that functional classes are organized hierarchically, that is, general functions include more specific ones. This has recently motivated the development of several machine learning algorithms for gene function prediction that leverages on this hierarchical organization where instances may belong to multiple classes. In addition, it is possible to exploit relationships among examples, since it is plausible that related genes tend to share functional annotations. Although these relationships have been identified and extensively studied in the area of protein-protein interaction (PPI) networks, they have not received much attention in hierarchical and multi-class gene function prediction. Relations between genes introduce autocorrelation in functional annotations and violate the assumption that instances are independently and identically distributed (i.i.d.), which underlines most machine learning algorithms. Although the explicit consideration of these relations brings additional complexity to the learning process, we expect substantial benefits in predictive accuracy of learned classifiers. This article demonstrates the benefits (in terms of predictive accuracy) of considering autocorrelation in multi-class gene function prediction. We develop a tree-based algorithm for considering network autocorrelation in the setting of Hierarchical Multi-label Classification (HMC). We empirically evaluate the proposed algorithm, called NHMC (Network Hierarchical Multi-label Classification), on 12 yeast datasets using each of the MIPS-FUN and GO annotation schemes and exploiting 2 different PPI networks. The results clearly show that taking autocorrelation into account improves the predictive performance of the learned models for predicting gene function. Our newly developed method for HMC takes into account network information in the learning phase: When used for gene function prediction in the context of PPI networks, the explicit consideration of network autocorrelation increases the predictive performance of the learned models. Overall, we found that this holds for different gene features/ descriptions, functional annotation schemes, and PPI networks: Best results are achieved when the PPI network is dense and contains a large proportion of function-relevant interactions.

  13. The Search for Hot Jupiters using Red Buttes Observatory

    NASA Astrophysics Data System (ADS)

    Sorber, Rebecca L.; Kar, Aman; Hancock, Daniel A.; Leuquire, Jacob D.; Suhaimi, Afiq; Kasper, David; Jang-Condell, Hannah

    2018-01-01

    The goal of this research is to use the University of Wyoming’s Red Buttes Observatory (RBO) to perform manual, remote, or automated observations of transiting exoplanet candidates. The data contributes to discovery of star systems that include never before identified exoplanets. RBO houses a 0.6-meter telescope and is located approximately 10 miles south of the University of Wyoming’s campus. Our targets are catalogued by the KELT (Kilodegree Extremely Little Telescope) Survey, a photometric search for transiting exoplanets around bright main sequence stars. The KELT Follow-up Network (KELT-FUN), a collaboration of small-aperture telescope users located all over the world, confirms new exoplanet candidates. As part of KELT-FUN, students use the RBO to monitor candidates identified by the KELT team. RBO typically detects transits around stars that are 8-12 in V magnitude, with transit durations of ~1-4 hours and full depth relative changes in brightness above 2 mmags. Using AstroImageJ, we process the data and we look for any indication of a transit occurrence in the processed lightcurve which might confirm the presence of the potential exoplanet. Our team has contributed over 50 light curves to KELT-FUN to date. We are able to compare our data with simultaneous observations by other members of KELT-FUN to maximize the utility of our observations. This project gives undergraduates an authentic scientific research experience, learning how to operate an observatory, process data, and participate in a scientific collaboration.

  14. Project ASTRO-Tucson: An Educational Outreach Program For All Seasons

    NASA Astrophysics Data System (ADS)

    Walker, C. E.; Pompea, S. M.; Wilson, R.

    2002-12-01

    Project ASTRO-Tucson represents a flexible program that is broad in content coverage and has utility for a diverse educational audience. As such, Project ASTRO forms the core of the National Optical Astronomy Observatory's successful regional outreach program. The program is aligned with the National Science Education Standards, appeals to different teaching and learning styles and can be adapted for space, staff, and money constraints at individual schools. ASTRO is broad in its astronomy content coverage and also addresses the scientific process, best practices and pedagogy, student misconceptions, and authentic assessment issues. In Tucson it has been used successfully with elementary, middle and high school students of different ethnic backgrounds, as well as with handicap-challenged and under-served students. ASTRO-Tucson is one of 13 sites nationally that have collectively reached over 100,000 students in the last 6 years. The program's core element is the partnering of professional and amateur astronomers with K-12 teachers and community educators who want to enrich their astronomy and science teaching. The partnerships are extended through a training workshop, hands-on activities, effective educational materials, follow-up workshops, continued staff support, and connections to community resources. In turn, the interest generated by Project ASTRO has fostered new programs such as Family ASTRO (just begun in Tucson), which invites families to evening or weekend family events doing fun astronomy activities together. We will describe some of the lessons learned from the Project ASTRO and Family ASTRO programs in Tucson and discuss efforts to jump-start and localize a Project ASTRO-type program in Chile at Cerro Tololo Inter-American Observatory.

  15. Learned Manipulation at Unconstrained Contacts Does Not Transfer across Hands

    PubMed Central

    Fu, Qiushi; Choi, Jason Y.; Gordon, Andrew M.; Jesunathadas, Mark; Santello, Marco

    2014-01-01

    Recent studies about sensorimotor control of the human hand have focused on how dexterous manipulation is learned and generalized. Here we address this question by testing the extent to which learned manipulation can be transferred when the contralateral hand is used and/or object orientation is reversed. We asked subjects to use a precision grip to lift a grip device with an asymmetrical mass distribution while minimizing object roll during lifting by generating a compensatory torque. Subjects were allowed to grasp anywhere on the object’s vertical surfaces, and were therefore able to modulate both digit positions and forces. After every block of eight trials performed in one manipulation context (i.e., using the right hand and at a given object orientation), subjects had to lift the same object in the second context for one trial (transfer trial). Context changes were made by asking subjects to switch the hand used to lift the object and/or rotate the object 180° about a vertical axis. Therefore, three transfer conditions, hand switch (HS), object rotation (OR), and both hand switch and object rotation (HS+OR), were tested and compared with hand matched control groups who did not experience context changes. We found that subjects in all transfer conditions adapted digit positions across multiple transfer trials similar to the learning of control groups, regardless of different changes of contexts. Moreover, subjects in both HS and HS+OR group also adapted digit forces similar to the control group, suggesting independent learning of the left hand. In contrast, the OR group showed significant negative transfer of the compensatory torque due to an inability to adapt digit forces. Our results indicate that internal representations of dexterous manipulation tasks may be primarily built through the hand used for learning and cannot be transferred across hands. PMID:25233091

  16. The effects of chronic achievement motivation and achievement primes on the activation of achievement and fun goals.

    PubMed

    Hart, William; Albarracín, Dolores

    2009-12-01

    This research examined the hypothesis that situational achievement cues can elicit achievement or fun goals depending on chronic differences in achievement motivation. In 4 studies, chronic differences in achievement motivation were measured, and achievement-denoting words were used to influence behavior. The effects of these variables were assessed on self-report inventories, task performance, task resumption following an interruption, and the pursuit of means relevant to achieving or having fun. Findings indicated that achievement priming (vs. control priming) activated a goal to achieve and inhibited a goal to have fun in individuals with chronically high-achievement motivation but activated a goal to have fun and inhibited a goal to achieve in individuals with chronically low-achievement motivation.

  17. Effects of Combined Hands-on Laboratory and Computer Modeling on Student Learning of Gas Laws: A Quasi-Experimental Study

    ERIC Educational Resources Information Center

    Liu, Xiufeng

    2006-01-01

    Based on current theories of chemistry learning, this study intends to test a hypothesis that computer modeling enhanced hands-on chemistry laboratories are more effective than hands-on laboratories or computer modeling laboratories alone in facilitating high school students' understanding of chemistry concepts. Thirty-three high school chemistry…

  18. Better retention through game-play - EcoChains: Arctic Crisis card game

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.

    2015-12-01

    Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the article, they found it to be more fun, they were happier while playing than while reading, and they were more likely to recommend the game to others. These findings indicate that game-based learning can improve retention of new content knowledge as well as engagement in subject matter.

  19. WHEN ONSET MEETS DESISTANCE: COGNITIVE TRANSFORMATION AND ADOLESCENT MARIJUANA EXPERIMENTATION.

    PubMed

    Kreager, Derek A; Ragan, Daniel T; Nguyen, Holly; Staff, Jeremy

    2016-06-01

    Desistance scholars primarily focus on changing social roles, cognitive transformations, and shifting identities to understand the cessation of serious crime and illicit drug use in adulthood. In the current study, we move the spotlight away from adulthood and toward adolescence, the developmental stage when the prevalence of offending and substance use peak and desistance from most of these behaviors begins. Our primary hypothesis is that changes in perceived psychic rewards surrounding initial forays into marijuana use strongly predict adolescents' decisions to cease or persist that behavior. In addition, based on social learning expectations, we hypothesize that peer perceptions and behaviors provide mechanisms for perceptual change. We test these hypotheses using longitudinal data of marijuana use, perceptions, and peer networks from the PROmoting School-community-university Partnerships to Enhance Resilience (PROSPER) study. We estimate hazard models of marijuana initiation and within-person models of perceptual updating for youth from grades 6 to 12 ( n =6,154). We find that changes in marijuana's perceived psychic rewards surrounding initiation differentiated experimenters from persisters. Experimenters had significantly lower updated perceptions of marijuana as a fun behavior compared to persisters and these perceptions dropped after the initiation wave. In contrast, persisters updated their perceptions in upward directions and maintained more positive perceptions over time. Inconsistent with social learning expectations, initiators' updated perceptions of marijuana as a fun activity were not explained by peer-reported behaviors or attitudes.

  20. Evaluating the Effectiveness of Self-Created Student Screencasts as a Tool to Increase Student Learning Outcomes in a Hands-On Computer Programming Course

    ERIC Educational Resources Information Center

    Powell, Loreen M.; Wimmer, Hayden

    2015-01-01

    Computer programming is challenging to teach and difficult for students to learn. Instructors have searched for ways to improve student learning in programming courses. In an attempt to foster hands-on learning and to increase student learning outcomes in a programming course, the authors conducted an exploratory study to examine student created…

  1. Two-Stage Hands-On Technology Activity to Develop Preservice Teachers' Competency in Applying Science and Mathematics Concepts

    ERIC Educational Resources Information Center

    Lin, Kuen-Yi; Williams, P. John

    2017-01-01

    This paper discusses the implementation of a two-stage hands-on technology learning activity, based on Dewey's learning experience theory that is designed to enhance preservice teachers' primary and secondary experiences in developing their competency to solve hands-on problems that apply science and mathematics concepts. The major conclusions…

  2. Action Research Using Entomological Research to Promote Hands-On Science Inquiry in a High-Poverty, Midwest Urban High School

    NASA Astrophysics Data System (ADS)

    Stockmann, Dustin

    The purpose of this mixed-methods action research study was to examine to what extent entomological research can promote students' hands-on learning in a high-poverty, urban, secondary setting. In reviewing the literature, the researcher was not able to find a specific study that investigated how entomological research could promote the hands-on learning of students. The researcher did find evidence that research on learning in a secondary setting was important to student growth. It should also be noted that support was established for the implementation of hands-on science inquiry in the classroom setting. The study's purpose was to aid educators in their instruction by combining research-based strategies and hands-on science inquiry. The surveys asked 30 students to rate their understanding of three basic ideas. These core ideas were entomological research, hands-on science inquiry, and urban studies. These core ideas provided the foundation for the study. The questionnaires were based on follow-up ideas from the surveys. Two interview sessions were used to facilitate this one-on-one focus. Because the study included only 30 student participants, its findings may not be totally replicable. Further study investigating the links between entomological research and hands-on science learning in an urban environment is needed.

  3. The "Fun with Languages" Project: Making Learning Another Language an Early Priority

    ERIC Educational Resources Information Center

    Saint-Paul, Thérèse; Hendley, Valérie

    2016-01-01

    There is no denying the importance of multilingualism in the 21st century; increased travels, student exchanges, global business, diplomacy, and security are mediated by communication. Education is the key to building a strong multilingual world community that will work for peace and stability. However, it may be often overlooked that a successful…

  4. An Effective Educational Tool: Construction Kits for Fun and Meaningful Learning

    ERIC Educational Resources Information Center

    Somyürek, Sibel

    2015-01-01

    The integration of robotics in education is still relatively new and represents an important advance in education practices. So, this paper aims to share the results from the perspectives of both students and trainers in an experimental case research in which LEGO Mindstorms construction kits were used. Sixty-two students between the ages of 8 and…

  5. The Case for Conflict in Our Classrooms

    ERIC Educational Resources Information Center

    Dakin, Mary Ellen

    2008-01-01

    There should be joy in teaching and learning, there should be games and wonder and fun. But if conflict in classrooms remain little more than a literary term for the force that moves plot forward, then educators have sidestepped the mission of public education, which is to prepare young people for the rough-and-tumble of democracy. In this…

  6. Literacy in a Bag: Colorado School for the Deaf Sends Reading Home

    ERIC Educational Resources Information Center

    Branch, Deborah

    2009-01-01

    To assist parents with deaf or hard of hearing children who may need help supporting their child's learning, the Colorado School for the Deaf and the Blind developed Family Literacy Packs. These literacy packs, available to families within the state of Colorado, provide fun, interactive activities that help parents support their children's…

  7. First-Day Strategies for Millennial Students in Introductory Accounting Courses: It's All Fun and Games until Something Gets Learned

    ERIC Educational Resources Information Center

    Mastilak, Christian

    2012-01-01

    Millennial students often possess characteristics at odds with typical lecture-based approaches to introductory accounting courses. The author introduces an approach for reaching millennial students early in introductory accounting courses in ways that fit millennials' characteristics. This article describes the use of the board game Monopoly[R]…

  8. Big Science and Big Big Science

    ERIC Educational Resources Information Center

    Marshall, Steve

    2012-01-01

    In his introduction to the science shows feature in "Primary Science" 115, Ian B. Dunne asks the question "Why have science shows?" He lists a host of very sound reasons, starting with because "science is fun" so why not engage and entertain, inspire, grab attention and encourage them to learn? He goes onto to state that: "Even in today's…

  9. Fun While Showing, Not Telling: Crafting Vivid Detail in Writing

    ERIC Educational Resources Information Center

    Del Nero, Jennifer Renner

    2017-01-01

    This teaching tip highlights three writing minilessons that help students construct vivid sensory detail (textual detail related to the five senses) in their fiction and creative nonfiction writing. Learning to show, not tell, is a difficult task for novice writers. The author explores reasons why this is the case and provides directions for the…

  10. Stickybear's Math Splash: Adventures in Math Fun for Ages 5-10! School Version with Lesson Plans. [CD-ROM].

    ERIC Educational Resources Information Center

    Highsmith, Joni Bitman

    Stickybear's Math Splash is a CD-ROM-based software tool for teaching mathematics skills beyond simple number recognition to elementary students. The accompanying printed lesson plans are designed to complement mathematics skills with other methods and areas of emphasis including kinesthetic learning, listening skills, decision making skills, and…

  11. Rainy Days: Program Ideas That Make a Splash.

    ERIC Educational Resources Information Center

    Grayson, Randall

    1996-01-01

    Stresses the importance of planning ahead for rainy day activities at camp. Suggested outdoor activities include learning to build a fire in the rain, dam building, canoe puzzles, and holey garbage-can fill; indoor activities include crafts, pass the present, human game pieces, and opportunities for cabin groups to plan and host a fun activity.…

  12. Fun Microbiology: Using a Plant Pathogenic Fungus To Demonstrate Koch's Postulates.

    ERIC Educational Resources Information Center

    Mitchell, James K.; Orsted, Kathy M.; Warnes, Carl E.

    1997-01-01

    Describes an experiment using a plant pathogenic fungus in which students learn to follow aseptic techniques, grow and produce spores of a fungus, use a hemacytometer for enumerating spores, prepare serial dilutions, grow and inoculate plants, isolate a pure culture using agar streak plates, and demonstrate the four steps of Koch's postulates.…

  13. Boys and Girls: Join the Club

    ERIC Educational Resources Information Center

    D'Allesandro, Lou; Wool, Michael; McKenzie, Mary Alice

    2012-01-01

    Boys & Girls Clubs of America count 4,000 community-based clubs serving more than 4 million young people through membership and community outreach. They provide a safe place to spend time during non-school hours and the summer as an alternative to the streets or being home alone--a place to play, have fun and learn. Boys & Girls Clubs…

  14. Board Games in the Business Classroom: How to Play "Business Decisions"

    ERIC Educational Resources Information Center

    Clausen, Daniel

    2017-01-01

    Games have long been a staple of active learning environments. They are a fantastic way to reduce anxiety, promote competition, and energize classrooms. Board games, in particular, can be very useful in building real-world skills in a fun and non-threatening environment. Therefore, the author uses them extensively for Business English classes and…

  15. Student Perceptions of Instructional Tools in Programming Logic: A Comparison of Traditional versus Alice Teaching Environments

    ERIC Educational Resources Information Center

    Schultz, Leah

    2011-01-01

    This research investigates the implementation of the programming language Alice to teach computer programming logic to computer information systems students. Alice has been implemented in other university settings and has been reported to have many benefits including object-oriented concepts and an engaging and fun learning environment. In this…

  16. Characteristics of Waves. Physical Science in Action[TM]. Schlessinger Science Library. [Videotape].

    ERIC Educational Resources Information Center

    2000

    Waves are disturbances that transfer energy from place to place. All waves have amplitude, wavelength and frequency regardless of whether they are mechanical waves, electromagnetic waves or waves in the ocean! Students will learn more about the role waves play in everyday life and why understanding them is so important. With fun demonstrations and…

  17. Of Apples and Animals: An Introduction to Biotechnology.

    ERIC Educational Resources Information Center

    Mourad, Teresa M.; And Others

    This guide is designed to foster an understanding of the basic concepts underlying biotechnology through simple activities that are fun and creative for students in grades 3-5. It contains four units that will lead young students to an appreciation of how biotechnology is possible and some of its applications. The process of learning is intended…

  18. Making Sense of Germ Control to Stay Healthy

    ERIC Educational Resources Information Center

    Aronson, Susan S.

    2005-01-01

    Infectious diseases can cost many days of fun and learning for children and adults. Some, but not all illness, is inevitable. It is important to have an arrangement with a health professional to observe practices from time to time, and advise about how to prevent and manage infectious disease. Start by practicing easy routines to keep everyone…

  19. Using "Flatland 2: Sphereland" to Help Teach Motion and Multiple Dimensions

    ERIC Educational Resources Information Center

    Caplan, Seth; Johnson, Dano; Vondracek, Mark

    2015-01-01

    The 1884 book "Flatland: A Romance of Many Dimensions," written by Edwin Abbott, has captured the interest of numerous generations, and has also been used in schools to help students learn and think about the concept of dimension in a creative, fun way. In 2007, a film was released called "Flatland: The Movie," and over one…

  20. Edutainment: Using Technology to Enhance the Management Learner Experience

    ERIC Educational Resources Information Center

    Makarius, Erin E.

    2017-01-01

    Edutainment, while seemingly a new and trending idea, is quite simply the combination of education and entertainment, or improving learning by making it more engaging. What began as a way to teach children concepts in a fun way (e.g., School House Rock) has evolved into an integration of technology, design, and academics (e.g., TED talks).…

  1. Relationships between trip motivations and selected variables among Allegheny National forest visitors

    Treesearch

    Alan R. Graefe; Brijesh Thapa; John J. Confer; James D. Absher

    2000-01-01

    To meet visitors’ needs, managers must understand the motivations driving visitors to wilderness areas. This paper compares the motivations of different segments of Allegheny National Forest users. Factor analysis identified 5 motivation factors (social, escape, fun, nature and learning), with two items retained as single item dimensions (close to home and challenge)....

  2. Why Should We Have All the Fun? Encouraging Colleagues to Read YA Novels across the Curriculum

    ERIC Educational Resources Information Center

    Roberts, Mike

    2012-01-01

    Recently, the National Council of Teachers of English (NCTE) helped create the National Center for Literacy Education (NCLE) to help support literacy across all disciplines. NCLE Director Kent Williamson notes, "Schools that sustain progress in literacy learning pay attention to the little things and the big things. They create organizational…

  3. Write! Write! Write! Ready-to-Use Writing Process Activities for Grades 4-8.

    ERIC Educational Resources Information Center

    Behrman, Carol H.

    This handbook contains over 265 reproducible writing process activities that help make writing fun for students in grades 4-8. The handbook provides stimulating activities to give students the directed practice they need to learn to write clearly and competently. Designed for minimal teacher input, activities are complete with directions geared to…

  4. YouTube Video Project: A "Cool" Way to Learn Communication Ethics

    ERIC Educational Resources Information Center

    Lehman, Carol M.; DuFrene, Debbie D.; Lehman, Mark W.

    2010-01-01

    The millennial generation embraces new technologies as a natural way of accessing and exchanging information, staying connected, and having fun. YouTube, a video-sharing site that allows users to upload, view, and share video clips, is among the latest "cool" technologies for enjoying quick laughs, employing a wide variety of corporate activities,…

  5. Getting Serious with iPads: The Intersection of Game Design and Teaching Principals

    ERIC Educational Resources Information Center

    Masek, Martin; Murcia, Karen; Morrison, Jason

    2012-01-01

    Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…

  6. A Theoretical Framework for Serious Game Design: Exploring Pedagogy, Play and Fidelity and Their Implications for the Design Process

    ERIC Educational Resources Information Center

    Rooney, Pauline

    2012-01-01

    It is widely acknowledged that digital games can provide an engaging, motivating and "fun" experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which…

  7. Ojibway Hockey CD ROM in the Making.

    ERIC Educational Resources Information Center

    Williams, Shirley I.

    A shortage of instructional materials and activities is a continual problem for Native language courses, as is making the material relevant to students. The Native way of teaching and learning has always been to have fun. In response to these concerns, a group of language experts at Trent University (Ontario) are developing a CD-ROM for high…

  8. Civic Education and Deeper Learning. Deeper Learning Research Series

    ERIC Educational Resources Information Center

    Levine, Peter; Kawashima-Ginsberg, Kei

    2015-01-01

    This report proposes that the turn toward deeper learning in education reform should go hand in hand with a renewed emphasis on high-quality civics education. Not only does deeper learning have great potential to promote civic outcomes and strengthen our democracy but, at the same time, civic education exemplifies deeper learning, in that it…

  9. Hand Rehabilitation Learning System With an Exoskeleton Robotic Glove.

    PubMed

    Ma, Zhou; Ben-Tzvi, Pinhas; Danoff, Jerome

    2016-12-01

    This paper presents a hand rehabilitation learning system, the SAFE Glove, a device that can be utilized to enhance the rehabilitation of subjects with disabilities. This system is able to learn fingertip motion and force for grasping different objects and then record and analyze the common movements of hand function including grip and release patterns. The glove is then able to reproduce these movement patterns in playback fashion to assist a weakened hand to accomplish these movements, or to modulate the assistive level based on the user's or therapist's intent for the purpose of hand rehabilitation therapy. Preliminary data have been collected from healthy hands. To demonstrate the glove's ability to manipulate the hand, the glove has been fitted on a wooden hand and the grasping of various objects was performed. To further prove that hands can be safely driven by this haptic mechanism, force sensor readings placed between each finger and the mechanism are plotted. These experimental results demonstrate the potential of the proposed system in rehabilitation therapy.

  10. Stimulating Participation and Learning in Microbiology: Presence and Identification of Bacteria from Student's Hands

    ERIC Educational Resources Information Center

    Antunes, Patrícia

    2016-01-01

    We proposed in the Basic Microbiology Subject for food science and nutrition students, a "hands-on" activity consisting on sampling student's hands for bacterial presence and identification. This is a project to be implemented in multiple laboratory classes throughout the semester, allowing students to learn, and apply general…

  11. The Effects of Chronic Achievement Motivation and Achievement Primes on the Activation of Achievement and Fun Goals

    PubMed Central

    Hart, William; Albarracín, Dolores

    2013-01-01

    This research examined the hypothesis that situational achievement cues can elicit achievement or fun goals depending on chronic differences in achievement motivation. In 4 studies, chronic differences in achievement motivation were measured, and achievement-denoting words were used to influence behavior. The effects of these variables were assessed on self-report inventories, task performance, task resumption following an interruption, and the pursuit of means relevant to achieving or having fun. Findings indicated that achievement priming (vs. control priming) activated a goal to achieve and inhibited a goal to have fun in individuals with chronically high-achievement motivation but activated a goal to have fun and inhibited a goal to achieve in individuals with chronically low-achievement motivation. PMID:19968423

  12. Demography, Social Structure and Learning through Life

    ERIC Educational Resources Information Center

    van der Veen, Ruud

    2010-01-01

    The modernisation of the Western world during the last two centuries has been a mix of industrialisation/computerisation and urbanisation. Consequently, reports on the future of adult learning and adult education have been a mix on the one hand of the learning requirements that follow from industrialisation/computerisation and on the other hand,…

  13. Teaching Young People to Be Curious, to Observe the Environment, to Think Critically

    NASA Astrophysics Data System (ADS)

    Ferraris, M.; Scheurle, C.; Claustre, H.

    2016-02-01

    The Observatoire Océanologique de Villefranche-sur-Mer (OOV) is one of thirty partners participating to the outreach project MEDITES (Méditerranée Diffusion des Techniques et des Sciences). The aim of this innovating project is to bring scientific culture to secondary school students socially or territorially distant from this type of culture, by means of different learning paths conceived and carried out by researchers in collaboration with professionals in the scientific mediation. In particular the OOV staff works in tandem with animators of the association Les Petits Débrouillardsto introduce students to oceanography. Each of the ten sessions of our learning paths includes a scientific part, based on research topics of the OOV, and a hands-on part, consisting of games, experiments or dynamic debates to better understand the scientific topics. Mixing these two approaches is helpful to maintain concentration, to have fun and consequently reduce the gap with science, a real challenge in the case of students with social problems. The ultimate goal of this method is not only to teach oceanography, but rather to teach to observe what surrounds us, to be curious, to ask questions, to think critically, to experiment and test in order to find the answers to these questions by yourself. In particular one session of our learning paths is carried out also in collaboration with the astronomers and the géophysicists of the Observatoire de la Côte d'Azur(OCA), in order to make the students aware of some common points between oceanography, astronomy and geosciences : the observation of the environment with instruments more or less sophisticated, and to the scientific approach. The most interesting aspect of this project is to monitore these classes throughout the year. During this time we have seen them mature in their way of thinking and that we could arouse the curiosity of these young students to make them more resourceful.

  14. Teaching Igneous and Metamorphic Petrology Through Guided Inquiry Projects

    NASA Astrophysics Data System (ADS)

    McMillan, N. J.

    2003-12-01

    Undergraduate Petrology at New Mexico State University (GEOL 399) has been taught using three, 5-6 week long projects in place of lectures, lab, and exams for the last six years. Reasons for changing from the traditional format include: 1) to move the focus from identification and memorization to petrologic thinking; 2) the need for undergraduate students to apply basic chemical, structural, and field concepts to igneous and metamorphic rocks; 3) student boredom in the traditional mode by the topic that has captivated my professional life, in spite of my best efforts to offer thrilling lectures, problems, and labs. The course has three guided inquiry projects: volcanic, plutonic, and pelitic dynamothermal. Two of the rock suites are investigated during field trips. Each project provides hand samples and thin sections; the igneous projects also include whole-rock major and trace element data. Students write a scientific paper that classifies and describes the rocks, describes the data (mineralogical and geochemical), and uses data to interpret parameters such as tectonic setting, igneous processes, relationship to phase diagrams, geologic history, metamorphic grade, metamorphic facies, and polymetamorphic history. Students use the text as a major resource for self-learning; mini-lectures on pertinent topics are presented when needed by the majority of students. Project scores include evaluation of small parts of the paper due each Friday and participation in peer review as well as the final report. I have found that petrology is much more fun, although more difficult, to teach using this method. It is challenging to be totally prepared for class because students are working at different speeds on different levels on different aspects of the project. Students enjoy the course, especially the opportunity to engage in scientific investigation and debate. A significant flaw in this course is that students see fewer rocks and have less experience in rock classification. This is partially remedied by four field trips and two supplemental assignments (igneous and metamorphic) in which students identify hand samples of a wide variety of rock types. The project-based approach enhances critical thinking, math, reading, and writing skills at the expense of hand sample identification and the benefits of review of material prior to testing.

  15. Blended Learning Model on Hands-On Approach for In-Service Secondary School Teachers: Combination of E-Learning and Face-to-Face Discussion

    ERIC Educational Resources Information Center

    Ho, Vinh-Thang; Nakamori, Yoshiteru; Ho, Tu-Bao; Lim, Cher Ping

    2016-01-01

    The purpose of this study was to examine the effectiveness of a blended learning model on hands-on approach for in-service secondary school teachers using a quasi-experimental design. A 24-h teacher-training course using the blended learning model was administered to 117 teachers, while face-to-face instruction was given to 60 teachers. The…

  16. Strangers and Friends: Collaborative Play in World of Warcraft

    NASA Astrophysics Data System (ADS)

    Nardi, Bonnie; Harris, Justin

    We analyze collaborative play in an online video game, World of Warcraft, the most popular multiplayer video game with 11 million players in Asia, North America, Europe, and Australia. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the “gold standard” of Gemeinschaft-like communities of close relations in tightknit groups.

  17. Graduate student training and creating new physics labs for biology students, killing two birds with one stone.

    NASA Astrophysics Data System (ADS)

    Jones, Barbara

    2001-03-01

    At UCSD biology majors are required to take 3 quarters of a calculus based physics course. This is taught in a standard format large lecture class partly by faculty and partly by freeway flyers. We are working with physics graduate students who are also participating in our PFPF (Preparing Future Physics Faculty) program to write, review, and teach new weekly labs for these biology students. This provides an experience for the grad student that is both rewarding to them and useful to the department. The grad students participate in curriculum development, they observe the students behaviour in the labs, and assess the effectiveness of different lab formats. The labs are intended to provide an interactive, hands on experience with a wide variety of equipment which is mostly both simple and inexpensive. Both students and grads find the labs to be engaging and fun. Based on group discussions the labs are modified to try to try to create the best teaching environment. The biology students benefit from the improvements both in the quality of the labs they do, and from the enthusiasm of the TAs who take an active interest in their learning. The ability to make significant changes to the material taught maintains the interest of the grad students and helps to make the labs a stable and robust environment.

  18. Is fun for everyone? Personality differences in healthcare providers' attitudes toward fun.

    PubMed

    Karl, Katherine A; Peluchette, Joy V; Harland, Lynn

    2007-01-01

    This study examines the role of personality (the Big Five dimensions) in attitudes towards fun and levels of experienced fun in the healthcare environment. Our results show that extraversion and agreeableness were positively related to attitudes toward fun. Extraversion and emotional stability (low neuroticism) were positively related to the level of experienced fun. In general, our sample expressed positive attitudes regarding the appropriateness, salience, and consequences of having fun at work. Additionally, those who reported experiencing greater levels of workplace fun had significantly lower emotional exhaustion and emotional dissonance, as well as higher job satisfaction. Implications for healthcare institutions are discussed.

  19. Bruno Braunerde und die Bodentypen - Learning about soil diversity and soil functions with cartoon characters

    NASA Astrophysics Data System (ADS)

    Hofmann, Anett

    2015-04-01

    "Bruno Braunerde und die Bodentypen" is a German-language learning material that fosters discovery of soil diversity and soil functions in kids, teens and adults who enjoy interactive learning activities. The learning material consists of (i) a large poster (dimensions 200 x 120 cm) showing an imaginative illustrated landscape that could be situated in Austria, Switzerland or southern Germany and (ii) a set of 15 magnetic cards that show different soil cartoon characters, e.g. Bruno Braunerde (Cambisol), Stauni Pseudogley (Stagnic Luvisol) or Heidi Podsol (Podzol) on the front and a fun profession and address (linked to the respective soil functions) on the back side. The task is to place the soil cartoon characters to their 'home' in the landscape. This learning material was developed as a contribution to the International Year of Soils 2015 and is supported by the German, Austrian and Swiss Soil Sciences Societies and the Swiss Federal Office for the Environment. The soil cartoon characters are an adaptation of the original concept by the James Hutton Institute, Aberdeen, Scotland (www.hutton.ac.uk/learning/dirt-doctor).

  20. Commentary: Left Hand, Right Hand and on the Other Hand

    ERIC Educational Resources Information Center

    Parslow, Graham R.

    2011-01-01

    It was deeply ingrained in the author from his undergraduate studies of psychology and courses in learning theory that people have a rational left brain and a creative right brain. Learning theory suggested that activities needed to be tailored to develop both hemispheres. Handedness in relation to abilities has been commented on from the 1800s by…

  1. Learning and Motivation to Transfer after an E-Learning Programme: Impact of Trainees' Motivation to Train, Personal Interaction and Satisfaction

    ERIC Educational Resources Information Center

    Peters, Stephanie; Barbier, Marie; Faulx, Daniel; Hansez, Isabelle

    2012-01-01

    While e-learning appears to be increasingly present in training and education, the systematic evaluation of its effectiveness remains understudied. In this paper, we determine the mediating role of satisfaction between motivation to train and personal interaction, on the one hand, and learning and motivation to transfer, on the other hand. A…

  2. The most enjoyable way to learn the periodic table

    NASA Astrophysics Data System (ADS)

    Gümüşsoy, Verim; Kaya, Mustafa

    2017-04-01

    Constructivist learning allows students to be actively involved in the learning process and thus the learning to be permanent. It makes the lesson more interesting and enjoyable compared to classical learning where students are passive and get bored quickly. When students engage in activities during the learning process, they enjoy it more. And there is no doubt that games help this a lot. In this project, a game has been designed to make it more entertaining to learn the periodical table for the students. In this game, a huge periodical table (with empty columns) is drawn with acrylic paint in the school yard. Acrylic paint is preferred because it is resilient to outdoor conditions, quick drying and relatively durable. Besides its functionality in the game, the presence of the huge periodical table in the yard boosts students' motivation for scientific activities. Students are taught about the periodical table in their Chemistry lesson a week before the game is to be played. They are informed about the game and asked to bring some sportswear to wear during the game. On the game day, the class is divided into teams of five people. Each team wears a different color vest and is called by the color of the vest they are wearing. The starting point is drawn as far as possible from the periodical table. Furthermore, some question cards that cover the subject are used in the game. As an example from the game: one student from each team is asked to find the correct place by the atomic number of a certain element as described in the cards given to them. There is a time limit so the stopwatch is started as each student starts reading the information on the card. The student runs to the correct place of the certain element according to the clues on their given card. Then they stop and raise their hands. The teacher stops the stopwatch for that student. The teams gain points according to their speed and correct guesses. The game continues as other students are given different question cards and asked to follow same directions. In the end, the winning team is awarded. The game contains both short term goals, like allowing students to acquire the aimed learning outcome in a permanent way while having fun, and long term goals, like increasing the motivation toward the lesson and school and gaining team awareness.

  3. How "fun/importance" fit affects performance: relating implicit theories to instructions.

    PubMed

    Bianco, Amy T; Higgins, E Tory; Klem, Adena

    2003-09-01

    People experience a regulatory fit when they employ means of goal pursuit that fit their regulatory orientation, and this fit increases motivation that can enhance performance. The present studies extend previous research on regulatory fit to the classic motivational variables of fun and importance. They also examine for the first time the effect on performance of the fit between individuals' implicit theories about a task's fun or importance and their strategic engagement of the task as fun or important as induced by task instructions. In all three studies, task performance was better when the external task instructions "fit" rather than did not fit participants' implicit theory for the task. The implications of these findings for understanding the motivational effects of fun and importance are discussed.

  4. New Educational Video Series From AGU

    NASA Astrophysics Data System (ADS)

    Adamec, Bethany Holm; Sollosi, Derek

    2013-04-01

    A new video series entitled Live Education Activity Resource Network (LEARN) With AGU was recently launched. This series of short Earth and space science-related videos is designed to give K-12 formal and informal educators the tools they need to try new hands-on activities with their students. Research indicates that hands-on learning and problem solving are important ways for students to learn, but educators do not always know where to begin or think that they need a lot of materials to do a hands-on activity (which often is not the case).

  5. Wearable Sensors for eLearning of Manual Tasks: Using Forearm EMG in Hand Hygiene Training

    PubMed Central

    Kutafina, Ekaterina; Laukamp, David; Bettermann, Ralf; Schroeder, Ulrik; Jonas, Stephan M.

    2016-01-01

    In this paper, we propose a novel approach to eLearning that makes use of smart wearable sensors. Traditional eLearning supports the remote and mobile learning of mostly theoretical knowledge. Here we discuss the possibilities of eLearning to support the training of manual skills. We employ forearm armbands with inertial measurement units and surface electromyography sensors to detect and analyse the user’s hand motions and evaluate their performance. Hand hygiene is chosen as the example activity, as it is a highly standardized manual task that is often not properly executed. The World Health Organization guidelines on hand hygiene are taken as a model of the optimal hygiene procedure, due to their algorithmic structure. Gesture recognition procedures based on artificial neural networks and hidden Markov modeling were developed, achieving recognition rates of 98.30% (±1.26%) for individual gestures. Our approach is shown to be promising for further research and application in the mobile eLearning of manual skills. PMID:27527167

  6. Wearable Sensors for eLearning of Manual Tasks: Using Forearm EMG in Hand Hygiene Training.

    PubMed

    Kutafina, Ekaterina; Laukamp, David; Bettermann, Ralf; Schroeder, Ulrik; Jonas, Stephan M

    2016-08-03

    In this paper, we propose a novel approach to eLearning that makes use of smart wearable sensors. Traditional eLearning supports the remote and mobile learning of mostly theoretical knowledge. Here we discuss the possibilities of eLearning to support the training of manual skills. We employ forearm armbands with inertial measurement units and surface electromyography sensors to detect and analyse the user's hand motions and evaluate their performance. Hand hygiene is chosen as the example activity, as it is a highly standardized manual task that is often not properly executed. The World Health Organization guidelines on hand hygiene are taken as a model of the optimal hygiene procedure, due to their algorithmic structure. Gesture recognition procedures based on artificial neural networks and hidden Markov modeling were developed, achieving recognition rates of 98 . 30 % ( ± 1 . 26 % ) for individual gestures. Our approach is shown to be promising for further research and application in the mobile eLearning of manual skills.

  7. Soil science is way more fun than a proper job (Philippe Duchaufour Medal Lecture)

    NASA Astrophysics Data System (ADS)

    Smith, Pete

    2017-04-01

    Having now worked in soil science and climate change for over 20 years, I find myself giving one of the "old man / old woman" lectures at the EGU2017. You probably get picked to do this when your peers think that you are about to die soon, so I had better make the most of my time left! We are very fortunate to have a career in science, and to belong to the soils, and the wider, biogeosciences communities. If ever you get fed up with your teaching load, with your experiment that won't work, your model that you can't get running, or your paper that reviewers do not realise for the gem that you know it is, remember that we could be doing a 9 to 5 job, stuck in an office, with no opportunities to meet, talk and have fun with others from around the world with whom we share the same passion. I hope you enjoy your research careers and the time you spend with your work friends as much as I have. In this presentation I will reflect on how much I have learned about soils, climate, and the politics of how things get done over the past 20 years, and I will pick out some changes in our understanding of soils, and their role in the world as I go. I will draw on examples not only from my own work, but those of others, and will reflect on the some of the fun I have had while doing this "job".

  8. LORS. Learning Oriented Reality Structure...Or How to Keep Your Sanity and Have Fun Besides in All Those Crazy Meetings!

    ERIC Educational Resources Information Center

    Hollis, Joseph W.; And Others

    The LORS technique is a combination of several techniques such as role projection, simulation, psychodrama, feedback, value clarification, role reversal, dramatization, decision making, process analysis, and others. The significant difference is that, when the techniques are used together, each often undergoes changes to the point that the effect…

  9. Preschool Pathways to Science (PrePS[TM]): Facilitating Scientific Ways of Thinking, Talking, Doing, and Understanding

    ERIC Educational Resources Information Center

    Gelman, Rochel; Brenneman, Kimberly; Macdonald, Gay; Roman, Moises

    2009-01-01

    To ensure they're meeting state early learning guidelines for science, preschool educators need fun, age-appropriate, and research-based ways to teach young children about scientific concepts. The basis for the PBS KIDS show "Sid the Science Kid," this teaching resource helps children ages 3-5 investigate their everyday world and develop the…

  10. Sharing Nature with Children: A Parents' and Teachers' Nature-awareness Guidebook.

    ERIC Educational Resources Information Center

    Cornell, Joseph Bharat

    The guidebook presents 42 educational games designed for people of all temperaments and intended to open up nature to children (ages 3 and up) and adults. The games are organized in seven major sections according to the type of activity: Close Up with Nature, How Much Can You See, Nature's Balance, Learning Is Fun, Play and Discovery, Spotting and…

  11. Children's Use of the Unique Features of Interactive Videodiscs. Technical Report No. 42.

    ERIC Educational Resources Information Center

    Tally, William J.; Char, Cynthia

    This study examined the way children learn about and use the novel features of videodiscs. Nine 9- and 10-year-old students in a progressive private school in New York City participated in the study. None had prior experience with videodisc technology. The two videodiscs which served as test materials--"The First National Kidisc" and "Fun and…

  12. MainXchange in the Classroom: The New Internet Stock Market Game. Teacher's Guide and Student Activities.

    ERIC Educational Resources Information Center

    1998

    This teaching guide/student activities booklet, for grades 6-9 and 7-11, outlines an Internet-based stock exchange simulation that allows students to learn about the stock market in a fun format. The simulation (the "MainXchange") described in the booklet offers students the opportunity to engage in "real-life" investing, while…

  13. Bilingual Latino Students Learn Science for Fun While Developing Language and Cognition: Biophilia at a La Clase Mágica Site

    ERIC Educational Resources Information Center

    Arreguín-Anderson, María G.

    2015-01-01

    In this article, the author suggests that children's natural inclination to explore nature, or biophilia, can be explored as a factor that encourages both cognitive engagement and language development. The author summarizes the types of scientific inquiries that bilingual elementary students and their university partners engaged in when guided to…

  14. So, You Love Animals: An Action-Packed, Fun-Filled Book To Help Kids Help Animals.

    ERIC Educational Resources Information Center

    Weil, Zoe

    This humane education activity book is written for children with the goal of helping them learn to respect animals and the environment. Not only does the guide provide information, introduce new ideas, and encourage critical thinking, it also lets young people know that they can help save animals and the environment. Children are invited to join…

  15. Chances Are...Making Probability and Statistics Fun To Learn and Easy To Teach.

    ERIC Educational Resources Information Center

    Pfenning, Nancy

    Probability and statistics may be the horror of many college students, but if these subjects are trimmed to include only the essential symbols, they are easily within the grasp of interested middle school or even elementary school students. This book can serve as an introduction for any beginner, from gifted students who would like to broaden…

  16. Historic Election and New Tech Tools Yield Promising Vistas for Learning

    ERIC Educational Resources Information Center

    Manzo, Kathleen Kennedy

    2008-01-01

    This article describes how some teachers such as Gamal Sherif are turning to electronic resources to capture students' interest in the election. Sherif, who teaches history and science at the Science Leadership Academy, a public school in Philadelphia, said "the technology is fun and helpful, but it's also a tool one can use to get a better…

  17. Atoms and Molecules. Physical Science in Action[TM]. Schlessinger Science Library. [Videotape].

    ERIC Educational Resources Information Center

    2000

    There are more than 20 million known substances in the universe, and they are all made of the same basic ingredients--atoms and molecules. In this fun and engaging program, kids will learn about the three main subatomic particles--protons, neutrons and electrons--as well as the forces that keep atoms and molecules together. They'll discover how…

  18. Using WhatsApp to Enhance Students' Learning of English Language "Experience to Share"

    ERIC Educational Resources Information Center

    Hamad, Mona M.

    2017-01-01

    Education system has developed rapidly, technology has invaded our life, everyone has smart phone these days, using WhatsApp, Facebook, Twitter, Instagram, Telegram, etc. No one can deny that the generation we teach these days, has become addicted to these applications, for social relationship and fun. In 2012 when I started teaching in KSA,…

  19. More than Just Fun and Games: The Longitudinal Relationships between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades

    ERIC Educational Resources Information Center

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem…

  20. A Preschool with Promise: How One District Provides Early Education for All

    ERIC Educational Resources Information Center

    Dubin, Jennifer

    2010-01-01

    This article features a school district in Perth Amboy, New Jersey, that has created a full-day preschool program that helps prepare all children socially and academically for school. For students ages 3 and 4 in Perth Amboy, the two ideas--learning and fun--are one and the same. Through the district's full-day preschool program, teachers…

  1. The Lion and the Lamb: Learning about Tolerance and Compassion

    ERIC Educational Resources Information Center

    Johnson, Judith C.

    2009-01-01

    As the holidays approached this year, the author was looking for something new and different from poinsettias, Christmas trees and snowy landscapes for third-graders. This is a special class who is up for new ideas and art adventures. They had not yet used the changeable markers, which are great fun for pattern and design work. This article…

  2. Getting into the Game

    ERIC Educational Resources Information Center

    Galuszka, Peter

    2009-01-01

    Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…

  3. Adapting to the Deep Sea: A Fun Activity with Bioluminescence

    ERIC Educational Resources Information Center

    Rife, Gwynne

    2006-01-01

    Over the past decade, much has been learned about the ocean's secrets and especially about the creatures of the deep sea. The deepest parts of the oceans are currently the focus of many new discoveries in both the physical and biological sciences. Middle school students find the deep sea fascinating and especially seem to enjoy its mysterious and…

  4. Seeds and Sparks: Cultivating Children's Interest in Physics through Public Outreach

    NASA Astrophysics Data System (ADS)

    Clark, Jessica

    2006-11-01

    The National Academies' ``Rising above the Gathering Storm'' report names the improvement of K-12 science and mathematics education as its highest priority recommendation. This recommendation includes enlarging the pipeline of students preparing to study STEM subjects at university by increasing the number of students who take (and pass) advanced high school level science courses. To this end, the American Physical Society's Public Outreach department offers PhysicsQuest, a free program designed to engage middle school science students in a learning adventure. The core idea of the program is to provide a fun and exciting way for students to encounter physics, thereby eliminating some of the fear often associated with the subject and making them more likely to take high school physics courses. In the end, the students do learn some physics, but, more importantly, they have a fun experience with physics. This talk further describes the PhysicsQuest program, including feedback and results from the 2005 project, and also gives an overview of other K-12 programs offered by APS Public Outreach. The report can be read online at http://www.nap.edu/catalog/11463.html#toc. STEM = Science, Technology, Engineering, Mathematics

  5. Back to the future with hands-on science: students' perceptions of learning anatomy and physiology.

    PubMed

    Johnston, Amy Nicole Burne; McAllister, Margaret

    2008-09-01

    This article examines student perceptions of learning related to anatomy and physiology in a bachelor of nursing program. One strategy to teach the sciences is simulated learning, a technology that offers exciting potential. Virtual environments for laboratory learning may offer numerous benefits: teachers can convey information to a larger group of students, reducing the need for small laboratory classes; less equipment is required, thus containing ongoing costs; and students can learn in their own time and place. However, simulated learning may also diminish access to the teacher-student relationship and the opportunity for guided practice and guided linking of theory with practice. Without this hands-on experience, there is a risk that students will not engage as effectively, and thus conceptual learning and the development of critical thinking skills are diminished. However, student perceptions of these learning experiences are largely unknown. Thus, this study examined students' perceptions of anatomy and physiology laboratory experiences and the importance they placed on hands-on experience in laboratory settings.

  6. Debate: a teaching-learning strategy for developing competence in communication and critical thinking.

    PubMed

    Darby, Michele

    2007-01-01

    The literature highlights key benefits from debate as a teaching-learning strategy for developing critical thinking and analytical skills while fostering teamwork and communication. Authors report that this method of teaching-learning has been implemented successfully in nursing and occupational therapy programs and would benefit other academic programs in the health sciences, particularly in courses that cover controversial issues. Although there are disadvantages to using the debate as a teaching-learning strategy, the benefits far outweigh the disadvantages. In conclusion, debating is an effective pedagogical strategy because of the level of responsibility for learning and active involvement required by all student debaters. Moreover, it provides an experience by which students can develop competencies in researching current issues, preparing logical arguments, actively listening to various perspectives, differentiating between subjective and evidence-based information, asking cogent questions, integrating relevant information, and formulating their own opinions based on evidence. After the debate is over, students also report that the experience is FUN!

  7. A Review of Gamification in Technological Pedagogical Content Knowledge

    NASA Astrophysics Data System (ADS)

    Prabawa, H. W.

    2017-02-01

    This paper review 10 papers that relating to gamification adoption in developing technological pedagogical content knowledge (TPACK) framework. Technological developments lately led to the trend of increased use of ICT in the learning process, one of which is gamification. Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. Gamification in education as an intersection of learning and fun. The problem is that not all game’s attributes suitable for use in presents a teaching material. TPACK is a framework for the teacher that described a complex interaction among three bodies of knowledge : content, pedagogy and technology. TPACK engagement has an impact on the teacher mastery in dimension of teaching material content, in addition to improve teachers skill in developing technology in classroom learning.

  8. Reduced asymmetry in motor skill learning in left-handed compared to right-handed individuals.

    PubMed

    McGrath, Robert L; Kantak, Shailesh S

    2016-02-01

    Hemispheric specialization for motor control influences how individuals perform and adapt to goal-directed movements. In contrast to adaptation, motor skill learning involves a process wherein one learns to synthesize novel movement capabilities in absence of perturbation such that they are performed with greater accuracy, consistency and efficiency. Here, we investigated manual asymmetry in acquisition and retention of a complex motor skill that requires speed and accuracy for optimal performance in right-handed and left-handed individuals. We further determined if degree of handedness influences motor skill learning. Ten right-handed (RH) and 10 left-handed (LH) adults practiced two distinct motor skills with their dominant or nondominant arms during separate sessions two-four weeks apart. Learning was quantified by changes in the speed-accuracy tradeoff function measured at baseline and one-day retention. Manual asymmetry was evident in the RH group but not the LH group. RH group demonstrated significantly greater skill improvement for their dominant-right hand than their nondominant-left hand. In contrast, for the LH group, both dominant and nondominant hands demonstrated comparable learning. Less strongly-LH individuals (lower EHI scores) exhibited more learning of their dominant hand. These results suggest that while hemispheric specialization influences motor skill learning, these effects may be influenced by handedness. Copyright © 2015 Elsevier B.V. All rights reserved.

  9. 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.

  10. Volunteerism is Key to Offering Successful Neuroscience Outreach with Limited Resources

    PubMed Central

    Pearce, Amy R.; Srivatsan, Malathi

    2011-01-01

    As sponsors of a university Society for Neuroscience (SfN) organization, we and our student members are committed to neuroscience outreach but with limited resources, it is not feasible for us to host a week-long program during National Brain Awareness Week (BAW). Hence, we decided on a half-day program wherein attendees are provided with information about the workings of the nervous system and current research in the field in a fun and interactive environment. Our volunteers — mostly undergraduate students — select hands-on activities, gather required materials, and actively engage participants of all ages. We coined the event Brain Awareness Day (BAD) and organize the annual program on a budget between $100–$300. PMID:23494170

  11. Enthusiastic Little Astronomers

    NASA Astrophysics Data System (ADS)

    Novak, Ines

    2016-04-01

    Younger primary school students often show great interest in the vast Universe hiding behind the starry night's sky, but don't have a way of learning about it and exploring it in regular classes. Some of them would search children's books, Internet or encyclopedias for information or facts they are interested in, but there are those whose hunger for knowledge would go unfulfilled. Such students were the real initiators of our extracurricular activity called Little Astronomers. With great enthusiasm they would name everything that interests them about the Universe that we live in and I would provide the information in a fun and interactive yet acceptable way for their level of understanding. In our class we learn about Earth and its place in the Solar System, we learn about the planets and other objects of our Solar System and about the Sun itself. We also explore the night sky using programs such as Stellarium, learning to recognize constellations and name them. Most of our activities are done using a PowerPoint presentation, YouTube videos, and Internet simulations followed by some practical work the students do themselves. Because of the lack of available materials and funds, most of materials are hand made by the teacher leading the class. We also use the school's galileoscope as often as possible. Every year the students are given the opportunity to go to an observatory in a town 90 km away so that they could gaze at the sky through the real telescope for the first time. Our goal is to start stepping into the world of astronomy by exploring the secrets of the Universe and understanding the process of rotation and revolution of our planet and its effects on our everyday lives and also to become more aware of our own role in our part of the Universe. The hunger for knowledge and enthusiasm these students have is contagious. They are becoming more aware of their surroundings and also understanding their place in the Universe that helps them remain humble and helps them think about the consequences that our actions as humankind have on our only home that we call Earth.

  12. Design and Implementation of a Mechatronics Learning Module in a Large First-Semester Engineering Course

    ERIC Educational Resources Information Center

    Castles, R. T.; Zephirin, T.; Lohani, V. K.; Kachroo, P.

    2010-01-01

    Since 2005, the first-year engineering program at Virginia Tech, Blacksburg, has been significantly restructured to include more hands-on learning. A major grant (2004-2009) under the department level reform (DLR) program of the National Science Foundation (NSF) facilitated this restructuring. A number of hands-on learning modules were developed…

  13. Introducing School Children in Nigeria to SPACE Technology As a Tool for Mitigation of National Catastrophes

    NASA Astrophysics Data System (ADS)

    Alabi, O.

    2014-12-01

    The zonal workshops organized by the space education outreach unit of the African Regional Centre for Space Science and Technology Education utilized recent catastrophic events in Nigeria to attract pre-collegiate youths to space science and technology (SST). About 200 school children, aged between 10 and 18 years participated in the program which was coordinated at 2 different geopolitical zones in Nigeria in 2014. The 2-day event was packed with a lot of fun-filled, hands-on educational activities demonstrating the use of outer space to address prevailing socio-economic problems in the nation. The students were introduced to the Nigerian Earth Observation Satellites, and learned why these satellites cannot be used to track the school girls kidnapped by the terrorist group in the northern part of the country. They were also introduced to other types of satellites and participated in activities on the applications of TRMM satellite data to monitor flood events in Nigeria. The Global Positioning System (GPS) technology was introduced as a navigational tool to curb criminal activities in the country and participants used the hand-held GPS unit for geocaching. The program culminated in the launching of space clubs in all the participating schools and a teacher from each school received resource materials on DVD to nurture the space club. To assess the impact of the workshop on the knowledge level of the participants in space science, quiz competitions were administered and the average score of the students was above 70%. The enthusiasm displayed by the students, coupled with the brilliant performance in the evaluation tests, indicated that this method of informal education, that linked science to the alleviation of national disasters is viable, not only for stimulating the interest of Nigerian pre-collegiate youths in SST, but also to inspire the young learners and develop their interest in the Sciences, Technology, Engineering and Mathematics (STEM).

  14. Effects of hand gestures on auditory learning of second-language vowel length contrasts.

    PubMed

    Hirata, Yukari; Kelly, Spencer D; Huang, Jessica; Manansala, Michael

    2014-12-01

    Research has shown that hand gestures affect comprehension and production of speech at semantic, syntactic, and pragmatic levels for both native language and second language (L2). This study investigated a relatively less explored question: Do hand gestures influence auditory learning of an L2 at the segmental phonology level? To examine auditory learning of phonemic vowel length contrasts in Japanese, 88 native English-speaking participants took an auditory test before and after one of the following 4 types of training in which they (a) observed an instructor in a video speaking Japanese words while she made syllabic-rhythm hand gesture, (b) produced this gesture with the instructor, (c) observed the instructor speaking those words and her moraic-rhythm hand gesture, or (d) produced the moraic-rhythm gesture with the instructor. All of the training types yielded similar auditory improvement in identifying vowel length contrast. However, observing the syllabic-rhythm hand gesture yielded the most balanced improvement between word-initial and word-final vowels and between slow and fast speaking rates. The overall effect of hand gesture on learning of segmental phonology is limited. Implications for theories of hand gesture are discussed in terms of the role it plays at different linguistic levels.

  15. Bilateral transfer for learning to control timing but not for learning to control fine force.

    PubMed

    Yao, Wan X; Cordova, Alberto; Huang, Yufei; Wang, Yan; Lu, Xing

    2014-04-01

    This study examined the characteristics of bilateral transfer of learning to control timing and fine force from a dominant limb to a nondominant limb. 20 right-handed college students (12 women, 8 men; M age = 21.5 yr., SD = 2.3) learned a sequential task consisting of timing and force control. Each participant completed a pre-test of the task with both hands and then performed 100 practice trials with the dominant hand. A post-test was conducted 1 hr. later. The results showed that after training, participants learned to control the timing and force. Nevertheless, only the time-control learning was transferred to the untrained hand, whereas the force-control learning did not transfer to the untrained hand.

  16. Adapting proportional myoelectric-controlled interfaces for prosthetic hands.

    PubMed

    Pistohl, Tobias; Cipriani, Christian; Jackson, Andrew; Nazarpour, Kianoush

    2013-01-01

    Powered hand prostheses with many degrees of freedom are moving from research into the market for prosthetics. In order to make use of the prostheses' full functionality, it is essential to find efficient ways to control their multiple actuators. Human subjects can rapidly learn to employ electromyographic (EMG) activity of several hand and arm muscles to control the position of a cursor on a computer screen, even if the muscle-cursor map contradicts directions in which the muscles would act naturally. We investigated whether a similar control scheme, using signals from four hand muscles, could be adopted for real-time operation of a dexterous robotic hand. Despite different mapping strategies, learning to control the robotic hand over time was surprisingly similar to the learning of two-dimensional cursor control.

  17. Influence of action-effect associations acquired by ideomotor learning on imitation.

    PubMed

    Bunlon, Frédérique; Marshall, Peter J; Quandt, Lorna C; Bouquet, Cedric A

    2015-01-01

    According to the ideomotor theory, actions are represented in terms of their perceptual effects, offering a solution for the correspondence problem of imitation (how to translate the observed action into a corresponding motor output). This effect-based coding of action is assumed to be acquired through action-effect learning. Accordingly, performing an action leads to the integration of the perceptual codes of the action effects with the motor commands that brought them about. While ideomotor theory is invoked to account for imitation, the influence of action-effect learning on imitative behavior remains unexplored. In two experiments, imitative performance was measured in a reaction time task following a phase of action-effect acquisition. During action-effect acquisition, participants freely executed a finger movement (index or little finger lifting), and then observed a similar (compatible learning) or a different (incompatible learning) movement. In Experiment 1, finger movements of left and right hands were presented as action-effects during acquisition. In Experiment 2, only right-hand finger movements were presented during action-effect acquisition and in the imitation task the observed hands were oriented orthogonally to participants' hands in order to avoid spatial congruency effects. Experiments 1 and 2 showed that imitative performance was improved after compatible learning, compared to incompatible learning. In Experiment 2, although action-effect learning involved perception of finger movements of right hand only, imitative capabilities of right- and left-hand finger movements were equally affected. These results indicate that an observed movement stimulus processed as the effect of an action can later prime execution of that action, confirming the ideomotor approach to imitation. We further discuss these findings in relation to previous studies of action-effect learning and in the framework of current ideomotor approaches to imitation.

  18. Influence of Action-Effect Associations Acquired by Ideomotor Learning on Imitation

    PubMed Central

    Bunlon, Frédérique; Marshall, Peter J.; Quandt, Lorna C.; Bouquet, Cedric A.

    2015-01-01

    According to the ideomotor theory, actions are represented in terms of their perceptual effects, offering a solution for the correspondence problem of imitation (how to translate the observed action into a corresponding motor output). This effect-based coding of action is assumed to be acquired through action-effect learning. Accordingly, performing an action leads to the integration of the perceptual codes of the action effects with the motor commands that brought them about. While ideomotor theory is invoked to account for imitation, the influence of action-effect learning on imitative behavior remains unexplored. In two experiments, imitative performance was measured in a reaction time task following a phase of action-effect acquisition. During action-effect acquisition, participants freely executed a finger movement (index or little finger lifting), and then observed a similar (compatible learning) or a different (incompatible learning) movement. In Experiment 1, finger movements of left and right hands were presented as action-effects during acquisition. In Experiment 2, only right-hand finger movements were presented during action-effect acquisition and in the imitation task the observed hands were oriented orthogonally to participants’ hands in order to avoid spatial congruency effects. Experiments 1 and 2 showed that imitative performance was improved after compatible learning, compared to incompatible learning. In Experiment 2, although action-effect learning involved perception of finger movements of right hand only, imitative capabilities of right- and left-hand finger movements were equally affected. These results indicate that an observed movement stimulus processed as the effect of an action can later prime execution of that action, confirming the ideomotor approach to imitation. We further discuss these findings in relation to previous studies of action-effect learning and in the framework of current ideomotor approaches to imitation. PMID:25793755

  19. Effectiveness of hands-on tutoring and guided self-directed learning versus self-directed learning alone to educate critical care fellows on mechanical ventilation - a pilot project.

    PubMed

    Ramar, Kannan; De Moraes, Alice Gallo; Selim, Bernardo; Holets, Steven; Oeckler, Richard

    2016-01-01

    Physicians require extensive training to achieve proficiency in mechanical ventilator (MV) management of the critically ill patients. Guided self-directed learning (GSDL) is usually the method used to learn. However, it is unclear if this is the most proficient approach to teaching mechanical ventilation to critical care fellows. We, therefore, investigated whether critical care fellows achieve higher scores on standardized testing and report higher satisfaction after participating in a hands-on tutorial combined with GSDL compared to self-directed learning alone. First-year Pulmonary and Critical Care Medicine (PCCM) fellows ( n =6) and Critical Care Internal Medicine (CCIM) ( n =8) fellows participated. Satisfaction was assessed using the Likert scale. MV knowledge assessment was performed by administering a standardized 25-question multiple choice pre- and posttest. For 2 weeks the CCIM fellows were exposed to GSDL, while the PCCM fellows received hands-on tutoring combined with GSDL. Ninety-three percentage (6 PCCM and 7 CCIM fellows, total of 13 fellows) completed all evaluations and were included in the final analysis. CCIM and PCCM fellows scored similarly in the pretest (64% vs. 52%, p =0.13). Following interventions, the posttest scores increased in both groups. However, no significant difference was observed based on the interventions (74% vs. 77%, p =0.39). The absolute improvement with the hands-on-tutoring and GSDL group was higher than GSDL alone (25% vs. 10%, p =0.07). Improved satisfaction scores were noted with hands-on tutoring. Hands-on tutoring combined with GSDL and GSDL alone were both associated with an improvement in posttest scores. Absolute improvement in test and satisfaction scores both trended higher in the hands-on tutorial group combined with GSDL group.

  20. WHEN ONSET MEETS DESISTANCE: COGNITIVE TRANSFORMATION AND ADOLESCENT MARIJUANA EXPERIMENTATION*

    PubMed Central

    Kreager, Derek A.; Ragan, Daniel T.; Nguyen, Holly; Staff, Jeremy

    2016-01-01

    Purpose Desistance scholars primarily focus on changing social roles, cognitive transformations, and shifting identities to understand the cessation of serious crime and illicit drug use in adulthood. In the current study, we move the spotlight away from adulthood and toward adolescence, the developmental stage when the prevalence of offending and substance use peak and desistance from most of these behaviors begins. Our primary hypothesis is that changes in perceived psychic rewards surrounding initial forays into marijuana use strongly predict adolescents’ decisions to cease or persist that behavior. In addition, based on social learning expectations, we hypothesize that peer perceptions and behaviors provide mechanisms for perceptual change. Methods We test these hypotheses using longitudinal data of marijuana use, perceptions, and peer networks from the PROmoting School-community-university Partnerships to Enhance Resilience (PROSPER) study. We estimate hazard models of marijuana initiation and within-person models of perceptual updating for youth from grades 6 to 12 (n=6,154). Results We find that changes in marijuana’s perceived psychic rewards surrounding initiation differentiated experimenters from persisters. Experimenters had significantly lower updated perceptions of marijuana as a fun behavior compared to persisters and these perceptions dropped after the initiation wave. In contrast, persisters updated their perceptions in upward directions and maintained more positive perceptions over time. Inconsistent with social learning expectations, initiators’ updated perceptions of marijuana as a fun activity were not explained by peer-reported behaviors or attitudes. PMID:27478762

  1. Signing off

    NASA Astrophysics Data System (ADS)

    2001-01-01

    A new gadget for physics teachers everywhere Recently released onto the market we can now present the Deluxe Remote Control for use by teachers everywhere. It has several innovative features which should help hard pressed teachers organize their lives and their classrooms. At the top of the remote control, easily accessed, are three OFF buttons. These will help the physics teacher reintegrate with society at the end of the day, at weekends and in the holidays. In the important top left position is the 'Teacher Voice OFF' This allows the teacher to speak normally, rather than continue as if addressing a class of 30 across a noisy swimming pool. No less important, two other buttons switch off the teacher's organizing instinct (so that there is no inclination at all to organize any large group of people encountered on holiday into a line) and the teacher's analysing instinct (so that never again will you end up wondering why the waiter asked you that question rather than just ordering the wine). The class control feature allows the teacher to select at will from fully integrated fun, soft and stern modes. Switching time is less than one second, leading to effortless changes of mood in the classroom. In these times when records must be kept up to date teachers will value the 'mark by' feature. Most remotes have featured 'mark by weight' and the very old fashioned 'mark by worth' commands for some time (although this last one, actually evaluating whether a piece of work is good or not, is seldom used). The new breakthrough comes with the 'auto marking' feature for which the anticipated demand is colossal. Most teachers already use their Principal control on existing products. This remote has the normal mute, pause and, important for after-school staff meetings, fast forward functionality. Social interaction is a new concept in physics teacher remote controls. Most teachers have preferred the pause or off settings so these are still provided. The Formal setting is another favourite. Recognizing the need for customer support the What button brings up a help menu explaining the concept of social interaction from first principles. Another set of four buttons controls the class's hands. As you would expect of this top-of-the-range technology it includes hands up, down, on the head and off. Slide controls allow the teacher to set both the volume and tone of the voice (from loud and scary to quiet and caring) And so that even the most clumsy user makes no mistake a set of three buttons makes it quiet clear physics is fun, fun, fun. Today many talk of the possibility of a digital teacher. In prototype models sampling rates are so low that there are long gaps between intervals when the teacher notices what is happening. Although some say this resembles real life practical use remains some way off. However, ... The new breakthrough comes with the 'auto marking' feature for which the anticipated demand is colossal. Philip Britton Head of Physics, Leeds Grammar School, UK

  2. The Fun Culture in Seniors' Online Communities

    ERIC Educational Resources Information Center

    Nimrod, Galit

    2011-01-01

    Purpose of the study: Previous research found that "fun on line" is the most dominant content in seniors' online communities. The present study aimed to further explore the "fun culture" in these communities and to discover its unique qualities. Design and Methods: The study applied an online ethnography (netnography) approach, utilizing a full…

  3. Alternate methods of teaching psychopharmacology.

    PubMed

    Zisook, Sidney; Benjamin, Sheldon; Balon, Richard; Glick, Ira; Louie, Alan; Moutier, Christine; Moyer, Trenton; Santos, Cynthia; Servis, Mark

    2005-01-01

    This article reviews methods used to teach psychopharmacology to psychiatry residents that utilize principles of adult learning, enlist active participation of residents, and provide faculty with skills to seek, analyze, and use new information over the course of their careers. The pros and cons of five "nonlecture" methods of teaching are reviewed: 1) journal clubs, 2) problem-based learning, 3) formalized patient-centered training, 4) games, and 5) the use of modern technology. Several programs are beginning to find novel methods of teaching psychopharmacology that are effective and well received by trainees and faculty. Programs need to go beyond the traditional lecture and apprenticeship model of psychopharmacology education to help make learning more fun, useful, relevant and self-sustaining.

  4. Multi-stage learning aids applied to hands-on software training.

    PubMed

    Rother, Kristian; Rother, Magdalena; Pleus, Alexandra; Upmeier zu Belzen, Annette

    2010-11-01

    Delivering hands-on tutorials on bioinformatics software and web applications is a challenging didactic scenario. The main reason is that trainees have heterogeneous backgrounds, different previous knowledge and vary in learning speed. In this article, we demonstrate how multi-stage learning aids can be used to allow all trainees to progress at a similar speed. In this technique, the trainees can utilize cards with hints and answers to guide themselves self-dependently through a complex task. We have successfully conducted a tutorial for the molecular viewer PyMOL using two sets of learning aid cards. The trainees responded positively, were able to complete the task, and the trainer had spare time to respond to individual questions. This encourages us to conclude that multi-stage learning aids overcome many disadvantages of established forms of hands-on software training.

  5. Best Practices: The Neuroscience Program at Central Michigan University

    PubMed Central

    Dunbar, Gary L.

    2015-01-01

    The original design of our program at Central Michigan University (CMU) and its evolving curriculum were directly influenced by Faculty for Undergraduate (FUN) workshops at Davidson College, Oberlin College, Trinity College, and Macalester College. The course content, laboratory exercises, and pedagogy used were informed by excellent articles in the Journal of Undergraduate Neuroscience Education (JUNE) and presentations at these FUN workshops and meetings over the years. Like the program at Baldwin-Wallace College, which was a previous winner of the Undergraduate Neuroscience Program of the Year Award, as selected by the Committee on Neuroscience Departments and Programs (CNDP) of the Society for Neuroscience (SfN, our program stresses the importance of inquiry-based, hands-on research experience for our undergraduates and utilizes a peer-mentoring system. A distinct advantage that is employed at CMU is the use of graduate student mentors, which allows us to expand our peer-mentorship to distinct research teams that are focused on a specific research project. Developing our program was not easy. The present manuscript reviews the long and arduous journey (including ways in which we navigated some difficult internal political issues) we made to build a strong program. Hopefully, this description may prove helpful for other evolving programs, in terms of avoiding certain pitfalls and overcoming obstacles, as well as selecting practices that have proven to be successful at our institution. PMID:26240523

  6. New Heights with High-Altitude Balloon Launches for Effective Student Learning and Environmental Awareness

    NASA Astrophysics Data System (ADS)

    Voss, H. D.; Dailey, J. F.; Takehara, D.; Krueger, J. M.

    2009-12-01

    Over a seven-year period Taylor University, an undergraduate liberal art school, has successfully launched and recovered over 200 sophisticated student payloads to altitudes between 20-33 km (100% success with rapid recovery) with flight times between 2 to 6 hrs. All of the payloads included two GPS tracking systems, cameras and monitors, a 110 kbit down link, an uplink command capability for educational experiments (K-12 and undergrad). Launches were conducted during the day and night, with multiple balloons, with up to 10 payloads for experiments, and under varying weather and upper atmospheric conditions. The many launches in a short period of time allowed the payload bus design to evolve toward increased performance, reliability, standardization, simplicity, and modularity for low-cost launch services. Through NSF and NASA grants, the program has expanded leading to over 50 universities trained at workshops to implement high altitude balloon launches in the classroom. A spin-off company (StraoStar Systems LLC) now sells the high-altitude balloon system and facilitates networking between schools. This high-altitude balloon program helps to advance knowledge and understanding across disciplines by giving students and faculty rapid and low-cost access to earth/ecology remote sensing from high altitude, insitu and limb atmospheric measurements, near-space stratosphere measurements, and IR/UV/cosmic ray access to the heavens. This new capability is possible by exposing students to recent advances in MEMS technology, nanotechnology, wireless telecommunication systems, GPS, DSPs and other microchip miniaturizations to build < 4 kg payloads. The high-altitude balloon program provides an engaging laboratory, gives challenging field experiences, reaches students from diverse backgrounds, encourages collaboration among science faculty, and provides quantitative assessment of the learning outcomes. Furthermore this program has generated many front page news reports along with significant TV coverage because of its connection to hands-on learning for students and adults of all ages, connection to understanding climate change and ways to mitigate global warming, and the excitement of taking measurements in a much uncharted region of our atmosphere. Teaching the scientific method or learning cycle (theory, research, instrumentation, operations, data analysis, and presentation) is a significant pedagogical building block that stimulates and retains students and prepares them well for graduate school and professional careers. Students obtain a personal ownership of their education when they engage in state-of-the-art balloon launch capability into the "unknown" with real-time data (50 Kb) with command interaction. The scientific method comes alive with creativity, problem solving, fun, and multidisciplinary hands-on team work. More students in basic science (and liberal arts) and public have an awareness of the environment, atmosphere, space, and heavens by direct probing and remote sensing from "New Heights" (over 98% of atmosphere at 30 km altitude).

  7. More than just tapping: index finger-tapping measures procedural learning in schizophrenia.

    PubMed

    Da Silva, Felipe N; Irani, Farzin; Richard, Jan; Brensinger, Colleen M; Bilker, Warren B; Gur, Raquel E; Gur, Ruben C

    2012-05-01

    Finger-tapping has been widely studied using behavioral and neuroimaging paradigms. Evidence supports the use of finger-tapping as an endophenotype in schizophrenia, but its relationship with motor procedural learning remains unexplored. To our knowledge, this study presents the first use of index finger-tapping to study procedural learning in individuals with schizophrenia or schizoaffective disorder (SCZ/SZA) as compared to healthy controls. A computerized index finger-tapping test was administered to 1169 SCZ/SZA patients (62% male, 88% right-handed), and 689 healthy controls (40% male, 93% right-handed). Number of taps per trial and learning slopes across trials for the dominant and non-dominant hands were examined for motor speed and procedural learning, respectively. Both healthy controls and SCZ/SZA patients demonstrated procedural learning for their dominant hand but not for their non-dominant hand. In addition, patients showed a greater capacity for procedural learning even though they demonstrated more variability in procedural learning compared to healthy controls. Left-handers of both groups performed better than right-handers and had less variability in mean number of taps between non-dominant and dominant hands. Males also had less variability in mean tap count between dominant and non-dominant hands than females. As expected, patients had a lower mean number of taps than healthy controls, males outperformed females and dominant-hand trials had more mean taps than non-dominant hand trials in both groups. The index finger-tapping test can measure both motor speed and procedural learning, and motor procedural learning may be intact in SCZ/SZA patients. Copyright © 2012 Elsevier B.V. All rights reserved.

  8. Development of Pupils' Transfer Skills by Means of Hands On Activities with Artisan Materials in Natural Sciences Classes

    ERIC Educational Resources Information Center

    Ciascai, Liliana; Chicinas, Luminita

    2008-01-01

    Hands on activities with artisan materials used in order to realize different practical devices helpful in learning process are one of the most frequently used activity in science classes. Usually, the main strength of these activities are: a deeper learning, an increased motivation of pupils for actively learning and development of practical…

  9. Hands-on Simulation versus Traditional Video-learning in Teaching Microsurgery Technique

    PubMed Central

    SAKAMOTO, Yusuke; OKAMOTO, Sho; SHIMIZU, Kenzo; ARAKI, Yoshio; HIRAKAWA, Akihiro; WAKABAYASHI, Toshihiko

    2017-01-01

    Bench model hands-on learning may be more effective than traditional didactic practice in some surgical fields. However, this has not been reported for microsurgery. Our study objective was to demonstrate the efficacy of bench model hands-on learning in acquiring microsuturing skills. The secondary objective was to evaluate the aptitude for microsurgery based on personality assessment. Eighty-six medical students comprising 62 men and 24 women were randomly assigned to either 20 min of hands-on learning with a bench model simulator or 20 min of video-learning using an instructional video. They then practiced microsuturing for 40 min. Each student then made three knots, and the time to complete the task was recorded. The final products were scored by two independent graders in a blind fashion. All participants then took a personality test, and their microsuture test scores and the time to complete the task were compared. The time to complete the task was significantly shorter in the simulator group than in the video-learning group. The final product scores tended to be higher with simulator-learning than with video-learning, but the difference was not significant. Students with high “extraversion” scores on the personality inventory took a shorter time to complete the suturing test. Simulator-learning was more effective for microsurgery training than video instruction, especially in understanding the procedure. There was a weak association between personality traits and microsurgery skill. PMID:28381653

  10. Ocean FEST and TECH: Inspiring Hawaii's Students to Pursue Ocean, Earth and Environmental Science Careers

    NASA Astrophysics Data System (ADS)

    Bruno, B. C.; Wren, J. L.; Ayau, J. F.

    2013-12-01

    Ocean TECH (Technology Expands Career Horizons) is a new initiative funded by NSF/GeoEd to stimulate interest in ocean, earth and environmental science careers - and the college majors that lead to such careers - among Hawaii's underrepresented students in grades 6-14. The Ocean TECH project features hands-on ocean science and technology and interactions with career professionals. Ocean TECH builds upon Ocean FEST (Families Exploring Science Together), a previous NSF/OEDG project aimed at teaching fun hands-on science in culturally and locally relevant ways to Hawaii's elementary school students and their families. Ocean FEST was rigorously evaluated (including cognitive pre-testing developed in partnership with external evaluators) and shown to be successful both in teaching science content and changing attitudes toward ocean, earth and environmental science careers. Over the course of the four-year grant, Ocean FEST reached 20,99 students and adults, including 636 classroom teachers and other volunteers who assisted with program delivery, most of whom were from underrepresented groups. For more info on Ocean FEST: http://oceanfest.soest.hawaii.edu/ Ocean TECH events have various formats, but common themes include: (1) Using technology as a hook to engage students in ocean, earth and environmental science. (2) Bringing middle school through community college students to college campuses, where they engage in hands-on science activities and learn about college majors. (3) Drawing direct links between the students' hands-on science activities and the research currently occurring at the UH Manoa's School of Ocean and Earth Science and Technology (SOEST), such as C-MORE and HOT research. (4) Respecting and valuing students' local knowledge and experiences. (5) Explicitly showing, through concrete examples, how becoming an ocean, earth or environmental scientist addresses would beneit Hawaii (6) Having graduate students from diverse backgrounds serve as instructors and undergraduates from diverse backgrounds serve as teaching assistants. Pre-college and community college students can more easily relate to these young role models, which can make pursuing an ocean or earth science career seem more attainable. (7) Organizing career fairs and informal career mixers, to promote one-on-one interactions between students of all ages and diverse career professionals in a range of ocean, earth and environmental science occupations. (8) Forming relationships with minority-serving recruiting organizations and programs to ensure we reach our intended audience. Through such partnerships, we have reached students from underrepresented communities in Hawai';i and throughout the Pacific.

  11. Food advertising targeted at school-age children: a content analysis.

    PubMed

    Folta, Sara C; Goldberg, Jeanne P; Economos, Christina; Bell, Rick; Meltzer, Rachel

    2006-01-01

    To determine whether the contents of food and beverage advertisements are associated with physical activity and athletic ability more often than those for toys and games, and to describe persuasive techniques used in advertising food and beverages to children. A content analysis of advertisements during 31 hours of school-age children's television programming. Chi-square tests were used to examine differences in depictions of physical activity. Types of persuasive techniques were tabulated and, within each advertisement, categorized as implicit or explicit. Food and beverage ads depicted children engaged in physical activity and associated the advertised product with athletic ability significantly more than toy and game ads. Food was most often associated with fun and good times (75%), pleasant taste (54.1%), being hip or cool (43.2%), and feelings of happiness (43.2%). These findings raise concern that greater levels of physical activity and athletic ability in food advertising, in which the product is frequently associated with fun, may promote overconsumption, especially of calorie-dense, nutrient-poor foods. Further research would elucidate whether this concern is warranted. On the other hand, since food advertisements are presumably effective, health educators can use these techniques to formulate messages for nutritious foods. This concept should be tested with well-designed interventions.

  12. Lessons Learned in Cyberspace Security

    DTIC Science & Technology

    2014-06-01

    software; something undesirable is packaged together with something desirable. A classic example was Elf Bowling attachment, which ran rampant through...the authors’ former school. It combined a fun program featuring elves as bowling pins, however it was packaged with SubSeven (Sub7) malware that...allowed remote access to the infected machine. IExpress, which is delivered in the Windows OS, is one of the legitimate tools for packaging multiple

  13. Throughout Year, New York District Offers Clusters of Enrichment to All Its Students

    ERIC Educational Resources Information Center

    Manzo, Kathleen Kennedy

    2006-01-01

    Children don't have to be academically gifted to take advantage of some of the richest, and most fun, learning opportunities at South Grove Elementary School in New York. In fact, average pupils, those struggling to keep up with their grade-level peers, and even youngsters in special education all take part in the kinds of activities and projects…

  14. Using Population Data to Create Fun in the 9th-Grade Geography Classroom

    ERIC Educational Resources Information Center

    Smalley, Elizabeth

    2010-01-01

    How can teachers encourage their geography students to make sense of big numbers? The key math skills geography students need to apply are ones they learned long ago in fifth grade: estimation and place value. However, in order to recognize the size of a city, or strength of a country's per capita income, or value of a birth rate, they need…

  15. Analysis of Local and Foreign Edutainment Products--An Effort to Implement the Design Framework for an Edutainment Environment in Malaysia

    ERIC Educational Resources Information Center

    Embi, Zarina Che; Hussain, Hanafizan

    2005-01-01

    In the world of "edutainment" where multimedia is the ultimate content provider, educational electronic games are a new and fun way for young children to learn concepts and processes that have usually been delivered via books within the traditional classroom. In an effort to implement a design framework for developing educational games…

  16. Using Caldecotts across the Curriculum: Reading and Writing Mini-Lessons, Math and Science Spin-Offs, Unique Art Activities, and More.

    ERIC Educational Resources Information Center

    Novelli, Joan

    Intended for teachers of grades K-2, this book aims to inspire students with the award-winning art and stories found in Caldecott books. The book uses Caldecott winners as springboards to provide lively, literature-based learning experiences--from projects that encourage children's own artistic expression to fun and creative activities that…

  17. Using an Art Project to Stimulate Youth Interest in Soil

    NASA Astrophysics Data System (ADS)

    Brevik, Eric C.; Brevik, Corinne E.; Steffan, Joshua J.

    2017-04-01

    Dickinson State University organizes four Family Science Day events each fall during the months of September, October, November, and December. Activities are geared toward elementary-aged children to increase student engagement in the sciences. Offered on Saturday afternoons, each event focuses on a different science-related theme. Families can attend these events free of charge, and the kids participate in a large variety of hands-on activities that center around the event's theme. An important part of generating enthusiasm for a subject is making it interesting, and with young children art projects provide a great avenue to generate interest and enthusiasm. Such projects are fun and involve creativity, allowing the children a chance to express themselves. To this end, each of the Family Science Days includes one or more arts and crafts projects that result in a fun learning experience the children can take home. In November 2015 the art project involved creating a soil profile. The children were given a paper handout showing a soil profile sketch lined up beside a color photograph of a soil profile. They were also supplied with glue and several containers of different colored soils from surface and subsurface horizons. To create their art project, the children glued samples of soil onto their profile sketch, attempting to create a profile that looked similar to the color photograph. The handout also included fundamental information about each of the horizons shown. The children received this project with great enthusiasm. There were nine other science-based activities available at the Family Science Day when the soil art project was offered, and the art project was one of the most popular stops in the room. The children typically spent a good deal of time working on their art project, including asking questions about the various colored soils available to them and the basic properties of soil. Whether the popularity of the project came from the chance to be creative, the challenge of trying to recreate the photograph, or just a general interest in getting their fingers dirty, it is our hope (in the bigger picture) that the art project created more awareness of soil and, in at least a few of the young participants, that it might stimulate interest in soil later in their lives.

  18. Kick, Glide, Pole! Cross-Country Skiing Fun (Part II)

    ERIC Educational Resources Information Center

    Duoos, Bridget A.

    2012-01-01

    Part I of Kick, Glide, Pole! Cross-Country Skiing Fun, which was published in last issue, discussed how to select cross-country ski equipment, dress for the activity and the biomechanics of the diagonal stride. Part II focuses on teaching the diagonal stride technique and begins with a progression of indoor activities. Incorporating this fun,…

  19. Degree of Handedness Affects Intermanual Transfer of Skill Learning

    PubMed Central

    Chase, Cori; Seidler, Rachael

    2008-01-01

    Intermanual transfer of skill learning has often been used as a paradigm to study functional specialization and hemispheric interactions in relation to handedness. This literature has not evaluated whether degree of handedness impacts learning and intermanual transfer. Because handedness scores are related to factors that might influence intermanual transfer, such as engagement of the ipsilateral hemisphere during movement and corpus callosum volume, we tested whether degree of handedness is correlated with transfer magnitude. We had groups of left and right handed participants perform a sensorimotor adaptation task and a sequence learning task. Following learning with either the dominant or nondominant hand, participants transferred to task performance with the other hand. We evaluated whether the magnitude of learning and intermanual transfer were influenced by either direction and / or degree of handedness. Participants exhibited faster sensorimotor adaptation with the right hand, regardless of whether they were right or left handed. In addition, less strongly left handed individuals exhibited better intermanual transfer of sensorimotor adaptation, while less strongly right handed individuals exhibited better intermanual transfer of sequence learning. The findings suggest that involvement of the ipsilateral hemisphere during learning may influence intermanual transfer magnitude. PMID:18592225

  20. Hands-on Science: Does It Matter What Students' Hands Are On?

    ERIC Educational Resources Information Center

    Triona, Lara M.; Klahr, David

    2007-01-01

    Hands-on science typically uses physical materials to give students first-hand experience in scientific methodologies, but the recent availability of virtual laboratories raises an important question about whether what students' hands are on matters to their learning. The overall findings of two articles that employed simple comparisons of…

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