Sample records for games dimacs tutorial

  1. A Pilot Evaluation of a Tutorial to Teach Clients and Clinicians About Gambling Game Design.

    PubMed

    Turner, Nigel E; Robinson, Janine; Harrigan, Kevin; Ferentzy, Peter; Jindani, Farah

    2018-01-01

    This paper describes the pilot evaluation of an Internet-based intervention, designed to teach counselors and problem gamblers about how electronic gambling machines (EGMs) work. This study evaluated the tutorial using assessment tools, such as rating scales and test of knowledge about EGMs and random chance. The study results are based on a number of samples, including problem gambling counselors ( n  = 25) and problem gamblers ( n  = 26). The interactive tutorial was positively rated by both clients and counselors. In addition, we found a significant improvement in scores on a content test about EGM games for both clients and counselors. An analysis of the specific items suggests that the effects of the tutorial were mainly on those items that were most directly related to the content of the tutorial and did not always generalize to other items. This tutorial is available for use with clients and for education counselors. The data also suggest that the tutorial is equally effective in group settings and in individual settings. These results are promising and illustrate that the tool can be used to teach counselors and clients about game design. Furthermore, research is needed to evaluate its impact on gambling behavior.

  2. Differential Game Logic for Hybrid Games

    DTIC Science & Technology

    2012-03-01

    André Platzer. Logics of dynamical systems (invited tutorial). In LICS [DBL12]. [PP03] Marc Pauly and Rohit Parikh. Game logic - an overview...hybrid games. Theor. Comput. Sci., 412(48):6770–6785, 2011. [Wal98] Wolfgang Walter. Ordinary Differential Equations. Springer, 1998. 18 A Proof of Scott

  3. Psychosemiotics and Libraries: Identifying Signways in Library Informational Guides, Games, and Tutorials

    ERIC Educational Resources Information Center

    Laster, Barbara; Blummer, Barbara; Kenton, Jeffrey M.

    2010-01-01

    Tutorials and digital learning objects provide librarians a quick, concise mechanism for delivering information and training on a wide range of library topics. The semiotic theory promoted by Charles Sanders Peirce (Wiener, 1958) and Howard Smith (2005) contains implications for enhancing the effectiveness of library tutorials through the…

  4. Salapiggy: Usability Test of the Sifteo Cubes as a Game Interface for the Money Counting Game for Preschoolers

    ERIC Educational Resources Information Center

    Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel

    2013-01-01

    Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…

  5. Staying on Top of Your Game and Scoring Big with Adobe Presenter Multimedia Tutorials

    ERIC Educational Resources Information Center

    Koury, Regina; Francis, Marcia J.; Gray, Catherine J.; Jardine, Spencer J.; Guo, Ruiling

    2010-01-01

    In order to reach distance students in times of financial uncertainty, librarians must be creative. While much has been written about Camtasia, Captivate and Jing tutorial software, Adobe Presenter, a Microsoft PowerPoint plug-in, has not been discussed. This article describes how our library team created multimedia tutorial projects at Idaho…

  6. Making generic tutorials content specific: recycling evidence-based practice (EBP) tutorials for two disciplines.

    PubMed

    Jeffery, Keven M; Maggio, Lauren; Blanchard, Mary

    2009-01-01

    Librarians at the Boston University Medical Center constructed two interactive online tutorials, "Introduction to EBM" and "Formulating a Clinical Question (PICO)," for a Family Medicine Clerkship and then quickly repurposed the existing tutorials to support an Evidence-based Dentistry course. Adobe's ColdFusion software was used to populate the tutorials with course-specific content based on the URL used to enter each tutorial, and a MySQL database was used to collect student input. Student responses were viewable immediately by course faculty on a password-protected Web site. The tutorials ensured that all students received the same baseline training and allowed librarians to tailor a subsequent library skills workshop to student tutorial answers. The tutorials were well-received by the medical and dental schools and have been added to mandatory first-year Evidence-based Medicine (EBM) and Evidence-based Dentistry (EBD) courses, meaning that every medical and dental student at BUMC will be expected to complete these tutorials.

  7. A Tutoring and Student Modelling Paradigm for Gaming Environments.

    ERIC Educational Resources Information Center

    Burton, Richard R.; Brown, John Seely

    This paper describes a paradigm for tutorial systems capable of automatically providing feedback and hints in a game environment. The paradigm is illustrated by a tutoring system for the PLATO game "How the West Was Won." The system uses a computer-based "Expert" player to evaluate a student's moves and construct a "differential model" of the…

  8. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    ERIC Educational Resources Information Center

    Sato, Aiko; de Haan, Jonathan

    2016-01-01

    The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…

  9. Creating library tutorials for nursing students.

    PubMed

    Schroeder, Heidi

    2010-04-01

    This article describes one librarian's experiences with creating, promoting, and assessing online library tutorials. Tutorials were designed to provide on-demand and accessible library instruction to nursing students at Michigan State University. Topics for tutorials were chosen based on the librarian's liaison experiences and suggestions from nursing faculty. The tutorials were created using Camtasia and required the application of several tools and techniques. Tutorials were promoted through Web pages, the ANGEL course management system, blog posts, librarian interactions, e-mails, and more. In order to assess the tutorials' perceived effectiveness, feedback was gathered using a short survey. Future plans for the nursing tutorials project are also discussed.

  10. Tutorials for Africa: MedlinePlus

    MedlinePlus

    ... NLM created the first MedlinePlus African Tutorial on malaria in collaboration with the Faculty of Medicine and ... meaningful text and illustrations for the tutorials. The malaria tutorial was then field tested in villages by ...

  11. SMARTE TUTORIAL CD

    EPA Science Inventory

    SMARTe is a web-based decision support tool intended to help revitalization practitioners find information, perform data analysis, communicate, and evaluate future reuse options for a site or area. A tutorial was developed to help users navigate SMARTe. This tutorial is approxima...

  12. Evolutionary games on graphs

    NASA Astrophysics Data System (ADS)

    Szabó, György; Fáth, Gábor

    2007-07-01

    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.

  13. 2014 CESM Tutorial

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

    Holland, Marika

    2014-08-11

    The 2014 annual tutorial for the Community Earth System Model (CESM) was held on August 11-August 15, 2014 at the National Center for Atmospheric Research in Boulder, CO. It included lectures and practical sessions on numerous aspects of the CESM model. The proceedings submitted here include a description of the tutorial.

  14. EPA Grants 101 Tutorial

    EPA Pesticide Factsheets

    EPA Grants 101 Tutorial teaches you how to apply for , manage, and complete an EPA Grant with this easy-to-follow flowchart. This tutorial is extremely benefical for those seeking EPA Grant knowledge.

  15. Designing Tutorial Modalities and Strategies for Digital Games: Lessons from Education

    ERIC Educational Resources Information Center

    White, Matthew M.

    2012-01-01

    Contemporary digital games do little to help novice and disadvantaged players wanting to learn to play. The novice-expert divide is a significant barrierfor entry for disadvantaged groups who want to play digital games; this is especially true for women (Jenson, Fisher, & De Castell, 2011). In response to this problem, three new tutorial…

  16. Operation ARIES!: Methods, Mystery, and Mixed Models: Discourse Features Predict Affect in a Serious Game

    ERIC Educational Resources Information Center

    Forsyth, Carol M.; Graesser, Arthur C.; Pavlik, Philip, Jr.; Cai, Zhiqiang; Butler, Heather; Halpern, Diane; Millis, Keith

    2013-01-01

    Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this…

  17. SRA Grant Writing Tutorial

    EPA Pesticide Factsheets

    This tutorial will help give your organization a broad but succinct analysis of what the SRA grant program is about. This self-paced tutorial is organized under two segments: Overview of Grant Program and Program Details.

  18. The MueLu Tutorial

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

    Hu, Jonathan Joseph; Wiesner, Tobias A.; Prokopenko, Andrey

    2014-10-01

    The MueLu tutorial is written as a hands-on tutorial for MueLu, the next generation multigrid framework in Trilinos. It covers the whole spectrum from absolute beginners’ topics to expert level. Since the focus of this tutorial is on practical and technical aspects of multigrid methods in general and MueLu in particular, the reader is expected to have a basic understanding of multigrid methods and its general underlying concepts. Please refer to multigrid textbooks (e.g. [1]) for the theoretical background.

  19. Evolutionary game theory for physical and biological scientists. I. Training and validating population dynamics equations.

    PubMed

    Liao, David; Tlsty, Thea D

    2014-08-06

    Failure to understand evolutionary dynamics has been hypothesized as limiting our ability to control biological systems. An increasing awareness of similarities between macroscopic ecosystems and cellular tissues has inspired optimism that game theory will provide insights into the progression and control of cancer. To realize this potential, the ability to compare game theoretic models and experimental measurements of population dynamics should be broadly disseminated. In this tutorial, we present an analysis method that can be used to train parameters in game theoretic dynamics equations, used to validate the resulting equations, and used to make predictions to challenge these equations and to design treatment strategies. The data analysis techniques in this tutorial are adapted from the analysis of reaction kinetics using the method of initial rates taught in undergraduate general chemistry courses. Reliance on computer programming is avoided to encourage the adoption of these methods as routine bench activities.

  20. Is Your Tutorial Pretty or Pretty Useless? Creating Effective Tutorials with the Principles of Multimedia Learning

    ERIC Educational Resources Information Center

    Rapchak, Marcia E.

    2017-01-01

    With the proliferation of free and easy-to-use tools to make online tutorials, many libraries have been creating online tutorials for their users. These cover everything from showing users how to navigate the databases to covering issues like copyright and evaluation. While the tutorials range from entertaining to rather dry, many of them,…

  1. Video Tutorial of Continental Food

    NASA Astrophysics Data System (ADS)

    Nurani, A. S.; Juwaedah, A.; Mahmudatussa'adah, A.

    2018-02-01

    This research is motivated by the belief in the importance of media in a learning process. Media as an intermediary serves to focus on the attention of learners. Selection of appropriate learning media is very influential on the success of the delivery of information itself both in terms of cognitive, affective and skills. Continental food is a course that studies food that comes from Europe and is very complex. To reduce verbalism and provide more real learning, then the tutorial media is needed. Media tutorials that are audio visual can provide a more concrete learning experience. The purpose of this research is to develop tutorial media in the form of video. The method used is the development method with the stages of analyzing the learning objectives, creating a story board, validating the story board, revising the story board and making video tutorial media. The results show that the making of storyboards should be very thorough, and detailed in accordance with the learning objectives to reduce errors in video capture so as to save time, cost and effort. In video capturing, lighting, shooting angles, and soundproofing make an excellent contribution to the quality of tutorial video produced. In shooting should focus more on tools, materials, and processing. Video tutorials should be interactive and two-way.

  2. The "magic" of tutorial centres in Hong Kong: An analysis of media marketing and pedagogy in a tutorial centre

    NASA Astrophysics Data System (ADS)

    Koh, Aaron

    2014-12-01

    Why do more than three-quarters of Hong Kong's senior secondary students flock to tutorial centres like moths to light? What is the "magic" that is driving the popularity of the tutorial centre enterprise? Indeed, looking at the ongoing boom of tutorial centres in Hong Kong (there are almost 1,000 of them), it is difficult not to ask these questions. This paper examines the phenomenon of tutorial centres in Hong Kong and seeks to understand what draws students to these centres. Combining theories of marketing semiotics and emotion studies, the author investigates the pivotal role of media marketing in generating the "magic" of tutorial centres, whose advertising strategy includes, for example, a display of billboard posters featuring stylishly-dressed "celebrity teachers". The author reviews some of the literature available on the subject of tutorial centres. In a case study approach, he then maps out the pedagogy he observed in an English tutorial class, seeking heuristic insights into the kind of teaching students in the study were looking for. He argues that part of the "magical" attraction of what are essentially "cram schools" is their formulaic pedagogy of teaching and reinforcing exam skills. Finally, the paper considers the social implications of the tutorial centre industry in terms of media marketing of education and unequal access to tutorial services.

  3. Tutorials for Africa - Malaria: MedlinePlus

    MedlinePlus

    Tutorials for Africa: Malaria In Uganda, the burden of malaria outranks that of all other diseases. This tutorial includes information about how malaria spreads, the importance of treatment and techniques for ...

  4. The "Magic" of Tutorial Centres in Hong Kong: An Analysis of Media Marketing and Pedagogy in a Tutorial Centre

    ERIC Educational Resources Information Center

    Koh, Aaron

    2014-01-01

    Why do more than three-quarters of Hong Kong's senior secondary students flock to tutorial centres like moths to light? What is the "magic" that is driving the popularity of the tutorial centre enterprise? Indeed, looking at the ongoing boom of tutorial centres in Hong Kong (there are almost 1,000 of them), it is difficult not to ask…

  5. Learning from Tutorials: A Qualitative Study of Approaches to Learning and Perceptions of Tutorial Interaction

    ERIC Educational Resources Information Center

    Herrmann, Kim Jesper

    2014-01-01

    This study examines differences in university students' approaches to learning when attending tutorials as well as variation in students' perceptions of tutorials as an educational arena. In-depth qualitative analysis of semi-structured interviews with undergraduates showed how surface and deep approaches to learning were revealed in the…

  6. Embedding medical student computer tutorials into a busy emergency department.

    PubMed

    Pusic, Martin V; Pachev, George S; MacDonald, Wendy A

    2007-02-01

    To explore medical students' use of computer tutorials embedded in a busy clinical setting; to demonstrate that such tutorials can increase knowledge gain over and above that attributable to the clinical rotation itself. Six tutorials were installed on a computer placed in a central area in an emergency department. Each tutorial was made up of between 33 and 85 screens of information that include text, graphics, animations, and questions. They were designed to be brief (10 minutes), focused, interactive, and immediately relevant. The authors evaluated the intervention using quantitative research methods, including usage tracking, surveys of faculty and students, and a randomized pretest-posttest study. Over 46 weeks, 95 medical students used the tutorials 544 times, for an overall average of 1.7 times a day. The median time spent on completed tutorials was 11 minutes (average [SD], 14 [+/-12] minutes). Seventy-four students completed the randomized study. They completed 65% of the assigned tutorials, resulting in improved examination scores compared with the control (effect size, 0.39; 95% confidence interval = 0.15 to 0.62). Students were positively disposed to the tutorials, ranking them as "valuable." Fifty-four percent preferred the tutorials to small group teaching sessions with a preceptor. The faculty was also positive about the tutorials, although they did not appear to integrate the tutorials directly into their teaching. Medical students on rotation in a busy clinical setting can and will use appropriately presented computer tutorials. The tutorials are effective in raising examination scores.

  7. Quantitative Microbial Risk Assessment Tutorial - Primer

    EPA Science Inventory

    This document provides a Quantitative Microbial Risk Assessment (QMRA) primer that organizes QMRA tutorials. The tutorials describe functionality of a QMRA infrastructure, guide the user through software use and assessment options, provide step-by-step instructions for implementi...

  8. NOAA Freedom of Information Act (FOIA) Training and Tutorials

    Science.gov Websites

    Commerce FOIA Program Sample Letters FOIA Training and Tutorials FOIA Training and Tutorials Welcome to the National Oceanic and Atmospheric Administration's (NOAA) Freedom of Information Act (FOIA)Training Tutorial Training Tutorial is listed alphabetically by subject, so that individuals will not have to read the entire

  9. Instructor-Designed Tutorials--Meeting the Needs of Our Students

    ERIC Educational Resources Information Center

    Brichta, J. P.; Bizheva, K.; Sanderson, J. H.; Holbrook, J.

    2009-01-01

    We have developed an easy-to-use online tutorial generator designed to allow instructors to make tutorials quickly and with a minimal learning curve. The motivation was to create a generator that would allow instructors to create tutorials as needed and possibly build up a bank of tutorials over a number of years. A key design feature of the…

  10. Progress Report--Microsoft Office 2003 Lynchburg College Tutorials

    ERIC Educational Resources Information Center

    Murray, Tom

    2004-01-01

    For the past several years Lynchburg College has developed Microsoft tutorials for use with academic classes and faculty, student and staff training. The tutorials are now used internationally. Last year Microsoft and Verizon sponsored a tutorial web site at http://www.officetutorials.com. This website recognizes ASCUE members for their wonderful…

  11. 38 CFR 21.9685 - Tutorial Assistance.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... 38 Pensions, Bonuses, and Veterans' Relief 2 2010-07-01 2010-07-01 false Tutorial Assistance. 21.9685 Section 21.9685 Pensions, Bonuses, and Veterans' Relief DEPARTMENT OF VETERANS AFFAIRS (CONTINUED) VOCATIONAL REHABILITATION AND EDUCATION Post-9/11 GI Bill Payments-Educational Assistance § 21.9685 Tutorial Assistance. (a) An individual who is...

  12. A Gene Ontology Tutorial in Python.

    PubMed

    Vesztrocy, Alex Warwick; Dessimoz, Christophe

    2017-01-01

    This chapter is a tutorial on using Gene Ontology resources in the Python programming language. This entails querying the Gene Ontology graph, retrieving Gene Ontology annotations, performing gene enrichment analyses, and computing basic semantic similarity between GO terms. An interactive version of the tutorial, including solutions, is available at http://gohandbook.org .

  13. An Easy Recipe for Video Tutorials

    ERIC Educational Resources Information Center

    Thompson, Douglas Earl

    2013-01-01

    This article presents a recipe for making attractive, informative tutorials that can be sent to students and parents via e-mail or posted on a school website. Although tutorials are often included with software, many are either too complex or too rudimentary to directly address music educators’ unique needs. The recipe focuses on the following…

  14. Design and evaluation of a computer tutorial on electric fields

    NASA Astrophysics Data System (ADS)

    Morse, Jeanne Jackson

    Research has shown that students do not fully understand electric fields and their interactions with charged particles after completing traditional classroom instruction. The purpose of this project was to develop a computer tutorial to remediate some of these difficulties. Research on the effectiveness of computer-delivered instructional materials showed that students would learn better from media incorporating user-controlled interactive graphics. Two versions of the tutorial were tested. One version used interactive graphics and the other used static graphics. The two versions of the tutorial were otherwise identical. This project was done in four phases. Phases I and II were used to refine the topics covered in the tutorial and to test the usability of the tutorial. The final version of the tutorial was tested in Phases III and IV. The tutorial was tested using a pretest-posttest design with a control group. Both tests were administered in an interview setting. The tutorial using interactive graphics was more effective at remediating students' difficulties than the tutorial using static graphics for students in Phase III (p = 0.001). In Phase IV students who viewed the tutorial with static graphics did better than those viewing interactive graphics. The sample size in Phase IV was too small for this to be a statistically meaningful result. Some student reasoning errors were noted during the interviews. These include difficulty with the vector representation of electric fields, treating electric charge as if it were mass, using faulty algebraic reasoning to answer questions involving ratios and proportions, and using Coulomb's law in situations in which it is not appropriate.

  15. Satisfaction, Settlement and Exposition: Conversation and the University Tutorial

    ERIC Educational Resources Information Center

    Fulford, Amanda

    2013-01-01

    In this paper, I consider the tutorial conversation in Higher Education. To focus the discussion I use the scenario of a tutorial conversation between a lecturer and a student. I begin by suggesting that the increasing emphasis placed on student satisfaction in certain Higher Education Institutions tends to focus the tutorial conversation towards…

  16. WASP Model Tutorials

    EPA Pesticide Factsheets

    Contains WASP tutorial videos. WASP Command Line, WASP, Modeling Dissolved Oxygen, Building a Steady State Example, Modeling Nutrients in Rivers, Nutrient Cycles, Interpreting Water Quality Models, Linking with LSPC, WRDB, BASINS, WCS, WASP Network Tool

  17. UH-60 Airloads Program Tutorial

    NASA Technical Reports Server (NTRS)

    Bousman, William G.

    2009-01-01

    From the fall of 1993 to late winter of 1994, NASA Ames and the U.S. Army flew a flight test program using a UH-60A helicopter with extensive instrumentation on the rotor and blades, including 242 pressure transducers. Over this period, approximately 30 flights were made, and data were obtained in level flight, maneuver, ascents, and descents. Coordinated acoustic measurements were obtained with a ground-acoustic array in cooperation with NASA Langley, and in-flight acoustic measurements with a YO-3A aircraft. NASA has sponsored the creation of a "tutorial' which covers the depth and breadth of the flight test program with a mixture of text and graphics. The primary purpose of this tutorial is to introduce the student to what is known about rotor aerodynamics based on the UH-60A measurements. The tutorial will also be useful to anyone interested in helicopters who would like to have more detailed knowledge about helicopter aerodynamics.

  18. The Effects of Reviews in Video Tutorials

    ERIC Educational Resources Information Center

    van der Meij, H.; van der Meij, J.

    2016-01-01

    This study investigates how well a video tutorial for software training that is based on Demonstration-Based Teaching supports user motivation and performance. In addition, it is studied whether reviews significantly contribute to these measures. The Control condition employs a tutorial with instructional features added to a dynamic task…

  19. Technical Specifications of the Nihongo Tutorial System.

    ERIC Educational Resources Information Center

    Leung, Kei Wai; Maciejewski, Anthony A.

    The Nihongo tutorial system is an intelligent tutorial system designed to use a computer to assist scientists and engineers in developing reading competence in technical Japanese. It consists of three applications: the Nihongo Tutor, which provides useful information about an article (translation, syntax, pronunciation) to help understand the text…

  20. User's Guide for the Nihongo Tutorial System.

    ERIC Educational Resources Information Center

    Leung, Kei Wai; Maciejewski, Anthony A.

    The Nihongo tutorial system is an intelligent tutorial system designed to use a computer to assist scientists and engineers in developing reading competence in technical Japanese. It consists of three applications: the Nihongo Tutor, which provides useful information about an article (translation, syntax, pronunciation) to help understand the text…

  1. Historical Text Comprehension Reflective Tutorial Dialogue System

    ERIC Educational Resources Information Center

    Grigoriadou, Maria; Tsaganou, Grammatiki; Cavoura, Theodora

    2005-01-01

    The Reflective Tutorial Dialogue System (ReTuDiS) is a system for learner modelling historical text comprehension through reflective dialogue. The system infers learners' cognitive profiles and constructs their learner models. Based on the learner model the system plans the appropriate--personalized for learners--reflective tutorial dialogue in…

  2. Gender-related differences in learning in student-led PBL tutorials.

    PubMed

    Kassab, Salah; Abu-Hijleh, Marwan; Al-Shboul, Qasim; Hamdy, Hossam

    2005-07-01

    Male and female students behave differently in problem-based learning (PBL) tutorials. However, these differences could be partly attributed to faculty tutor behavior in male and female tutorials. This study aims to examine the gender differences in learning outcomes between medical students when peer tutors facilitate PBL tutorials. A questionnaire-based study conducted in single-gender student-led (SLT) and faculty-led (FLT) tutorials. The study involved third year medical students (n = 91) divided into ten groups (five groups each). The SLT groups consisted of 16 male and 28 female students, while the FLT group consisted of 20 male and 27 female students. Students evaluated their individual and group performance in tutorials and also skills of tutors. Student performance in end-unit examinations and their perceptions about peer tutoring were also analyzed. A total of 290 questionnaires (response rate = 63.7%) were collected over the five-week period of the study. Although individual performance in tutorials and achievement in examinations were comparable in both groups, there was significantly higher group performance in female compared with male student-led tutorials (p < 0.01). This difference between male and female groups was not attributed to improvement in the performance of female groups, but rather to a decline in performance of the male SLT groups. In addition, both male and female students expressed facing difficulties in discussion and analysis of the problem in the first tutorial session. Understanding the gender differences in the group behavior in student-led tutorials is important for PBL programs adopting this approach.

  3. Analysis of the Use of Online Tutorial

    ERIC Educational Resources Information Center

    Fatimah, Fatia; Andriyansah; Wahyuni, Purwaningdyah Murti

    2012-01-01

    UT (Universitas Terbuka), the open university in Indonesia, is one of the large universities in Indonesia that has more than 300,000 students. UT, as a distance learning education, has conducted online tutorial since 2001. The implementation of an effective and efficient online tutorial depends on three components: students, tutors, and supporting…

  4. Revitalizing problem based learning: student and tutor attitudes towards a structured tutorial.

    PubMed

    Espey, Eve; Ogburn, Tony; Kalishman, Summers; Zsemlye, Meggan; Cosgrove, Ellen

    2007-03-01

    The pre-clinical curriculum at the University of New Mexico School of Medicine is a hybrid model that includes small group, problem-based learning (PBL) tutorials and didactic lectures. A structured tutorial format was piloted for the human sexuality/reproduction organ system block for the PBL component. The objective of this study was to compare the acceptability of the structured format and its effectiveness with that of a traditional PBL tutorial. Students were surveyed after the renal/endocrinology block of 2004 (traditional tutorial format) and after the human sexuality/reproduction block of 2004 (structured tutorial format) (n = 70). Survey questions covered the quality of learning and of tutorial. Students (n = 132) and tutors (n = 24) who participated in human sexuality/reproduction in 2004 and 2005 were surveyed for attitudes about the structured tutorial overall and specific components. Means of responses were compared using t-tests. Students indicated that the structured tutorial format supported a greater improvement in their basic science and clinical knowledge and their ability to evaluate information (p < 0.05). The majority of students and tutors recommended the structured format for tutorials in other blocks. We demonstrated the acceptability of a structured tutorial format to students and faculty. Faculty members perceived greater depth of learning and participation by the students.

  5. A Matter of Preference--Lecturers vs. Teaching--Assistants in Tutorials

    ERIC Educational Resources Information Center

    Davidovitch, Nitza; Soen, Dan

    2005-01-01

    In many universities and colleges around the world, it is an accepted practice to supplement frontal lectures of courses with separate practice classes or tutorials. For this purpose lecturers may sometimes use the services of teaching-assistants to conduct the tutorials. Teaching-assistants conduct tutorials in many courses in Israel's academic…

  6. Audio-Tutorial Instruction: A Strategy For Teaching Introductory College Geology.

    ERIC Educational Resources Information Center

    Fenner, Peter; Andrews, Ted F.

    The rationale of audio-tutorial instruction is discussed, and the history and development of the audio-tutorial botany program at Purdue University is described. Audio-tutorial programs in geology at eleven colleges and one school are described, illustrating several ways in which programs have been developed and integrated into courses. Programs…

  7. A 'learning-by-doing' treatment planning tutorial for medical physicists.

    PubMed

    Meyer, J; Hartmann, B; Kalet, I

    2009-06-01

    A framework for a tutorial for treatment planning in radiation oncology physics was developed, based on the University of Washington treatment planning system Prism. The tutorial is aimed at students in Medical Physics to accompany the lectures on treatment planning to enhance their theoretical knowledge. A web-based layout was chosen to allow independent work of the students. The tutorial guides the students through three different learning modules, designed mainly to enhance their understanding of the processes involved in treatment planning but also to learn the specific features of a modern treatment planning system. Each of the modules contains four units, with the aim to introduce the relevant Prism features, practice skills in different tasks and finally check the learning outcomes with a challenge and a self-scoring quiz. A survey for students' feedback completes the tutorial. Various tools and learning methods help to create an interactive, appealing learning environment, in which the emphasis is shifted from teacher-centred to student-centred learning paradigms. In summary, Prism lends itself well for educational purposes. The tutorial covers all main aspects of treatment planning. In its current form the tutorial is self-contained but still adjustable and expandable. The tutorial can be made available upon request to the authors.

  8. Video and HTML: Testing Online Tutorial Formats with Biology Students

    ERIC Educational Resources Information Center

    Craig, Cindy L.; Friehs, Curt G.

    2013-01-01

    This study compared two common types of online information literacy tutorials: a streaming media tutorial using animation and narration and a text-based tutorial with static images. Nine sections of an undergraduate biology lab class (234 students total) were instructed by a librarian on how to use the BIOSIS Previews database. Three sections…

  9. Captivate MenuBuilder: Creating an Online Tutorial for Teaching Software

    ERIC Educational Resources Information Center

    Yelinek, Kathryn; Tarnowski, Lynn; Hannon, Patricia; Oliver, Susan

    2008-01-01

    In this article, the authors, students in an instructional technology graduate course, describe a process to create an online tutorial for teaching software. They created the tutorial for a cyber school's use. Five tutorial modules were linked together through one menu screen using the MenuBuilder feature in the Adobe Captivate program. The…

  10. Caregiver's satisfaction with a video tutorial for shoulder dystocia management algorithm.

    PubMed

    Youssef, A; Salsi, G; Ragusa, A; Ghi, T; Pacella, G; Rizzo, N; Pilu, G

    2015-01-01

    In our questionnaire, a video tutorial illustrating the management of shoulder dystocia was considered by health personnel as a useful complementary training tool. We prepared a 5-min video tutorial on the management of shoulder dystocia, using a simulator that includes maternal pelvic and baby models. We performed a survey among obstetric personnel in order to assess their opinion on the tutorial by inviting them to watch the video tutorial and answer an online questionnaire. Five multiple-choice questions were set, focusing on the video's main objectives: clarity, simplicity and usefulness. Following the collection of answers, global and category-weighted analyses were conducted for each question. Out of 956 invitations sent, 482 (50.4%) answered the survey. More than 90% of all categories found the video tutorial to be clinically relevant and clear. For revising the management of shoulder dystocia most obstetric personnel would use the video tutorial together with traditional textbooks. In conclusion, our video tutorial was considered by health personnel as a useful complementary training tool.

  11. A Practical Tutorial on Modified Condition/Decision Coverage

    NASA Technical Reports Server (NTRS)

    Hayhurst, Kelly J.; Veerhusen, Dan S.; Chilenski, John J.; Rierson, Leanna K.

    2001-01-01

    This tutorial provides a practical approach to assessing modified condition/decision coverage (MC/DC) for aviation software products that must comply with regulatory guidance for DO-178B level A software. The tutorial's approach to MC/DC is a 5-step process that allows a certification authority or verification analyst to evaluate MC/DC claims without the aid of a coverage tool. In addition to the MC/DC approach, the tutorial addresses factors to consider in selecting and qualifying a structural coverage analysis tool, tips for reviewing life cycle data related to MC/DC, and pitfalls common to structural coverage analysis.

  12. 2013 Community Earth System Model (CESM) Tutorial-Proposal to DOE

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

    Holland, Marika; Bates, Susan

    2014-12-04

    THE SAME REQUEST WILL BE SENT TO BOTH NSF AND DOE TO EACH SUPPORT $35K. The third annual Community Earth System Model (CESM) tutorial for students and early career scientists was held from 30 July to 3 August, 2012. This event was extremely successful and, as for the tutorials in previous years, there was a greater demand than could be met. This indicates a continuing need for a tutorial of this type and we anticipate that the 2013 tutorial will be well received. The tutorial will include lectures on simulating the climate system and practical sessions on running CESM, modifyingmore » components, and analyzing data. These will be targeted to the graduate student level. Attendance will be limited to a maximum of 80 students with financial support for up to 40 students. Attendees will be balanced across institutions.« less

  13. 28 CFR 92.10 - Providing tutorials and other academic assistance programs.

    Code of Federal Regulations, 2014 CFR

    2014-07-01

    ... 28 Judicial Administration 2 2014-07-01 2014-07-01 false Providing tutorials and other academic... tutorials and other academic assistance programs. (a) The program designed by the community organization must include academic counseling, tutorials and other academic assistance programs to enable...

  14. 28 CFR 92.10 - Providing tutorials and other academic assistance programs.

    Code of Federal Regulations, 2013 CFR

    2013-07-01

    ... 28 Judicial Administration 2 2013-07-01 2013-07-01 false Providing tutorials and other academic... tutorials and other academic assistance programs. (a) The program designed by the community organization must include academic counseling, tutorials and other academic assistance programs to enable...

  15. 28 CFR 92.10 - Providing tutorials and other academic assistance programs.

    Code of Federal Regulations, 2012 CFR

    2012-07-01

    ... 28 Judicial Administration 2 2012-07-01 2012-07-01 false Providing tutorials and other academic... tutorials and other academic assistance programs. (a) The program designed by the community organization must include academic counseling, tutorials and other academic assistance programs to enable...

  16. 28 CFR 92.10 - Providing tutorials and other academic assistance programs.

    Code of Federal Regulations, 2011 CFR

    2011-07-01

    ... 28 Judicial Administration 2 2011-07-01 2011-07-01 false Providing tutorials and other academic... tutorials and other academic assistance programs. (a) The program designed by the community organization must include academic counseling, tutorials and other academic assistance programs to enable...

  17. Assess and Invest: Faculty Feedback on Library Tutorials

    ERIC Educational Resources Information Center

    Appelt, Kristina M.; Pendell, Kimberly

    2010-01-01

    Communication and collaboration with faculty are increasingly important in the development of both curriculum-integrated and stand-alone "just in time" library tutorials. In the final developmental stages of the Evidence-Based Practice online tutorials, faculty members were asked to provide input during structured faculty feedback…

  18. Online Pedagogical Tutorial Tactics Optimization Using Genetic-Based Reinforcement Learning.

    PubMed

    Lin, Hsuan-Ta; Lee, Po-Ming; Hsiao, Tzu-Chien

    2015-01-01

    Tutorial tactics are policies for an Intelligent Tutoring System (ITS) to decide the next action when there are multiple actions available. Recent research has demonstrated that when the learning contents were controlled so as to be the same, different tutorial tactics would make difference in students' learning gains. However, the Reinforcement Learning (RL) techniques that were used in previous studies to induce tutorial tactics are insufficient when encountering large problems and hence were used in offline manners. Therefore, we introduced a Genetic-Based Reinforcement Learning (GBML) approach to induce tutorial tactics in an online-learning manner without basing on any preexisting dataset. The introduced method can learn a set of rules from the environment in a manner similar to RL. It includes a genetic-based optimizer for rule discovery task by generating new rules from the old ones. This increases the scalability of a RL learner for larger problems. The results support our hypothesis about the capability of the GBML method to induce tutorial tactics. This suggests that the GBML method should be favorable in developing real-world ITS applications in the domain of tutorial tactics induction.

  19. Online Pedagogical Tutorial Tactics Optimization Using Genetic-Based Reinforcement Learning

    PubMed Central

    Lin, Hsuan-Ta; Lee, Po-Ming; Hsiao, Tzu-Chien

    2015-01-01

    Tutorial tactics are policies for an Intelligent Tutoring System (ITS) to decide the next action when there are multiple actions available. Recent research has demonstrated that when the learning contents were controlled so as to be the same, different tutorial tactics would make difference in students' learning gains. However, the Reinforcement Learning (RL) techniques that were used in previous studies to induce tutorial tactics are insufficient when encountering large problems and hence were used in offline manners. Therefore, we introduced a Genetic-Based Reinforcement Learning (GBML) approach to induce tutorial tactics in an online-learning manner without basing on any preexisting dataset. The introduced method can learn a set of rules from the environment in a manner similar to RL. It includes a genetic-based optimizer for rule discovery task by generating new rules from the old ones. This increases the scalability of a RL learner for larger problems. The results support our hypothesis about the capability of the GBML method to induce tutorial tactics. This suggests that the GBML method should be favorable in developing real-world ITS applications in the domain of tutorial tactics induction. PMID:26065018

  20. Interdisciplinary, Application-Oriented Tutorials: Design, Implementation, and Evaluation

    ERIC Educational Resources Information Center

    Herman, Carolyn; Casiday, Rachel E.; Deppe, Roberta K.; Gilbertson, Michelle; Spees, William M.; Holten, Dewey; Frey, Regina F.

    2005-01-01

    Fifteen application-oriented chemical tutorials were developed out of which thirteen are currently in use in the general chemistry lab rotary curriculum for chemistry students at Washington University from 1998 to 2000. The central philosophy of the tutorial that the students learn to combine information from variety of sources like science…

  1. Using Web-based Tutorials To Enhance Library Instruction.

    ERIC Educational Resources Information Center

    Kocour, Bruce G.

    2000-01-01

    Describes the development of a Web site for library instruction at Carson-Newman College (TN) and its integration into English composition courses. Describes the use of a virtual tour, a tutorial on database searching, tutorials on specific databases, and library guides to specific disciplines to create an effective mechanism for active learning.…

  2. Student-led tutorials in problem-based learning: educational outcomes and students' perceptions.

    PubMed

    Kassab, Salah; Abu-Hijleh, Marwan F; Al-Shboul, Qasim; Hamdy, Hossam

    2005-09-01

    The aim of this study was to examine the effectiveness of using students as tutors in a problem-based learning (PBL) medical curriculum. Ninety-one third-year medical students were divided into ten tutorial groups. The groups were randomly allocated into student-led tutorials (SLT) (five groups, n = 44 students) and faculty-led tutorials (FLT) (five groups, n = 47 students). Outcome measurements included assessment of students' performance in tutorials individually and as a group, end-unit examinations scores, assessment of tutoring skills and identifying students' perceptions about peer tutoring. Student tutors were perceived better in providing feedback and in understanding the difficulties students face in tutorials. Tutorial atmosphere, decision-making and support for the group leader were better in SLT compared with FLT groups. Self-assessment of student performance in SLT was not different from FLT. Student scores in the written and practical examinations were comparable in both groups. However, SLT groups found difficulties in analysis of problems presented in the first tutorial session. We conclude that the impact of peer tutoring on student performance in tutorials, group dynamics, and student achievement in examinations is positive overall. However, student tutors require special training before adopting this approach in PBL programs.

  3. Dealing with Conflicts on Knowledge in Tutorial Groups

    ERIC Educational Resources Information Center

    Aarnio, Matti; Lindblom-Ylanne, Sari; Nieminen, Juha; Pyorala, Eeva

    2013-01-01

    The aim of our study was to gain understanding of different types of conflicts on knowledge in the discussions of problem-based learning tutorial groups, and how such conflicts are dealt with. We examined first-year medical and dental students' (N = 33) conflicts on knowledge in four videotaped reporting phase tutorials. A coding scheme was…

  4. Adult nutrition assessment tutorial

    USDA-ARS?s Scientific Manuscript database

    This tutorial presents a systematic approach to nutrition assessment based on a modern appreciation for the contributions of inflammation that serve as the foundation for newly proposed consensus definitions for malnutrition syndromes. Practical indicators of malnutrition and inflammation have been ...

  5. Using Alice 2.0 to Design Games for People with Stroke.

    PubMed

    Proffitt, Rachel; Kelleher, Caitlin; Baum, M Carolyn; Engsberg, Jack

    2012-08-01

    Computer and videogames are gaining in popularity as rehabilitation tools. Unfortunately, most systems still require extensive programming/engineering knowledge to create, something that therapists, as novice programmers, do not possess. There is software designed to allow novice programmers to create storyboard and games through simple drag-and-drop formats; however, the applications for therapeutic game development have not been studied. The purpose of this study was to have an occupational therapy (OT) student with no prior computer programming experience learn how to create computer games for persons with stroke using Alice 2.0, a drag-and-drop editor, designed by Carnegie Mellon University (Pittsburgh, PA). The OT student learned how to use Alice 2.0 through a textbook, tutorials, and assistance from computer science students. She kept a journal of her process, detailing her successes and challenges. The OT student created three games for people with stroke using Alice 2.0. She found that although there were many supports in Alice for creating stories, it lacked critical pieces necessary for game design. Her recommendations for a future programming environment for therapists were that it (1) be efficient, (2) include basic game design pieces so therapists do not have to create them, (3) provide technical support, and (4) be simple. With the incorporation of these recommendations, a future programming environment for therapists will be an effective tool for therapeutic game development.

  6. Community Earth System Model (CESM) Tutorial 2016 Final Report

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

    Lamarque, Jean-Francois

    For the 2016 tutorial, NCAR/CGD requested a total budget of $70,000 split equally between DOE and NSF. The funds were used to support student participation (travel, lodging, per diem, etc.). Lectures and practical session support was primarily provided by local participants at no additional cost (see list below). The seventh annual Community Earth System Model (CESM) tutorial (2016) for students and early career scientists was held 8 – 12 August 2016. As has been the case over the last few years, this event was extremely successful and there was greater demand than could be met. There was continued interest inmore » support of the NSF’s EaSM Infrastructure awards, to train these awardees in the application of the CESM. Based on suggestions from previous tutorial participants, the 2016 tutorial experience again provided direct connection to Yellowstone for each individual participant (rather than pairs), and used the NCAR Mesa Library. The 2016 tutorial included lectures on simulating the climate system and practical sessions on running CESM, modifying components, and analyzing data. These were targeted to the graduate student level. In addition, specific talks (“Application” talks) were introduced this year to provide participants with some in-depth knowledge of some specific aspects of CESM.« less

  7. Improving the University Tutorial.

    ERIC Educational Resources Information Center

    Stanton, Harry E.

    1982-01-01

    Frequently, tutorial or seminar members take no part in discussion, a feature considered essential to this teaching method. Tutors may be largely responsible by dominating discussion. Student participation can be increased by varying teaching methods; reducing discussion group size, brainstorming, idea development techniques, and student…

  8. Interactive Problem Solving Tutorials Through Visual Programming

    NASA Astrophysics Data System (ADS)

    Undreiu, Lucian; Schuster, David; Undreiu, Adriana

    2008-10-01

    We have used LabVIEW visual programming to build an interactive tutorial to promote conceptual understanding in physics problem solving. This programming environment is able to offer a web-accessible problem solving experience that enables students to work at their own pace and receive feedback. Intuitive graphical symbols, modular structures and the ability to create templates are just a few of the advantages this software has to offer. The architecture of an application can be designed in a way that allows instructors with little knowledge of LabVIEW to easily personalize it. Both the physics solution and the interactive pedagogy can be visually programmed in LabVIEW. Our physics pedagogy approach is that of cognitive apprenticeship, in that the tutorial guides students to develop conceptual understanding and physical insight into phenomena, rather than purely formula-based solutions. We demonstrate how this model is reflected in the design and programming of the interactive tutorials.

  9. Design and Development of Web-Based Information Literacy Tutorials

    ERIC Educational Resources Information Center

    Su, Shiao-Feng; Kuo, Jane

    2010-01-01

    The current study conducts a thorough content analysis of recently built or up-to-date high-quality web-based information literacy tutorials contributed by academic libraries in a peer-reviewed database, PRIMO. This research analyzes the topics/skills PRIMO tutorials consider essential and the teaching strategies they consider effective. The…

  10. The Topology Prediction of Membrane Proteins: A Web-Based Tutorial.

    PubMed

    Kandemir-Cavas, Cagin; Cavas, Levent; Alyuruk, Hakan

    2018-06-01

    There is a great need for development of educational materials on the transfer of current bioinformatics knowledge to undergraduate students in bioscience departments. In this study, it is aimed to prepare an example in silico laboratory tutorial on the topology prediction of membrane proteins by bioinformatics tools. This laboratory tutorial is prepared for biochemistry lessons at bioscience departments (biology, chemistry, biochemistry, molecular biology and genetics, and faculty of medicine). The tutorial is intended for students who have not taken a bioinformatics course yet or already have taken a course as an introduction to bioinformatics. The tutorial is based on step-by-step explanations with illustrations. It can be applied under supervision of an instructor in the lessons, or it can be used as a self-study guide by students. In the tutorial, membrane-spanning regions and α-helices of membrane proteins were predicted by internet-based bioinformatics tools. According to the results achieved from internet-based bioinformatics tools, the algorithms and parameters used were effective on the accuracy of prediction. The importance of this laboratory tutorial lies on the facts that it provides an introduction to the bioinformatics and that it also demonstrates an in silico laboratory application to the students at natural sciences. The presented example education material is applicable easily at all departments that have internet connection. This study presents an alternative education material to the students in biochemistry laboratories in addition to classical laboratory experiments.

  11. Student See versus Student Do: A Comparative Study of Two Online Tutorials

    ERIC Educational Resources Information Center

    Stonebraker, Ilana; Robertshaw, M. Brooke; Moss, Jennifer D.

    2016-01-01

    This study examines the impact on student performance after interactive and non-interactive tutorials using a 2?×?2 treatment-control design. In an undergraduate management course, a control group watched a video tutorial while the treatment group received the same content using a dynamic tutorial. Both groups received the same quiz questions.…

  12. Forces Mobilization Model (FORCEMOB): Unclassified Training Tutorial

    DTIC Science & Technology

    2015-08-01

    I N S T I T U T E F O R D E F E N S E A N A L Y S E S Forces Mobilization Model (FORCEMOB): Unclassified Training Tutorial James S. Thomason...Graham for review of this document and Mrs. Amberlee Mabe -Stanberry for editing and production assistance. Copyright Notice © 2015 Institute for...N S E A N A L Y S E S Forces Mobilization Model (FORCEMOB): Unclassified Training Tutorial James S. Thomason, Project Leader Robert J. Atwell

  13. Evaluating Best Practices for Video Tutorials: A Case Study

    ERIC Educational Resources Information Center

    Weeks, Thomas; Putnam Davis, Jennifer

    2017-01-01

    This article will explore one library's experience creating best practices for the creation of video tutorials. First, a literature review establishes the best practices other creators have used. Then, the authors apply these best practices to the creation of their first video tutorial. Finally, they evaluate the usefulness of each practice in…

  14. A Test of the Design of a Video Tutorial for Software Training

    ERIC Educational Resources Information Center

    van der Meij, J.; van der Meij, H.

    2015-01-01

    The effectiveness of a video tutorial versus a paper-based tutorial for software training has yet to be established. Mixed outcomes from the empirical studies to date suggest that for a video tutorial to outperform its paper-based counterpart, the former should be crafted so that it addresses the strengths of both designs. This was attempted in…

  15. Developing a Language Learning Rationale for African Language Tutorials.

    ERIC Educational Resources Information Center

    Dwyer, David

    1999-01-01

    Presents a rationale for the supervised tutorial component of the African language program at Michigan State University. The supervised tutorial is one of two modes through which African languages are offered at Michigan State University. The other, which is teacher led, is offered for high enrollment languages such as Arabic, Swahili, and Hausa.…

  16. Student Perceptions of Learning in a Web-Based Tutorial.

    ERIC Educational Resources Information Center

    Brescia, William; McAuley, Sean

    This case study used both quantitative and qualitative methods to investigate students' perceptions of learning using a Web-based tutorial. Students participated in a Web-based tutorial to learn basic HTML as part of a graduate-level Web design course. Four of five students agreed to participate in the survey and interviews. After completing the…

  17. Creating Electronic Tutorials: On Your Mark, Get Set, Go!

    ERIC Educational Resources Information Center

    Plumb, Tawnya K.

    2010-01-01

    As library patrons move online, librarians must move instructional content online to join them. One means of educating library users is to meet them on their computers with electronic tutorials. Electronic tutorials may be used for various instructional tasks such as teaching users about the basic elements of a library catalog, pointing out the…

  18. Reliability and validity of a Tutorial Group Effectiveness Instrument.

    PubMed

    Singaram, Veena S; Van Der Vleuten, Cees P M; Van Berkel, Henk; Dolmans, Diana H J M

    2010-01-01

    Tutorial group effectiveness is essential for the success of learning in problem-based learning (PBL). Less effective and dysfunctional groups compromise the quality of students learning in PBL. This article aims to report on the reliability and validity of an instrument aimed at measuring tutorial group effectiveness in PBL. The items within the instrument are clustered around motivational and cognitive factors based on Slavin's theoretical framework. A confirmatory factor analysis (CFA) was carried out to estimate the validity of the instrument. Furthermore, generalizability studies were conducted and alpha coefficients were computed to determine the reliability and homogeneity of each factor. The CFA indicated that a three-factor model comprising 19 items showed a good fit with the data. Alpha coefficients per factor were high. The findings of the generalizability studies indicated that at least 9-10 student responses are needed in order to obtain reliable data at the tutorial group level. The instrument validated in this study has the potential to provide faculty and students with diagnostic information and feedback about student behaviors that enhance and hinder tutorial group effectiveness.

  19. Interactive Web-based tutorials for teaching digital electronics

    NASA Astrophysics Data System (ADS)

    Bailey, Donald G.

    2000-10-01

    With a wide range of student abilities in a class, it is difficult to effectively teach and stimulate all students. A series of web based tutorials was designed to help weaker students and stretch the stronger students. The tutorials consist of a series of HTML web pages with embedded Java applets. This combination is particularly powerful for providing interactive demonstrations because any textual content may be easily provided within the web page. The applet is able to be a compete working program that dynamically illustrates the concept, or provides a working environment for the student to experiment and work through their solution. The applet is dynamic, and responds to the student through both mouse clicks and keyboard entry. These allow the student to adjust parameters, make selections, and affect the way the program is run or information is displayed. Such interaction allows each applet to provide a mini demonstration or experiment to help the student understand a particular concept or technique. The approach taken is illustrated with a tutorial that dynamically shows the relationships between a truth table, Karnaugh amp, logic circuit and Boolean algebra representations of a logic function, and dramatically illustrates the effect of minimization on the resultant circuit. Use of the tutorial has resulted in significant benefits, particularly with weaker students.

  20. Making Accounting Tutorials Enjoyable

    ERIC Educational Resources Information Center

    Bargate, Karen

    2018-01-01

    This paper emanates from a case study which focussed on 15 Managerial Accounting and Financial Management (MAFM) students' "enjoyment" of learning MAFM in an 18-week Writing Intensive Tutorial (WIT) programme. Interactive Qualitative Analysis (IQA) was used for the research design and as a data analysis tool. Following IQA protocols…

  1. Effectiveness of Tutorials for Introductory Physics in Argentinean high schools

    NASA Astrophysics Data System (ADS)

    Benegas, J.; Flores, J. Sirur

    2014-06-01

    This longitudinal study reports the results of a replication of Tutorials in Introductory Physics in high schools of a Latin-American country. The main objective of this study was to examine the suitability of Tutorials for local science education reform. Conceptual learning of simple resistive electric circuits was determined by the application of the single-response multiple-choice test "Determining and Interpreting Resistive Electric Circuits Concepts Test" (DIRECT) to high school classes taught with Tutorials and traditional instruction. The study included state and privately run schools of different socioeconomic profiles, without formal laboratory space and equipment, in classes of mixed-gender and female-only students, taught by novice and experienced instructors. Results systematically show that student learning is significantly higher in the Tutorials classes compared with traditional teaching for all of the studied conditions. The results also show that long-term learning (one year after instruction) in the Tutorials classes is highly satisfactory, very similar to the performance of the samples of college students used to develop the test DIRECT. On the contrary, students following traditional instruction returned one year after instruction to the poor performance (<20%) shown before instruction, a result compatible with the very low level of conceptual knowledge of basic physics recently determined by a systematic study of first-year students attending seven universities in Spain and four Latin-American countries. Some replication and adaptation problems and difficulties of this experience are noted, as well as recommendations for successful use of Tutorials in high schools of similar educational systems.

  2. Design and Assessment of Online, Interactive Tutorials That Teach Science Process Skills.

    PubMed

    Kramer, Maxwell; Olson, Dalay; Walker, J D

    2018-06-01

    Explicit emphasis on teaching science process skills leads to both gains in the skills themselves and, strikingly, deeper understanding of content. Here, we created and tested a series of online, interactive tutorials with the goal of helping undergraduate students develop science process skills. We designed the tutorials in accordance with evidence-based multimedia design principles and student feedback from usability testing. We then tested the efficacy of the tutorials in an introductory undergraduate biology class. On the basis of a multivariate ordinary least-squares regression model, students who received the tutorials are predicted to score 0.82 points higher on a 15-point science process skill assessment than their peers who received traditional textbook instruction on the same topic. This moderate but significant impact indicates that well-designed online tutorials can be more effective than traditional ways of teaching science process skills to undergraduate students. We also found trends that suggest the tutorials are especially effective for nonnative English-speaking students. However, due to a limited sample size, we were unable to confirm that these trends occurred due to more than just variation in the student group sampled.

  3. TRI.NET Tutorial with Examples

    EPA Pesticide Factsheets

    This tutorial walks users through some sample TRI.NET searches to illustrate some of the ways this application can be used to access TRI data and answer basic questions about toxic chemical releases in a specific geographic area.

  4. Effectiveness of "Tutorials for Introductory Physics" in Argentinean High Schools

    ERIC Educational Resources Information Center

    Benegas J.; Flores, J. Sirur

    2014-01-01

    This longitudinal study reports the results of a replication of "Tutorials in Introductory Physics" in high schools of a Latin-American country. The main objective of this study was to examine the suitability of "Tutorials" for local science education reform. Conceptual learning of simple resistive electric circuits was…

  5. Would You Watch It? Creating Effective and Engaging Video Tutorials

    ERIC Educational Resources Information Center

    Martin, Nichole A.; Martin, Ross

    2015-01-01

    Video tutorials are a common form of library instruction used with distance learners. This paper combines professional experience and literature reviews from multiple disciplines to provide a contextual overview of recommendations and findings for effective and engaging videos. The tools for tutorials appear in five main categories: screencasts,…

  6. Online Interactive Tutorials for Creating Graphs With Excel 2007 or 2010

    PubMed Central

    Vanselow, Nicholas R

    2012-01-01

    Graphic display of clinical data is a useful tool for the behavior-analytic clinician. However, graphs can sometimes be difficult to create. We describe how to access and use an online interactive tutorial that teaches the user to create a variety of graphs often used by behavior analysts. Three tutorials are provided that cover the basics of Microsoft Excel 2007 or 2010, creating graphs for clinical purposes, and creating graphs for research purposes. The uses for this interactive tutorial and other similar programs are discussed. PMID:23326629

  7. Online interactive tutorials for creating graphs with excel 2007 or 2010.

    PubMed

    Vanselow, Nicholas R; Bourret, Jason C

    2012-01-01

    Graphic display of clinical data is a useful tool for the behavior-analytic clinician. However, graphs can sometimes be difficult to create. We describe how to access and use an online interactive tutorial that teaches the user to create a variety of graphs often used by behavior analysts. Three tutorials are provided that cover the basics of Microsoft Excel 2007 or 2010, creating graphs for clinical purposes, and creating graphs for research purposes. The uses for this interactive tutorial and other similar programs are discussed.

  8. Power Analysis Tutorial for Experimental Design Software

    DTIC Science & Technology

    2014-11-01

    I N S T I T U T E F O R D E F E N S E A N A L Y S E S IDA Document D-5205 November 2014 Power Analysis Tutorial for Experimental Design Software...16) [Jun 2013]. I N S T I T U T E F O R D E F E N S E A N A L Y S E S IDA Document D-5205 Power Analysis Tutorial for Experimental Design ...Test and Evaluation (T&E) community is increasing its employment of Design of Experiments (DOE), a rigorous methodology for planning and evaluating

  9. Rating the Accessibility of Library Tutorials from Leading Research Universities

    ERIC Educational Resources Information Center

    Clossen, Amanda; Proces, Paul

    2017-01-01

    Video and Web-based tutorials created by libraries from 71 public universities designated by the Carnegie Classification as having the Highest Research Activity (R1) were reviewed for accessibility and usability by disabled people. The results of this review indicate that a large portion of library tutorial content meets neither the minimum legal…

  10. Individual face-to-face tutorials: the value in nurse education.

    PubMed

    Nathan, Martina

    The individual, face-to-face tutorial is one means by which academic support can be provided to students in higher education. This mode of tutorial support has been deemed effective but it can be considered labour-intensive, which is a concern in the UK with the recession currently impacting on higher education institutions. Nevertheless, with increasing student fees come higher student expectations. With all UK pre-registration nursing study programmes at degree level and with the emphasis on widening access, students may require additional academic support to ensure success. This study aimed to examine the value of individual, face-to-face tutorials for academic support in nurse education. A descriptive and exploratory design was used, mixing qualitative and quantitative methods. The survey approach employed a web-based, self-completion questionnaire, which was distributed to lecturers and pre-registration student nurses in a UK university. Following analysis of the questionnaire results, students were invited to attend a group interview. Findings highlighted the importance of individual, face-to-face tutorials with qualitative data supplying detailed accounts regarding their value.

  11. Tutorial on architectural acoustics

    NASA Astrophysics Data System (ADS)

    Shaw, Neil; Talaske, Rick; Bistafa, Sylvio

    2002-11-01

    This tutorial is intended to provide an overview of current knowledge and practice in architectural acoustics. Topics covered will include basic concepts and history, acoustics of small rooms (small rooms for speech such as classrooms and meeting rooms, music studios, small critical listening spaces such as home theatres) and the acoustics of large rooms (larger assembly halls, auditoria, and performance halls).

  12. Tutorial Video Series: Using Stakeholder Outreach to Increase ...

    EPA Pesticide Factsheets

    The limited amount of toxicity data on thousands of chemicals found in consumer products has led to the development of research endeavors such as the U.S. EPA’s Toxicity Forecaster (ToxCast). ToxCast uses high-throughput screening technology to evaluate thousands of chemicals for potential toxicity. At the end of 2013, U.S. EPA released ToxCast chemical data on almost 2,000 chemicals through the interactive Chemical Safety for Sustainability (iCSS) Dashboard. The iCSS Dashboard provides public access to the high-throughput screening data that can be used to inform the evaluation of the safety of chemicals. U.S. EPA recognized early in the development of ToxCast that stakeholder outreach was needed in order to translate the complex scientific information featured in the iCSS Dashboard and data, with the goal of educating the diverse user community through targeted efforts to increase data usage and analysis. Through survey feedback and the request of stakeholders, a series of tutorial videos to demonstrate how to access and use the data has been planned, and the first video of the series has been released to guide data usage. This presentation will describe the video tutorial strategy including an overview of: 1) Stakeholder outreach goals and approach; 2) Planning, production, and dissemination of tutorial videos; 3) Overview of Survey Feedback; 4) Overview of tutorial video usage statistics and usage of the ToxCast data. This stakeholder-outreach approach

  13. Communicating Big Data with the Public via Tutorials

    NASA Astrophysics Data System (ADS)

    Montgomery, Michele

    2015-08-01

    Although numerical models that researchers use to analyze large astronomy data sets may be easily found on NASA websites, tutorials on how to use these models and understanding the products of the models are lacking. Thus, communication with the public is ineffective. Where the public could easily engage with data and models to determine if their work and lives could be impacted, and if so, to plan accordingly, a lack of good tutorials typically results in the public waiting for a tweet, a post on Facebook, an announcement on a NASA webpage, an alert sent via text message or email, etc. An example is a solar flare or coronal mass ejection event that may impact GPS devices, the precision of which is heavily relied upon by several sectors of the public and military. To allow the public to engage in real time with solar data and NASA developed heliophysics software, we have developed tutorials. In this work, we present our tutorials made for NASA's Living With a Star Program on the such as Integrated Space Weather Analysis (ISWA) layout and the WSA-ENLIL-CONE Model to analyze a CME Evolution that occurred in 2010. We present our results and our analysis of the public's ability to understand the model's predictions of whether the event will impact Earth. By training the public to use the data and to understand model predictions, we turn passive recipients into engaged and self-supporting users of NASA data of space weather events.

  14. Engaging undergraduate nursing students in face-to-face tutorials.

    PubMed

    Elder, Ruth L; Lewis, Peter A; Windsor, Carol A; Wheeler, Margaret; Forster, Elizabeth; Foster, Joanne; Chapman, Helen

    2011-09-01

    Chronic nursing shortages have placed increasing pressure on many nursing schools to recruit greater numbers of students with the consequence of larger class sizes. Larger class sizes have the potential to lead to student disengagement. This paper describes a case study that examined the strategies used by a group of nursing lecturers to engage students and to overcome passivity in a Bachelor of Nursing programme. A non-participant observer attended 20 tutorials to observe five academics deliver four tutorials each. Academics were interviewed both individually and as a group following the completion of all tutorial observations. All observations, field notes, interviews and focus groups were coded separately and major themes identified. From this analysis two broad categories emerged: getting students involved; and engagement as a struggle. Academics used a wide variety of techniques to interest and involve students. Additionally, academics desired an equal relationship with students. They believed that both they and the students had some power to influence the dynamics of tutorials and that neither party had ultimate power. The findings of this study serve to re-emphasise past literature which suggests that to engage students, the academics must also engage. Copyright © 2011 Elsevier Ltd. All rights reserved.

  15. Audio-Tutorial Instruction in Medicine.

    ERIC Educational Resources Information Center

    Boyle, Gloria J.; Herrick, Merlyn C.

    This progress report concerns an audio-tutorial approach used at the University of Missouri-Columbia School of Medicine. Instructional techniques such as slide-tape presentations, compressed speech audio tapes, computer-assisted instruction (CAI), motion pictures, television, microfiche, and graphic and printed materials have been implemented,…

  16. Hypermedia 1990 structured Hypertext tutorial

    NASA Technical Reports Server (NTRS)

    Johnson, J. Scott

    1990-01-01

    Hypermedia 1990 structured Hypertext tutorial is presented in the form of view-graphs. The following subject areas are covered: structured hypertext; analyzing hypertext documents for structure; designing structured hypertext documents; creating structured hypertext applications; structuring service and repair documents; maintaining structured hypertext documents; and structured hypertext conclusion.

  17. A tutorial on the principles of harmonic intonation for trombonists

    NASA Astrophysics Data System (ADS)

    Keener, Michael Kenneth

    A Tutorial on the Principles of Harmonic Intonation for Trombonists includes a manual containing background information, explanations of the principles of harmonic intonation, and printed musical examples for use in learning and practicing the concepts of harmonic intonation. An audio compact disk containing music files corresponding to the printed music completes the set. This tutorial is designed to allow performing musicians and students to practice intonation skills with the pitch-controlled music on the compact disc. The music on the CD was recorded in movable-comma just intonation, replicating performance parameters of wind, string, and vocal ensembles. The compact disc includes sixty tracks of ear-training exercises and interval studies with which to practice intonation perception and adjustment. Tuning notes and examples of equal-tempered intervals and just intervals are included on the CD. The intonation exercises consist of musical major scales, duets, trios, and quartet phrases to be referenced while playing the printed music. The CD tracks allow the performer to play scales in unison (or practice other harmonic intervals) or the missing part of the corresponding duet, trio, or quartet exercise. Instructions in the manual guide the user through a process that can help prepare musicians for more accurate musical ensemble performance. The contextual essay that accompanies the tutorial includes a description of the tutorial, a review of related literature, methodology of construction of the tutorial, evaluations and outcomes, conclusions and recommendations for further research, and a selected bibliography.

  18. Varying Tutorial Modality and Interface Restriction to Maximize Transfer in a Complex Simulation Environment

    ERIC Educational Resources Information Center

    Mayrath, Michael C.; Nihalani, Priya K.; Robinson, Daniel H.

    2011-01-01

    In 2 experiments, 241 undergraduates with low domain knowledge viewed a tutorial on how to use Packet Tracer (PT), a computer-networking training simulation developed by the Cisco Networking Academy. Participants were then tested on retention of tutorial content and transfer using PT. Tutorial modality (text, narration, or narration plus text) was…

  19. A Tutorial Design Process Applied to an Introductory Materials Engineering Course

    ERIC Educational Resources Information Center

    Rosenblatt, Rebecca; Heckler, Andrew F.; Flores, Katharine

    2013-01-01

    We apply a "tutorial design process", which has proven to be successful for a number of physics topics, to design curricular materials or "tutorials" aimed at improving student understanding of important concepts in a university-level introductory materials science and engineering course. The process involves the identification…

  20. A computer assisted tutorial for applications of computer spreadsheets in nursing financial management.

    PubMed

    Edwardson, S R; Pejsa, J

    1993-01-01

    A computer-based tutorial for teaching nursing financial management concepts was developed using the macro function of a commercially available spreadsheet program. The goals of the tutorial were to provide students with an experience with spreadsheets as a computer tool and to teach selected financial management concepts. Preliminary results show the tutorial was well received by students. Suggestions are made for overcoming the general lack of computer sophistication among students.

  1. Reflections on the Evolving Triad Tutorial in a Postgraduate Art Studio

    ERIC Educational Resources Information Center

    Tripp, Sarah

    2016-01-01

    This article traces the evolution of the "triad tutorial". The triad model, predominantly used in the training of counsellors and psychotherapists, was originally combined with the art school tutorial model in the context of the Edinburgh Sculpture Workshop to enhance critical discourse between studio holders. The resulting hybrid, the…

  2. The Nature of Reflective Practice and Emotional Intelligence in Tutorial Settings

    ERIC Educational Resources Information Center

    Gill, Gobinder Singh

    2014-01-01

    The purpose of this paper was to assess the nature of reflective practice and emotional intelligence in tutorial settings. Following the completion of a self-report measure of emotional intelligence, practitioners incorporated a model of reflective practice into their tutorial sessions. Practitioners were instructed to utilise reflective practice…

  3. Entre Nous: A Tutorial Approach to the Teaching of Business French.

    ERIC Educational Resources Information Center

    Chaisson, Arthur P.

    Suffolk University (Massachusetts) has developed a degree program in international marketing in French and Spanish that links curricula in the economics department and the department of humanities and modern languages. Language tutorials are mandatory for students in the international economics major. The tutorials are taught by native French- and…

  4. Online Searching in PBL Tutorials

    ERIC Educational Resources Information Center

    Jin, Jun; Bridges, Susan M.; Botelho, Michael G.; Chan, Lap Ki

    2015-01-01

    This study aims to explore how online searching plays a role during PBL tutorials in two undergraduate health sciences curricula, Medicine and Dentistry. Utilizing Interactional Ethnography (IE) as an organizing framework for data collection and analysis, and drawing on a critical theory of technology as an explanatory lens, enabled a textured…

  5. pFUnit 3.0 Tutorial Advanced

    NASA Technical Reports Server (NTRS)

    Clune, Tom

    2014-01-01

    This tutorial will introduce Fortran developers to unit-testing and test-driven development (TDD) using pFUnit. As with other unit-testing frameworks, pFUnit, simplifies the process of writing, collecting, and executing tests while providing clear diagnostic messages for failing tests. pFUnit specifically targets the development of scientific-technical software written in Fortran and includes customized features such as: assertions for multi-dimensional arrays, distributed (MPI) and thread-based (OpenMP) parallellism, and flexible parameterized tests.These sessions will include numerous examples and hands-on exercises that gradually build in complexity. Attendees are expected to have working knowledge of F90, but familiarity with object-oriented syntax in F2003 and MPI will be of benefit for the more advanced examples. By the end of the tutorial the audience should feel comfortable in applying pFUnit within their own development environment.

  6. Using Structure-Based Organic Chemistry Online Tutorials with Automated Correction for Student Practice and Review

    ERIC Educational Resources Information Center

    O'Sullivan, Timothy P.; Hargaden, Gra´inne C.

    2014-01-01

    This article describes the development and implementation of an open-access organic chemistry question bank for online tutorials and assessments at University College Cork and Dublin Institute of Technology. SOCOT (structure-based organic chemistry online tutorials) may be used to supplement traditional small-group tutorials, thereby allowing…

  7. Environmental Justice Small Grants Program grants tutorial

    EPA Pesticide Factsheets

    Tutorial on the fair treatment and meaningful involvement of people of all races and incomes with respect to the development of, implementation, and enforcement of environmental laws, regulations and policies.

  8. Building Shared Understandings in Introductory Physics Tutorials through Risk, Repair, Conflict & Comedy

    ERIC Educational Resources Information Center

    Conlin, Luke D.

    2012-01-01

    Collaborative inquiry learning environments, such as "The Tutorials in Physics Sensemaking," are designed to provide students with opportunities to partake in the authentic disciplinary practices of argumentation and sensemaking. Through these practices, groups of students in tutorial can build shared conceptual understandings of the…

  9. An Online Information Skills Tutorial

    ERIC Educational Resources Information Center

    Christensen, Joanne; Morgan, Fawn; Kinikin, Janae

    2013-01-01

    Looking for new way to teach high school students how to use the library and library resources? The HeLIOS (Hemingway Library Information Online Skills) tutorial, an online tool designed specifically for high school students, may be the answer. For the past two years, students at home, in classrooms, and at libraries throughout Utah have used…

  10. Tutorial on X-ray photon counting detector characterization.

    PubMed

    Ren, Liqiang; Zheng, Bin; Liu, Hong

    2018-01-01

    Recent advances in photon counting detection technology have led to significant research interest in X-ray imaging. As a tutorial level review, this paper covers a wide range of aspects related to X-ray photon counting detector characterization. The tutorial begins with a detailed description of the working principle and operating modes of a pixelated X-ray photon counting detector with basic architecture and detection mechanism. Currently available methods and techniques for charactering major aspects including energy response, noise floor, energy resolution, count rate performance (detector efficiency), and charge sharing effect of photon counting detectors are comprehensively reviewed. Other characterization aspects such as point spread function (PSF), line spread function (LSF), contrast transfer function (CTF), modulation transfer function (MTF), noise power spectrum (NPS), detective quantum efficiency (DQE), bias voltage, radiation damage, and polarization effect are also remarked. A cadmium telluride (CdTe) pixelated photon counting detector is employed for part of the characterization demonstration and the results are presented. This review can serve as a tutorial for X-ray imaging researchers and investigators to understand, operate, characterize, and optimize photon counting detectors for a variety of applications.

  11. Tutor versus computer: a prospective comparison of interactive tutorial and computer-assisted instruction in radiology education.

    PubMed

    Lieberman, Gillian; Abramson, Richard; Volkan, Kevin; McArdle, Patricia J

    2002-01-01

    This study compared the educational effectiveness of an interactive tutorial with that of interactive computer-assisted instruction (CAI) and determined the effects of personal preference, learning style, and level of training. Fifty-four medical students and four radiology residents were prospectively, randomly assigned to receive instruction from different sections of an interactive tutorial and an interactive CAI module. Participants took tests of factual knowledge at the beginning and end of the instruction and a test of visual diagnosis at the end. They completed questionnaires to evaluate their preferred learning styles objectively and to elicit their subjective attitudes toward the two formats. Mean test scores of the tutorial and CAI groups were compared by means of analysis of covariance and two-tailed repeated-measures F test. Both the tutorial and CAI groups demonstrated significant improvement in posttest scores (P < .01 and P < .01, respectively) with the tutorial group's mean posttest score marginally but significantly higher (32.84 vs 28.13, P < .001). There were no significant interaction effects with participants' year of training (P = .845), objectively evaluated preferred learning style (P = .312), subjectively elicited attitude toward learning with CAI (P = .703), or visual diagnosis score (tutorial, 7.61; CD-ROM, 7.75; P = .79). Interactive tutorial and optimal CAI are both effective instructional formats. The tutorial was marginally but significantly more effective at teaching factual knowledge, an effect unrelated to students' year of training, learning style, or stated enjoyment of CAI. The superiority of the tutorial is expected to increase when it is compared with commercially expedient CAI modules.

  12. SMARTE 2007 TUTORIAL - JANUARY 2007 REVISION

    EPA Science Inventory

    SMARTe 2007 is a web-based decision support tool intended to help revitalization practitioners find information, perform data analysis, communicate, and evaluate future reuse options for a site or area. This tutorial CD was developed to help users navigate SMARTe 2007. It is appr...

  13. Adaptive Tutorials Versus Web-Based Resources in Radiology: A Mixed Methods Comparison of Efficacy and Student Engagement.

    PubMed

    Wong, Vincent; Smith, Ariella J; Hawkins, Nicholas J; Kumar, Rakesh K; Young, Noel; Kyaw, Merribel; Velan, Gary M

    2015-10-01

    Diagnostic imaging is under-represented in medical curricula globally. Adaptive tutorials, online intelligent tutoring systems that provide a personalized learning experience, have the potential to bridge this gap. However, there is limited evidence of their effectiveness for learning about diagnostic imaging. We performed a randomized mixed methods crossover trial to determine the impact of adaptive tutorials on perceived engagement and understanding of the appropriate use and interpretation of common diagnostic imaging investigations. Although concurrently engaged in disparate blocks of study, 99 volunteer medical students (from years 1-4 of the 6-year program) were randomly allocated to one of two groups. In the first arm of the trial on chest X-rays, one group received access to an adaptive tutorial, whereas the other received links to an existing peer-reviewed Web resource. These two groups crossed over in the second arm of the trial, which focused on computed tomography scans of the head, chest, and abdomen. At the conclusion of each arm of the trial, both groups completed an examination-style assessment, comprising questions both related and unrelated to the topics covered by the relevant adaptive tutorial. Online questionnaires were used to evaluate student perceptions of both learning resources. In both arms of the trial, the group using adaptive tutorials obtained significantly higher assessment scores than controls. This was because of higher assessment scores by senior students in the adaptive tutorial group when answering questions related to topics covered in those tutorials. Furthermore, students indicated significantly better engagement with adaptive tutorials than the Web resource and rated the tutorials as a significantly more valuable tool for learning. Medical students overwhelmingly accept adaptive tutorials for diagnostic imaging. The tutorials significantly improve the understanding of diagnostic imaging by senior students. Crown Copyright

  14. Effects of Using a Web-Based Individualized Education Program Decision Making Tutorial

    ERIC Educational Resources Information Center

    Shriner, James G.; Carty, Susan J.; Rose, Chad A.; Shogren, Karrie A.; Kim, Myungjin; Trach, John S.

    2013-01-01

    This study explored the effects of a web-based decision support system ("Tutorial") for writing standards-based Individualized Education Programs (IEPs). A total of 35 teachers and 154 students participated across two academic years. Participants were assigned to one of three intervention groups based on level of "Tutorial"…

  15. Effects of Using a Web-Based Individualized Education Program Decision-Making Tutorial

    ERIC Educational Resources Information Center

    Shriner, James G.; Carty, Susan J.; Rose, Chad A.; Shogren, Karrie A.; Kim, Myungjin; Trach, John S.

    2013-01-01

    This study explored the effects of a web-based decision support system ("Tutorial") for writing standards-based Individualized Education Programs (IEPs). A total of 35 teachers and 154 students participated across two academic years. Participants were assigned to one of three intervention groups based on level of "Tutorial"…

  16. Using a Sampling Strategy to Address Psychometric Challenges in Tutorial-Based Assessments

    ERIC Educational Resources Information Center

    Eva, Kevin W.; Solomon, Patty; Neville, Alan J.; Ladouceur, Michael; Kaufman, Karyn; Walsh, Allyn; Norman, Geoffrey R.

    2007-01-01

    Introduction: Tutorial-based assessment, despite providing a good match with the philosophy adopted by educational programmes that emphasize small group learning, remains one of the greatest challenges for educators working in this context. The current study was performed in an attempt to assess the psychometric characteristics of tutorial-based…

  17. An Online Tutorial vs. Pre-Recorded Lecture for Reducing Incidents of Plagiarism

    ERIC Educational Resources Information Center

    Henslee, Amber M.; Goldsmith, Jacob; Stone, Nancy J.; Krueger, Merilee

    2015-01-01

    The current study compared an online academic integrity tutorial modified from Belter & du Pre (2009) to a pre-recorded online academic integrity lecture in reducing incidents of plagiarism among undergraduate students at a science and technology university. Participants were randomized to complete either the tutorial or the pre-recorded…

  18. Learning in the tutorial group: a balance between individual freedom and institutional control.

    PubMed

    McAllister, Anita; Aanstoot, Janna; Hammarström, Inger Lundeborg; Samuelsson, Christina; Johannesson, Eva; Sandström, Karin; Berglind, Ulrika

    2014-01-01

    The study investigates factors in problem-based learning tutorial groups which promote or inhibit learning. The informants were tutors and students from speech-language pathology and physiotherapy programmes. Semi-structured focus-group interviews and individual interviews were used. Results revealed three themes: Responsibility. Time and Support. Under responsibility, the delicate balance between individual and institutional responsibility and control was shown. Time included short and long-term perspectives on learning. Under support, supporting documents, activities and personnel resources were mentioned. In summary, an increased control by the program and tutors decreases student's motivation to assume responsibility for learning. Support in tutorial groups needs to adapt to student progression and to be well aligned to tutorial work to have the intended effect. A lifelong learning perspective may help students develop a meta-awareness regarding learning that could make tutorial work more meaningful.

  19. Solar Tutorial and Annotation Resource (STAR)

    NASA Astrophysics Data System (ADS)

    Showalter, C.; Rex, R.; Hurlburt, N. E.; Zita, E. J.

    2009-12-01

    We have written a software suite designed to facilitate solar data analysis by scientists, students, and the public, anticipating enormous datasets from future instruments. Our “STAR" suite includes an interactive learning section explaining 15 classes of solar events. Users learn software tools that exploit humans’ superior ability (over computers) to identify many events. Annotation tools include time slice generation to quantify loop oscillations, the interpolation of event shapes using natural cubic splines (for loops, sigmoids, and filaments) and closed cubic splines (for coronal holes). Learning these tools in an environment where examples are provided prepares new users to comfortably utilize annotation software with new data. Upon completion of our tutorial, users are presented with media of various solar events and asked to identify and annotate the images, to test their mastery of the system. Goals of the project include public input into the data analysis of very large datasets from future solar satellites, and increased public interest and knowledge about the Sun. In 2010, the Solar Dynamics Observatory (SDO) will be launched into orbit. SDO’s advancements in solar telescope technology will generate a terabyte per day of high-quality data, requiring innovation in data management. While major projects develop automated feature recognition software, so that computers can complete much of the initial event tagging and analysis, still, that software cannot annotate features such as sigmoids, coronal magnetic loops, coronal dimming, etc., due to large amounts of data concentrated in relatively small areas. Previously, solar physicists manually annotated these features, but with the imminent influx of data it is unrealistic to expect specialized researchers to examine every image that computers cannot fully process. A new approach is needed to efficiently process these data. Providing analysis tools and data access to students and the public have proven

  20. Audi-Tutorial Instruction in Basic Business

    ERIC Educational Resources Information Center

    Brown, Richard D.

    1974-01-01

    Results of a study in which audio-tutorial instruction was compared to illustrated lecture instruction are reported. No great differences in achievement levels in the two strategies of instruction were found. The development of such an alternative teaching strategy forces better teacher organization, leading to improvement of the illustrated…

  1. The Carleton University Writing Tutorial Service.

    ERIC Educational Resources Information Center

    Freedman, Aviva

    Carleton University's writing tutorial service is staffed by trained graduate students and provides free individual instruction for students having problems writing academic English. The students submit writing samples before the first session at which both student and tutor map out a strategy for improvement. Analysis of the tutors' perceptions…

  2. NETGEAR ProSAFE M4300 Series 10-GbE Switch Tutorial

    DTIC Science & Technology

    2016-11-01

    ARL-TN-0803 ● NOV 2016 US Army Research Laboratory NETGEAR ProSAFE M4300 Series 10-GbE Switch Tutorial by Benjamin Kenawell...Disclaimers The findings in this report are not to be construed as an official Department of the Army position unless so designated by other...NETGEAR ProSAFE M4300 Series 10-GbE Switch Tutorial by Benjamin Kenawell Science and Engineering Apprentice Program (SEAP), Adelphi, MD Brian

  3. SFO-Project: The New Generation of Sharable, Editable and Open-Access CFD Tutorials

    NASA Astrophysics Data System (ADS)

    Javaherchi, Teymour; Javaherchi, Ardeshir; Aliseda, Alberto

    2016-11-01

    One of the most common approaches to develop a Computational Fluid Dynamic (CFD) simulation for a new case study of interest is to search for the most similar, previously developed and validated CFD simulation among other works. A simple search would result into a pool of written/visual tutorials. However, users should spend significant amount of time and effort to find the most correct, compatible and valid tutorial in this pool and further modify it toward their simulation of interest. SFO is an open-source project with the core idea of saving the above-mentioned time and effort. This is done via documenting/sharing scientific and methodological approaches to develop CFD simulations for a wide spectrum of fundamental and industrial case studies in three different CFD solvers; STAR-CCM +, FLUENT and Open FOAM (SFO). All of the steps and required files of these tutorials are accessible and editable under the common roof of Github (a web-based Git repository hosting service). In this presentation we will present the current library of 20 + developed CFD tutorials, discuss the idea and benefit of using them, their educational values and explain how the next generation of open-access and live resource of CFD tutorials can be built further hand-in-hand within our community.

  4. Comparison of Fixed-Item and Response-Sensitive Versions of an Online Tutorial

    ERIC Educational Resources Information Center

    Grant, Lyle K.; Courtoreille, Marni

    2007-01-01

    This study is a comparison of 2 versions of an Internet-based tutorial that teaches the behavior-analysis concept of positive reinforcement. A fixed-item group of students studied a version of the tutorial that included 14 interactive examples and nonexamples of the concept. A response-sensitive group of students studied a different version of the…

  5. Interaction Patterns in Synchronous Chinese Tutorials

    ERIC Educational Resources Information Center

    Shi, Lijing; Stickler, Ursula

    2018-01-01

    Speaking in Chinese is problematic for all learners, particularly for beginners and more so during online interaction. Despite the fact that interaction has been identified as crucial for the development of speaking skills, it can be hindered by students' lack of language competence or their anxiety. Teacher-centred practices in tutorials can…

  6. Interactive Intragroup Tutorials: A Need-Based Modification to Enhance Learning in Physiology

    ERIC Educational Resources Information Center

    Srivastava, Tripti K.; Waghmare, Lalitbhushan S.; Jagzape, Arunita; Mishra, Vedprakash

    2015-01-01

    A tutorial is a period of instruction given by a university or college tutor to an individual or a very small group. Essentially, it is a small class of a few students in which the tutor (a lecturer or other academic staff member) gives individual attention to every learner. The tutorial focuses on certain subject areas and generally proceeds with…

  7. Summary of Research 1992

    DTIC Science & Technology

    1992-12-01

    Tutorial on Their Data Sharing," The International Journal on Very Large Data Bases (VLDB Journal ), Vol. 1, No. 1, July 1992. Hsiao, D. K., "Federated...Databases and Systems: A Tutorial on Their Resource Consolidation," The International Journal on Very Large Data Bases (VLDB Journal ), Vol. 1, No. 2...Game: Normal Approximation," accepted extensions of games and considers for publication by International possible applications. Journal of Game Theory

  8. Assessing the Effectiveness of Web-Based Tutorials Using Pre-and Post-Test Measurements

    ERIC Educational Resources Information Center

    Guy, Retta Sweat; Lownes-Jackson, Millicent

    2012-01-01

    Computer technology in general and the Internet in particular have facilitated as well as motivated the development of Web-based tutorials (MacKinnon & Williams, 2006). The current research study describes a pedagogical approach that exploits the use of self-paced, Web-based tutorials for assisting students with reviewing grammar and mechanics…

  9. Functional Seating for School-Age Children with Cerebral Palsy: An Evidence-Based Tutorial

    ERIC Educational Resources Information Center

    Costigan, F. Aileen; Light, Janice

    2011-01-01

    Purpose: This tutorial is designed to teach speech-language pathologists (SLPs) best practices to support functional seating of children with cerebral palsy (CP) in the classroom and in school-based therapy sessions. This tutorial teaches SLPs to (a) recognize the positive effects of seating intervention, (b) identify the characteristics of…

  10. The effectiveness of web-based, multimedia tutorials for teaching methods of human body composition analysis.

    PubMed

    Buzzell, Paul R; Chamberlain, Valerie M; Pintauro, Stephen J

    2002-12-01

    This study examined the effectiveness of a series of Web-based, multimedia tutorials on methods of human body composition analysis. Tutorials were developed around four body composition topics: hydrodensitometry (underwater weighing), dual-energy X-ray absorptiometry, bioelectrical impedance analysis, and total body electrical conductivity. Thirty-two students enrolled in the course were randomly assigned to learn the material through either the Web-based tutorials only ("Computer"), a traditional lecture format ("Lecture"), or lectures supplemented with Web-based tutorials ("Both"). All students were administered a validated pretest before randomization and an identical posttest at the completion of the course. The reliability of the test was 0.84. The mean score changes from pretest to posttest were not significantly different among the groups (65.4 plus minus 17.31, 78.82 plus minus 21.50, and 76 plus minus 21.22 for the Computer, Both, and Lecture groups, respectively). Additionally, a Likert-type assessment found equally positive attitudes toward all three formats. The results indicate that Web-based tutorials are as effective as the traditional lecture format for teaching these topics.

  11. The Effectiveness of Tutorials in Behavioural Sciences for Nurses: An Action Learning Project.

    ERIC Educational Resources Information Center

    French, Peter; Callaghan, Patrick; Dudley-Brown, Sharon; Holroyd, Eleanor; Sellick, Ken

    1998-01-01

    Nursing students in behavioral science were divided as follows: 40 in 4 groups with tutorials and 20 in control groups (13 of whom did not have tutorials). Two of the four experimental groups showed significant changes in learning approach. Recommendations included reducing the number of assignments, integrating theory and practice, and having an…

  12. Computer Tutorial "Higher Mathematics" for Engineering Specialties.

    ERIC Educational Resources Information Center

    Slivina, Natalia A.; Krivosheev, Anatoly O.; Fomin, Sergey S.

    This paper presents a CD-ROM computer tutorial titled "Higher Mathematics," that contains 17 educational mathematical programs and is intended for use in Russian university engineering education. The first section introduces the courseware climate in Russia and outlines problems with commercially available universal mathematical…

  13. Transient state kinetics tutorial using the kinetics simulation program, KINSIM.

    PubMed Central

    Wachsstock, D H; Pollard, T D

    1994-01-01

    This article provides an introduction to a computer tutorial on transient state kinetics. The tutorial uses our Macintosh version of the computer program, KINSIM, that calculates the time course of reactions. KINSIM is also available for other popular computers. This program allows even those investigators not mathematically inclined to evaluate the rate constants for the transitions between the intermediates in any reaction mechanism. These rate constants are one of the insights that are essential for understanding how biochemical processes work at the molecular level. The approach is applicable not only to enzyme reactions but also to any other type of process of interest to biophysicists, cell biologists, and molecular biologists in which concentrations change with time. In principle, the same methods could be used to characterize time-dependent, large-scale processes in ecology and evolution. Completion of the tutorial takes students 6-10 h. This investment is rewarded by a deep understanding of the principles of chemical kinetics and familiarity with the tools of kinetics simulation as an approach to solve everyday problems in the laboratory. PMID:7811941

  14. Tutorial videos of bioinformatics resources: online distribution trial in Japan named TogoTV.

    PubMed

    Kawano, Shin; Ono, Hiromasa; Takagi, Toshihisa; Bono, Hidemasa

    2012-03-01

    In recent years, biological web resources such as databases and tools have become more complex because of the enormous amounts of data generated in the field of life sciences. Traditional methods of distributing tutorials include publishing textbooks and posting web documents, but these static contents cannot adequately describe recent dynamic web services. Due to improvements in computer technology, it is now possible to create dynamic content such as video with minimal effort and low cost on most modern computers. The ease of creating and distributing video tutorials instead of static content improves accessibility for researchers, annotators and curators. This article focuses on online video repositories for educational and tutorial videos provided by resource developers and users. It also describes a project in Japan named TogoTV (http://togotv.dbcls.jp/en/) and discusses the production and distribution of high-quality tutorial videos, which would be useful to viewer, with examples. This article intends to stimulate and encourage researchers who develop and use databases and tools to distribute how-to videos as a tool to enhance product usability.

  15. Tutorial videos of bioinformatics resources: online distribution trial in Japan named TogoTV

    PubMed Central

    Kawano, Shin; Ono, Hiromasa; Takagi, Toshihisa

    2012-01-01

    In recent years, biological web resources such as databases and tools have become more complex because of the enormous amounts of data generated in the field of life sciences. Traditional methods of distributing tutorials include publishing textbooks and posting web documents, but these static contents cannot adequately describe recent dynamic web services. Due to improvements in computer technology, it is now possible to create dynamic content such as video with minimal effort and low cost on most modern computers. The ease of creating and distributing video tutorials instead of static content improves accessibility for researchers, annotators and curators. This article focuses on online video repositories for educational and tutorial videos provided by resource developers and users. It also describes a project in Japan named TogoTV (http://togotv.dbcls.jp/en/) and discusses the production and distribution of high-quality tutorial videos, which would be useful to viewer, with examples. This article intends to stimulate and encourage researchers who develop and use databases and tools to distribute how-to videos as a tool to enhance product usability. PMID:21803786

  16. Using Visual Assessments and Tutorials to Teach Solar System Concepts in Introductory Astronomy

    ERIC Educational Resources Information Center

    LoPresto, Michael C.

    2010-01-01

    Visual assessments and tutorials are instruments that rely on student construction and/or examination of pictures and/or diagrams rather than multiple choice and/or short answer questions. Being a very visual subject, astronomy lends itself to assessments and tutorials of this type. What follows is a report on the results of the use of visual…

  17. The Effectiveness of a 3D Computerized Tutorial to Enhance Learning of the Canine Larynx and Hyoid Apparatus.

    PubMed

    Nemanic, Sarah; Mills, Serena; Viehdorfer, Matt; Clark, Terri; Bailey, Mike

    Teaching the anatomy of the canine larynx and hyoid apparatus is challenging because dissection disassembles and/or damages these structures, making it difficult to understand their three-dimensional (3D) anatomy and spatial interrelationships. This study assessed the effectiveness of an interactive, computerized 3D tutorial for teaching the anatomy of the canine larynx and hyoid apparatus using a randomized control design with students enrolled in the first-year professional program at Oregon State University College of Veterinary Medicine. All first-year students from 2 consecutive years were eligible. All students received the traditional methods of didactic teaching and dissection to learn the anatomy of the canine larynx and hyoid apparatus, after which they were divided into two statistically equal groups based on their cumulative anatomy test scores from the prior term. The tutorial group received an interactive, computerized tutorial developed by the investigators containing 3D images of the canine larynx and hyoid apparatus, while the control group received the same 3D images without the computerized tutorial. Both groups received the same post-learning assessment and survey. Sixty-three first-year students participated in the study, 28 in the tutorial group, and 35 in the control group. Post-learning assessment and survey scores were both significantly higher among students in the computerized tutorial group than those in the control group. This study demonstrates that a 3D computerized tutorial is more effective in teaching the anatomy of the canine hyoid apparatus and larynx than 3D images without a tutorial. Students likewise rated their learning experience higher when using the 3D computerized tutorial.

  18. Statistical Tutorial | Center for Cancer Research

    Cancer.gov

    Recent advances in cancer biology have resulted in the need for increased statistical analysis of research data.  ST is designed as a follow up to Statistical Analysis of Research Data (SARD) held in April 2018.  The tutorial will apply the general principles of statistical analysis of research data including descriptive statistics, z- and t-tests of means and mean

  19. Effectiveness of interactive tutorials in promoting "which-path" information reasoning in advanced quantum mechanics

    NASA Astrophysics Data System (ADS)

    Maries, Alexandru; Sayer, Ryan; Singh, Chandralekha

    2017-12-01

    Research suggests that introductory physics students often have difficulty using a concept in contexts different from the ones in which they learned it without explicit guidance to help them make the connection between the different contexts. We have been investigating advanced students' learning of quantum mechanics concepts and have developed interactive tutorials which strive to help students learn these concepts. Two such tutorials, focused on the Mach-Zehnder interferometer (MZI) and the double-slit experiment (DSE), help students learn how to use the concept of "which-path" information to reason about the presence or absence of interference in these two experiments in different situations. After working on a pretest that asked students to predict interference in the MZI with single photons and polarizers of various orientations placed in one or both paths of the MZI, students worked on the MZI tutorial which, among other things, guided them to reason in terms of which-path information in order to predict interference in similar situations. We investigated the extent to which students were able to use reasoning related to which-path information learned in the MZI tutorial to answer analogous questions on the DSE (before working on the DSE tutorial). After students worked on the DSE pretest they worked on a DSE tutorial in which they learned to use the concept of which-path information to answer questions about interference in the DSE with single particles with mass sent through the two slits and a monochromatic lamp placed between the slits and the screen. We investigated if this additional exposure to the concept of which-path information promoted improved learning and performance on the DSE questions with single photons and polarizers placed after one or both slits. We find evidence that both tutorials promoted which-path information reasoning and helped students use this reasoning appropriately in contexts different from the ones in which they had learned

  20. The MAGIC of Web Tutorials: How One Library (Re)Focused Its Delivery of Online Learning Objects on Users

    ERIC Educational Resources Information Center

    Hess, Amanda Nichols

    2013-01-01

    Oakland University (OU) Libraries undertook an assessment of how to leverage its resources to make online tutorials more focused on users' needs. A multi-part assessment process reconsidered Web tutorials offerings through the lenses of faculty and staff feedback, literature review, and an analysis of other universities' online tutorial offerings.…

  1. Online Bioinformatics Tutorials | Office of Cancer Genomics

    Cancer.gov

    Bioinformatics is a scientific discipline that applies computer science and information technology to help understand biological processes. The NIH provides a list of free online bioinformatics tutorials, either generated by the NIH Library or other institutes, which includes introductory lectures and "how to" videos on using various tools.

  2. Demonstration-Based Training (DBT) in the Design of a Video Tutorial for Software Training

    ERIC Educational Resources Information Center

    van der Meij, Hans; van der Meij, Jan

    2016-01-01

    This study investigates the design and effectiveness of a video tutorial for software training. In accordance with demonstration-based training, the tutorial consisted of a series of task demonstrations, with instructional features added to enhance learning. An experiment is reported in which a demonstration-only control condition was compared…

  3. Approximate Degrees of Similarity between a User's Knowledge and the Tutorial Systems' Knowledge Base

    ERIC Educational Resources Information Center

    Mogharreban, Namdar

    2004-01-01

    A typical tutorial system functions by means of interaction between four components: the expert knowledge base component, the inference engine component, the learner's knowledge component and the user interface component. In typical tutorial systems the interaction and the sequence of presentation as well as the mode of evaluation are…

  4. Indigenous Tutorial Assistance Scheme. Tertiary Tuition and Beyond: Transitioning with Strengths and Promoting Opportunities

    ERIC Educational Resources Information Center

    Wilks, Judith; Fleeton, Ellen Radnidge; Wilson, Katie

    2017-01-01

    The Indigenous Tutorial Assistance Scheme-Tertiary Tuition (ITAS-TT) has provided Australian government funding for one-to-one and group tutorial study support for Aboriginal and Torres Strait Islander students attending Australian universities since 1989. It has been a central plank supporting Indigenous university students in their studies.…

  5. Tutorial Conference on Neural Modeling

    DTIC Science & Technology

    1985-01-01

    83 2’. ~ 4,~T~’E’~u. 1 -ivot oF mcpoqr & wiploo covE~to TUTORIAL CONFERENCE Oil NEURAL MODELING FINAL REPORT to 1 , PERFORMING OG..-AOT NUM..R I...necea wsy ang Identlif by block nw.berj nerve cell modeling ; stability-plasticity, diletma 20. ASTRACT lConrinue on tevot., side It necosasiY and...results of neural modelling , and to explore its implications for associated pyshcological disciplines. The format devoted the mornings to lectures by

  6. Teaching clinical management skills for genetic testing of hereditary nonpolyposis colorectal cancer using a Web-based tutorial.

    PubMed

    Barnes, Kathleen; Itzkowitz, Steven; Brown, Karen

    2003-01-01

    To pilot and evaluate an interactive Web-based continuing medical education tutorial on clinical management of hereditary nonpolyposis colon cancer (HNPCC) and genetic testing. Gastroenterology fellows and genetic counseling trainees were asked to read standard written materials before taking the tutorial. A pretest/post-test assessment was used to measure change in subjects' clinical management skills. Subjects made the correct management decision 63.9% of the time before the tutorial and 81.1% of the time after the tutorial (P < 0.001). Supplementing written materials with an interactive program may assist medical professionals in integrating their knowledge of HNPCC and genetic testing into clinical practice.

  7. Using Active-Learning Pedagogy to Develop Essay-Writing Skills in Introductory Political Theory Tutorials

    ERIC Educational Resources Information Center

    Murphy, Michael P. A.

    2017-01-01

    Building on prior research into active learning pedagogy in political science, I discuss the development of a new active learning strategy called the "thesis-building carousel," designed for use in political theory tutorials. This use of active learning pedagogy in a graduate student-led political theory tutorial represents the overlap…

  8. Effects of implementation of problem-based learning tutorials on fifth-year pharmacy students and future issues.

    PubMed

    Sato, Atsuko; Morone, Mieko; Azuma, Yutaka

    2011-01-01

    At Tohoku Pharmaceutical University, problem-based learning (PBL) tutorials were incorporated into "prescription analysis" and "case analysis" for fifth-year students in 2010 with the following objectives: ① application and confirmation of acquired knowledge and skills, and acquisition of ② communication ability, ③ presentation ability, ④ cooperativeness through groupwork, and ⑤ information collecting ability. In the present study, we conducted a questionnaire survey on a total of 158 fifth-year students in order to investigate the educational benefits of PBL tutorials. The results showed that the above five objectives of PBL tutorials were being achieved, and confirmed the educational benefits expected of PBL tutorials. In contrast, it was found to be necessary to improve the contents of scenarios and lectures, time allocation regarding schedules, the learning environment, the role of tutors, and other matters. In order to maximize the educational benefits of PBL tutorials, it will be necessary in the future to continue to conduct surveys on students and make improvements to the curriculum based on survey results.

  9. Assessing the flexibility of research-based instructional strategies: Implementing tutorials in introductory physics in the lecture environment

    NASA Astrophysics Data System (ADS)

    Kryjevskaia, Mila; Boudreaux, Andrew; Heins, Dustin

    2014-03-01

    Materials from Tutorials in Introductory Physics, originally designed and implemented by the Physics Education Group at the University of Washington, were used in modified form as interactive lectures under conditions significantly different from those suggested by the curriculum developers. Student learning was assessed using tasks drawn from the physics education research literature. Use of tutorials in the interactive lecture format yielded gains in student understanding comparable to those obtained through the canonical tutorial implementation at the University of Washington, suggesting that student engagement with the intellectual steps laid out in the tutorials, rather than the specific strategies used in facilitating such engagement, plays the central role in promoting student learning. We describe the implementation details and assessment of student learning for two different tutorials: one focused on mechanical waves, used at North Dakota State University, and one on Galilean relativity, used at Western Washington University. Also discussed are factors that may limit the generalizability of the results.

  10. The Implementation of Blended Learning Using Android-Based Tutorial Video in Computer Programming Course II

    NASA Astrophysics Data System (ADS)

    Huda, C.; Hudha, M. N.; Ain, N.; Nandiyanto, A. B. D.; Abdullah, A. G.; Widiaty, I.

    2018-01-01

    Computer programming course is theoretical. Sufficient practice is necessary to facilitate conceptual understanding and encouraging creativity in designing computer programs/animation. The development of tutorial video in an Android-based blended learning is needed for students’ guide. Using Android-based instructional material, students can independently learn anywhere and anytime. The tutorial video can facilitate students’ understanding about concepts, materials, and procedures of programming/animation making in detail. This study employed a Research and Development method adapting Thiagarajan’s 4D model. The developed Android-based instructional material and tutorial video were validated by experts in instructional media and experts in physics education. The expert validation results showed that the Android-based material was comprehensive and very feasible. The tutorial video was deemed feasible as it received average score of 92.9%. It was also revealed that students’ conceptual understanding, skills, and creativity in designing computer program/animation improved significantly.

  11. [Tutorial functions in 1st level nursing masters: cognitive study].

    PubMed

    Sarli, Maria Pompea; Burrai, Francesco; Cicolini, Giancarlo

    2009-01-01

    Tutorial functions are becoming increasingly more respondent to the requirements of student-based training. On the basis of national and international experiences, some active learning methods seem to be suitable for tutoring. Both basic and post-basic training can be directed towards satisfying the requirements of a society that is continually changing , forming professionals who are able to guarantee and maintain suitable levels of skill.In this study the results of a cognitive study, performed in various Italian universities where Masters in Nursing have already been implemented, are described. In particular, these results have shown the need for tutorial teaching methods that actively involve students in the training process.

  12. Partnerships and Parents--Relationships in Tutorial Programmes

    ERIC Educational Resources Information Center

    Layton, Delia; McKenna, Sioux

    2016-01-01

    The tutorial system is considered to be a useful pedagogical intervention to improve student retention, particularly in the context of a first-year student's experience of entering university. For these novice students to achieve academic success, it is important that they are given access to the subject-specific knowledge and practices in their…

  13. Enhancing Interactive Tutorial Effectiveness through Visual Cueing

    ERIC Educational Resources Information Center

    Jamet, Eric; Fernandez, Jonathan

    2016-01-01

    The present study investigated whether learning how to use a web service with an interactive tutorial can be enhanced by cueing. We expected the attentional guidance provided by visual cues to facilitate the selection of information in static screen displays that corresponded to spoken explanations. Unlike most previous studies in this area, we…

  14. Developing User Strategies in PVS: A Tutorial

    NASA Technical Reports Server (NTRS)

    Archer, Myla; diVito, Ben; Munoz, Cesar

    2003-01-01

    This tutorial provides an overview of the PVS strategy language, and explains how to define new PVS strategies and load them into PVS, and how to create a strategy package. It then discusses several useful techniques that can be used in developing user strategies, and provides examples that illustrate many of these techniques.

  15. Cytopathology whole slide images and adaptive tutorials for postgraduate pathology trainees: a randomized crossover trial.

    PubMed

    Van Es, Simone L; Kumar, Rakesh K; Pryor, Wendy M; Salisbury, Elizabeth L; Velan, Gary M

    2015-09-01

    To determine whether cytopathology whole slide images and virtual microscopy adaptive tutorials aid learning by postgraduate trainees, we designed a randomized crossover trial to evaluate the quantitative and qualitative impact of whole slide images and virtual microscopy adaptive tutorials compared with traditional glass slide and textbook methods of learning cytopathology. Forty-three anatomical pathology registrars were recruited from Australia, New Zealand, and Malaysia. Online assessments were used to determine efficacy, whereas user experience and perceptions of efficiency were evaluated using online Likert scales and open-ended questions. Outcomes of online assessments indicated that, with respect to performance, learning with whole slide images and virtual microscopy adaptive tutorials was equivalent to using traditional methods. High-impact learning, efficiency, and equity of learning from virtual microscopy adaptive tutorials were strong themes identified in open-ended responses. Participants raised concern about the lack of z-axis capability in the cytopathology whole slide images, suggesting that delivery of z-stacked whole slide images online may be important for future educational development. In this trial, learning cytopathology with whole slide images and virtual microscopy adaptive tutorials was found to be as effective as and perceived as more efficient than learning from glass slides and textbooks. The use of whole slide images and virtual microscopy adaptive tutorials has the potential to provide equitable access to effective learning from teaching material of consistently high quality. It also has broader implications for continuing professional development and maintenance of competence and quality assurance in specialist practice. Copyright © 2015 Elsevier Inc. All rights reserved.

  16. Approximating Literacy Practices in Tutorials: What Is Learned and What Matters for Teacher Preparation

    ERIC Educational Resources Information Center

    Hoffman, James V.; Wetzel, Melissa Mosley; Peterson, Katie

    2016-01-01

    In this study, we examined the learning of preservice teachers associated with the features of a literacy tutorial experience. Our qualitative study focused on the close inspection of the experiences of 7 focus cases out of the 19 preservice teachers enrolled in our program across a one-semester tutorial experience. Through our research we…

  17. The Purpose of Tutorial Groups: Social Influence and the Group as Means and Objective

    ERIC Educational Resources Information Center

    Rosander, Michael; Chiriac, Eva Hammar

    2016-01-01

    The aim of this study was to investigate how first-year students view the purpose of tutorial groups in problem-based learning. In all, 147 students from 24 groups participated, providing 399 statements. Data were analysed using thematic analysis. The results showed a focus on both learning and social influence. Learning involved the tutorial as…

  18. Understanding Graduate Teaching Assistants as Tutorial Instructors

    NASA Astrophysics Data System (ADS)

    Scherr, Rachel E.; Elby, A.

    2006-12-01

    Physics graduate teaching assistants are essential to the implementation of many collaborative active-learning environments, including tutorials. However, many TAs have trouble teaching effectively in these formats. Anecdotal evidence suggests that the problems may include inappropriate models of physics students, unproductive theories of learning, lack of experience with modern pedagogical methods, and weaknesses in understanding basic physics topics. A new research project at the University of Maryland is investigating the specific nature of TAs' experience with reform instruction using in-depth studies of TAs in course preparation sessions, in the tutorial classroom, in a weekly teaching seminar, and in reflective interviews. We find that all TAs studied recognize the insufficiency of traditional instruction to at least some extent, citing as evidence their own learning experiences, prior teaching experiences, and exposure to FCI-type data. We also observe great variability in views of the nature of physics knowledge and learning (both professed and enacted). These results are informing the development of the professional development program for physics teaching assistants at the University of Maryland.

  19. ReSTful OSGi Web Applications Tutorial

    NASA Technical Reports Server (NTRS)

    Shams, Khawaja; Norris, Jeff

    2008-01-01

    This slide presentation accompanies a tutorial on the ReSTful (Representational State Transfer) web application. Using Open Services Gateway Initiative (OSGi), ReST uses HTTP protocol to enable developers to offer services to a diverse variety of clients: from shell scripts to sophisticated Java application suites. It also uses Eclipse for the rapid development, the Eclipse debugger, the test application, and the ease of export to production servers.

  20. Challenge of engaging all students via self-paced interactive electronic learning tutorials for introductory physics

    NASA Astrophysics Data System (ADS)

    DeVore, Seth; Marshman, Emily; Singh, Chandralekha

    2017-06-01

    As research-based, self-paced electronic learning tools become increasingly available, a critical issue educators encounter is implementing strategies to ensure that all students engage with them as intended. Here, we first discuss the effectiveness of electronic learning tutorials as self-paced learning tools in large enrollment brick and mortar introductory physics courses and then propose a framework for helping students engage effectively with the learning tools. The tutorials were developed via research in physics education and were found to be effective for a diverse group of introductory physics students in one-on-one implementation. Instructors encouraged the use of these tools in a self-paced learning environment by telling students that they would be helpful for solving the assigned homework problems and that the underlying physics principles in the tutorial problems would be similar to those in the in-class quizzes (which we call paired problems). We find that many students in the courses in which these interactive electronic learning tutorials were assigned as a self-study tool performed poorly on the paired problems. In contrast, a majority of student volunteers in one-on-one implementation greatly benefited from the tutorials and performed well on the paired problems. The significantly lower overall performance on paired problems administered as an in-class quiz compared to the performance of student volunteers who used the research-based tutorials in one-on-one implementation suggests that many students enrolled in introductory physics courses did not effectively engage with the tutorials outside of class and may have only used them superficially. The findings suggest that many students in need of out-of-class remediation via self-paced learning tools may have difficulty motivating themselves and may lack the self-regulation and time-management skills to engage effectively with tools specially designed to help them learn at their own pace. We

  1. Designing Templates for Interactive Tasks in CALL Tutorials.

    ERIC Educational Resources Information Center

    Ruhlmann, Felicitas

    The development of templates for computer-assisted language learning (CALL) is discussed, based on experiences with primarily linear multimedia tutorial programs. Design of templates for multiple-choice questions and interactive tasks in a prototype module is described. Possibilities of enhancing interactivity by introducing problem-oriented…

  2. Descriptive and Evaluative Language in Group Tutorials.

    ERIC Educational Resources Information Center

    Gilewicz, Magdalena; Thonus, Terese

    One advantage of writing center tutorial groups over individual tutoring is that in groups students have the opportunity to become readers of others' writing and to provide feedback to their peers. In such groups, it is assumed that the tutor as facilitator serves as an interactional and linguistic model for students. To test this hypothesis, over…

  3. The International Proteomics Tutorial Programme--reaching out to the next generation proteome scientists.

    PubMed

    James, Peter; Marko-Varga, György A

    2011-08-05

    One of the most critical functions of the various Proteomics organizations is the training of young scientists and the dissemination of information to the general scientific community. The education committees of the Human Proteome Organisation (HUPO) and the European Proteomics Association (EuPA) together with the other local proteomics associations are therefore launching a joint Tutorial Program to meet these needs. The level is aimed at Masters/PhD level students with good basic training in biology, biochemistry, mathematics and statistics. The Tutorials will consist of a review/teaching article with an accompanying talk slide presentation for classroom teaching. The Tutorial Program will cover core techniques and basics as an introduction to scientists new to the field. The entire series of articles and slides will be made freely available for teaching use at the Journals and Organizations homepages.

  4. The MaizeGDB Genome Browser Tutorial: One example of database outreach to biologists via video

    USDA-ARS?s Scientific Manuscript database

    Video tutorials are an effective way for researchers to quickly learn how to use online tools offered by biological databases. At the Maize Genetics and Genomics Database (MaizeGDB), we have developed a number of video tutorials that aim to demonstrate how to use various tools as well as to explici...

  5. "How Did You Find the Argument?": Conflicting Discourses in a Master's Dissertation Tutorial

    ERIC Educational Resources Information Center

    Salter-Dvorak, Hania

    2017-01-01

    This paper discusses feedback for developing L2 writing. It presents data from a serendipitous audio-recording of one L2 master's student's tutorial with her dissertation supervisor at a UK university, which is extracted from a 13-month linguistic ethnography. Following "academic literacies" scholars, I view the tutorial as a…

  6. Proposing a Web-Based Tutorial System to Teach Malay Language Braille Code to the Sighted

    ERIC Educational Resources Information Center

    Wah, Lee Lay; Keong, Foo Kok

    2010-01-01

    The "e-KodBrailleBM Tutorial System" is a web-based tutorial system which is specially designed to teach, facilitate and support the learning of Malay Language Braille Code to individuals who are sighted. The targeted group includes special education teachers, pre-service teachers, and parents. Learning Braille code involves memorisation…

  7. Statistical Tutorial | Center for Cancer Research

    Cancer.gov

    Recent advances in cancer biology have resulted in the need for increased statistical analysis of research data.  ST is designed as a follow up to Statistical Analysis of Research Data (SARD) held in April 2018.  The tutorial will apply the general principles of statistical analysis of research data including descriptive statistics, z- and t-tests of means and mean differences, simple and multiple linear regression, ANOVA tests, and Chi-Squared distribution.

  8. Using VMD - An Introductory Tutorial

    PubMed Central

    Hsin, Jen; Arkhipov, Anton; Yin, Ying; Stone, John E.; Schulten, Klaus

    2010-01-01

    VMD (Visual Molecular Dynamics) is a molecular visualization and analysis program designed for biological systems such as proteins, nucleic acids, lipid bilayer assemblies, etc. This unit will serve as an introductory VMD tutorial. We will present several step-by-step examples of some of VMD’s most popular features, including visualizing molecules in three dimensions with different drawing and coloring methods, rendering publication-quality figures, animate and analyze the trajectory of a molecular dynamics simulation, scripting in the text-based Tcl/Tk interface, and analyzing both sequence and structure data for proteins. PMID:19085979

  9. Exploring the Effectiveness of a Measurement Error Tutorial in Helping Teachers Understand Score Report Results

    ERIC Educational Resources Information Center

    Zapata-Rivera, Diego; Zwick, Rebecca; Vezzu, Margaret

    2016-01-01

    The goal of this study was to explore the effectiveness of a short web-based tutorial in helping teachers to better understand the portrayal of measurement error in test score reports. The short video tutorial included both verbal and graphical representations of measurement error. Results showed a significant difference in comprehension scores…

  10. Comparing the Effectiveness of a Supplemental Online Tutorial to Traditional Instruction with Nutritional Science Students

    ERIC Educational Resources Information Center

    Zubas, Patrice; Heiss, Cindy; Pedersen, Mary

    2006-01-01

    The purpose of this study was to ascertain if an online computer tutorial on diabetes mellitus, supplemented to traditional classroom lecture, is an effective tool in the education of nutrition students. Students completing a web-based tutorial as a supplement to classroom lecture displayed greater improvement in pre- vs. post-test scores compared…

  11. Acquaintanceship, Familiarity, and Coordinated Laughter in Writing Tutorials

    ERIC Educational Resources Information Center

    Thonus, Terese

    2008-01-01

    This study compared the frequency, structure, and purposes of laughter in writing tutorials between 46 acquainted and unacquainted tutor-student pairs. Of particular interest were instances of shared, or coordinated laughter, which took the form of sequenced, simultaneous, and extended laughter. Familiarity, viewed as a continuum, was also…

  12. Graduate Student Research Instruction: Testing an Interactive Web-Based Library Tutorial for a Health Sciences Database

    ERIC Educational Resources Information Center

    Lechner, David L.

    2005-01-01

    Interactive electronic tutorials offer flexibility in delivering library instruction; however, questions linger regarding their effectiveness compared to traditional librarian-led classroom lectures. This study examines a tutorial introducing health science students to the Cumulative Index to Nursing and Allied Health Literature database. Half the…

  13. Learning with On-Line and Hardcopy Tutorials. A Final Report. CDC Technical Report No. 32.

    ERIC Educational Resources Information Center

    Duffy, T. M.; And Others

    Intended to aid in the design of computer systems that promote efficient learning and performance, this study compared the effects of using hard copy and online format tutorials on the learning activities of 48 undergraduate students in either design or engineering. The tutorials, which provided instruction on the use of the equipment and basic…

  14. A Multimedia Tutorial for Charged-Particle Beam Dynamics. Final report

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

    Silbar, Richard R.

    1999-07-26

    In September 1995 WhistleSoft, Inc., began developing a computer-based multimedia tutorial for charged-particle beam dynamics under Phase II of a Small Business Innovative Research grant from the U.S. Department of Energy. In Phase I of this project (see its Final Report) we had developed several prototype multimedia modules using an authoring system on NeXTStep computers. Such a platform was never our intended target, and when we began Phase II we decided to make the change immediately to develop our tutorial modules for the Windows and Macintosh microcomputer market. This Report details our progress and accomplishments. It also gives a flavormore » of the look and feel of the presently available and upcoming modules.« less

  15. Preparing dental students to recognize and respond to domestic violence: the impact of a brief tutorial.

    PubMed

    Danley, Dale; Gansky, Stuart A; Chow, Denise; Gerbert, Barbara

    2004-01-01

    The purpose of this study was to evaluate the impact of a brief, interactive multimedia tutorial designed to prepare dentists to recognize and respond to domestic violence. The authors randomly assigned dentists and dental students to one of three groups: a control group or one of two experimental groups in a modified Solomon four-group design. One hundred sixty-one dental students and 13 dentists completed the multimedia tutorial. At the posttest, subjects in both experimental groups demonstrated significantly better scores than did subjects in the control group on most items. The two experimental groups (pretest and posttest, posttest only) did not differ significantly from each other. An engaging, interactive tutorial presenting a simplified model for ways in which dental professionals can recognize and respond to domestic violence significantly improved dental students' knowledge of, and attitudes toward, the topic. Clinicians may improve the care they provide to patients by accessing this brief tutorial and following the lessons contained in it.

  16. The Effectiveness of Tutorial Strategies: An Experimental Evaluation.

    ERIC Educational Resources Information Center

    Swanson, Judy H.

    The effectiveness of three tutorial strategies was evaluated by experimentally manipulating the strategies used in a 2 X 3 factorial design. Two tutors taught 48 college undergraduates a basic optics lesson about "how lenses work," using three instructional methods which varied the amount of tutor control. In the lecture condition, tutors assumed…

  17. The Effectiveness of Interactivity in Multimedia Software Tutorials

    ERIC Educational Resources Information Center

    Whitman, Lisa

    2013-01-01

    Many people face the challenge of finding effective computer-based software instruction, including employees who must learn how to use software applications for their job and students of distance education classes. Therefore, it is important to conduct research on how computer-based multimedia software tutorials should be designed so they are as…

  18. An Evaluation of a Biological Slide-Tutorial Program.

    ERIC Educational Resources Information Center

    Chan, Gordon L.

    Described is an auto-tutorial slide program for zoology students. A self-paced system was devised for observing the subject matter covered in the twelve study units of a zoology course. The post-testing evaluation revealed that students with lower grade point averages achieved scores comparable with students of higher grade point averages.…

  19. How Levels of Interactivity in Tutorials Affect Students' Learning of Modeling Transportation Problems in a Spreadsheet

    ERIC Educational Resources Information Center

    Seal, Kala Chand; Przasnyski, Zbigniew H.; Leon, Linda A.

    2010-01-01

    Do students learn to model OR/MS problems better by using computer-based interactive tutorials and, if so, does increased interactivity in the tutorials lead to better learning? In order to determine the effect of different levels of interactivity on student learning, we used screen capture technology to design interactive support materials for…

  20. An elementary tutorial on formal specification and verification using PVS

    NASA Technical Reports Server (NTRS)

    Butler, Ricky W.

    1993-01-01

    A tutorial on the development of a formal specification and its verification using the Prototype Verification System (PVS) is presented. The tutorial presents the formal specification and verification techniques by way of specific example - an airline reservation system. The airline reservation system is modeled as a simple state machine with two basic operations. These operations are shown to preserve a state invariant using the theorem proving capabilities of PVS. The technique of validating a specification via 'putative theorem proving' is also discussed and illustrated in detail. This paper is intended for the novice and assumes only some of the basic concepts of logic. A complete description of user inputs and the PVS output is provided and thus it can be effectively used while one is sitting at a computer terminal.

  1. Development of a Web-Based, Student-Centered Stereochemistry Tutorial

    ERIC Educational Resources Information Center

    Burrmann, Nicola J.; Moore, John W.

    2013-01-01

    A Web-based stereochemistry tutorial is described that details the core definitions and structural representations of stereochemistry in an organic chemistry course. The Cahn-Ingold-Prelog rules and their application for assigning "R" and "S" orientations to stereocenters and "E" and "Z" orientations to…

  2. Knowledge retention after an online tutorial: a randomized educational experiment among resident physicians.

    PubMed

    Bell, Douglas S; Harless, Charles E; Higa, Jerilyn K; Bjork, Elizabeth L; Bjork, Robert A; Bazargan, Mohsen; Mangione, Carol M

    2008-08-01

    The time course of physicians' knowledge retention after learning activities has not been well characterized. Understanding the time course of retention is critical to optimizing the reinforcement of knowledge. Educational follow-up experiment with knowledge retention measured at 1 of 6 randomly assigned time intervals (0-55 days) after an online tutorial covering 2 American Diabetes Association guidelines. Internal and family medicine residents. Multiple-choice knowledge tests, subject characteristics including critical appraisal skills, and learner satisfaction. Of 197 residents invited, 91 (46%) completed the tutorial and were randomized; of these, 87 (96%) provided complete follow-up data. Ninety-two percent of the subjects rated the tutorial as "very good" or "excellent." Mean knowledge scores increased from 50% before the tutorial to 76% among those tested immediately afterward. Score gains were only half as great at 3-8 days and no significant retention was measurable at 55 days. The shape of the retention curve corresponded with a 1/4-power transformation of the delay interval. In multivariate analyses, critical appraisal skills and participant age were associated with greater initial learning, but no participant characteristic significantly modified the rate of decline in retention. Education that appears successful from immediate posttests and learner evaluations can result in knowledge that is mostly lost to recall over the ensuing days and weeks. To achieve longer-term retention, physicians should review or otherwise reinforce new learning after as little as 1 week.

  3. Application developer's tutorial for the CSM testbed architecture

    NASA Technical Reports Server (NTRS)

    Underwood, Phillip; Felippa, Carlos A.

    1988-01-01

    This tutorial serves as an illustration of the use of the programmer interface on the CSM Testbed Architecture (NICE). It presents a complete, but simple, introduction to using both the GAL-DBM (Global Access Library-Database Manager) and CLIP (Command Language Interface Program) to write a NICE processor. Familiarity with the CSM Testbed architecture is required.

  4. Tutorials in Introductory Physics: The Pain and the Gain

    ERIC Educational Resources Information Center

    Cruz, Emerson; O'Shea, Brian; Schaffenberger, Werner; Wolf, Steven; Kortemeyer, Gerd

    2010-01-01

    In an introductory physics sequence with a large enrollment of premedical students, traditional recitation sessions were replaced by "Tutorials in Introductory Physics," developed by the Physics Education Group at the University of Washington. Initially, summative test scores (as well as FCI scores) dramatically increased, but so did…

  5. Effect of Physician Tutorials on Prescribing Patterns of Graduate Physicians.

    ERIC Educational Resources Information Center

    Klein, Lawrence E.; And Others

    1981-01-01

    Physicians in an experimental group were surveyed to assess their knowledge of the effectiveness, cost, and side effects of antibiotics, and a tutorial was developed to modify some prescribing patterns. Prescribing patterns were statistically different. (Author/MLW)

  6. Cytopathology whole slide images and virtual microscopy adaptive tutorials: A software pilot

    PubMed Central

    Van Es, Simone L.; Pryor, Wendy M.; Belinson, Zack; Salisbury, Elizabeth L.; Velan, Gary M.

    2015-01-01

    Background: The constant growth in the body of knowledge in medicine requires pathologists and pathology trainees to engage in continuing education. Providing them with equitable access to efficient and effective forms of education in pathology (especially in remote and rural settings) is important, but challenging. Methods: We developed three pilot cytopathology virtual microscopy adaptive tutorials (VMATs) to explore a novel adaptive E-learning platform (AeLP) which can incorporate whole slide images for pathology education. We collected user feedback to further develop this educational material and to subsequently deploy randomized trials in both pathology specialist trainee and also medical student cohorts. Cytopathology whole slide images were first acquired then novel VMATs teaching cytopathology were created using the AeLP, an intelligent tutoring system developed by Smart Sparrow. The pilot was run for Australian pathologists and trainees through the education section of Royal College of Pathologists of Australasia website over a period of 9 months. Feedback on the usability, impact on learning and any technical issues was obtained using 5-point Likert scale items and open-ended feedback in online questionnaires. Results: A total of 181 pathologists and pathology trainees anonymously attempted the three adaptive tutorials, a smaller proportion of whom went on to provide feedback at the end of each tutorial. VMATs were perceived as effective and efficient E-learning tools for pathology education. User feedback was positive. There were no significant technical issues. Conclusion: During this pilot, the user feedback on the educational content and interface and the lack of technical issues were helpful. Large scale trials of similar online cytopathology adaptive tutorials were planned for the future. PMID:26605119

  7. The impact of maths support tutorials on mathematics confidence and academic performance in a cohort of HE Animal Science students

    PubMed Central

    Amory, Jonathan

    2014-01-01

    Students embarking on a bioscience degree course, such as Animal Science, often do not have sufficient experience in mathematics. However, mathematics forms an essential and integral part of any bioscience degree and is essential to enhance employability. This paper presents the findings of a project looking at the effect of mathematics tutorials on a cohort of first year animal science and management students. The results of a questionnaire, focus group discussions and academic performance analysis indicate that small group tutorials enhance students’ confidence in maths and improve students’ academic performance. Furthermore, student feedback on the tutorial programme provides a deeper insight into student experiences and the value students assign to the tutorials. PMID:25024925

  8. The impact of maths support tutorials on mathematics confidence and academic performance in a cohort of HE Animal Science students.

    PubMed

    van Veggel, Nieky; Amory, Jonathan

    2014-01-01

    Students embarking on a bioscience degree course, such as Animal Science, often do not have sufficient experience in mathematics. However, mathematics forms an essential and integral part of any bioscience degree and is essential to enhance employability. This paper presents the findings of a project looking at the effect of mathematics tutorials on a cohort of first year animal science and management students. The results of a questionnaire, focus group discussions and academic performance analysis indicate that small group tutorials enhance students' confidence in maths and improve students' academic performance. Furthermore, student feedback on the tutorial programme provides a deeper insight into student experiences and the value students assign to the tutorials.

  9. Auto-Tutorial Instruction in Entomology: Principles of Entomology (Orders).

    ERIC Educational Resources Information Center

    Minnick, D. R.; Steele, K. L.

    Auto-tutorial instruction was compared to traditional lecture instruction in a university entomology course. In seven consecutive terms, undergraduate students enrolled in an introductory entomology course were divided into two groups: Group I received only lecture instruction on insect orders, while Group II was dismissed for three consecutive…

  10. A High Intensity, Short-Term, Tutorial/Enrichment Program in Reading.

    ERIC Educational Resources Information Center

    Martin, Rita J.; And Others.

    1981-01-01

    The Summer Adventure in Learning (SAIL) program was developed to train prospective teachers in tutorial methods intended to improve reading achievement. The program's primary instructional objective was to decrease the pupil reading rate resulting in improved reading comprehension. (JN)

  11. General Algebraic Modeling System Tutorial | High-Performance Computing |

    Science.gov Websites

    power generation from two different fuels. The goal is to minimize the cost for one of the fuels while Here's a basic tutorial for modeling optimization problems with the General Algebraic Modeling System (GAMS). Overview The GAMS (General Algebraic Modeling System) package is essentially a compiler for a

  12. Detecting the Edge of the Tongue: A Tutorial

    ERIC Educational Resources Information Center

    Iskarous, Khalil

    2005-01-01

    The goal of this paper is to provide a tutorial introduction to the topic of edge detection of the tongue from ultrasound scans for researchers in speech science and phonetics. The method introduced here is Active Contours (also called snakes), a method for searching for an edge, assuming that it is a smooth curve in the image data. The advantage…

  13. Tutorial examples for uncertainty quantification methods.

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

    De Bord, Sarah

    2015-08-01

    This report details the work accomplished during my 2015 SULI summer internship at Sandia National Laboratories in Livermore, CA. During this internship, I worked on multiple tasks with the common goal of making uncertainty quantification (UQ) methods more accessible to the general scientific community. As part of my work, I created a comprehensive numerical integration example to incorporate into the user manual of a UQ software package. Further, I developed examples involving heat transfer through a window to incorporate into tutorial lectures that serve as an introduction to UQ methods.

  14. Implementation and Evaluation of the Debate-Style Tutorial Study in a Third-Year Dental Curriculum in Japan

    ERIC Educational Resources Information Center

    Shingaki, Ryuji; Kamioka, Hiroshi; Irie, Masao; Nishimura, Fusanori

    2006-01-01

    We introduced a debate-style tutorial exercise into the third-year tutorial classes with the purpose of developing the students' logic, broadening their vision and encouraging them to express their opinions in public, before an audience. The issues for debate included medical (dental) and non-medical topics. Two separate debate exercises were…

  15. Tutorial: Assessment and Analysis of Polysyllables in Young Children

    ERIC Educational Resources Information Center

    Masso, Sarah; McLeod, Sharynne; Baker, Elise

    2018-01-01

    Purpose: Polysyllables, words of 3 or more syllables, represent almost 30% of words used in American English. The purpose of this tutorial is to support speech-language pathologists' (SLPs') assessment and analysis of polysyllables, extending the focus of published assessment tools that focus on sampling and analyzing children's segmental accuracy…

  16. Characterizing representational learning: A combined simulation and tutorial on perturbation theory

    NASA Astrophysics Data System (ADS)

    Kohnle, Antje; Passante, Gina

    2017-12-01

    Analyzing, constructing, and translating between graphical, pictorial, and mathematical representations of physics ideas and reasoning flexibly through them ("representational competence") is a key characteristic of expertise in physics but is a challenge for learners to develop. Interactive computer simulations and University of Washington style tutorials both have affordances to support representational learning. This article describes work to characterize students' spontaneous use of representations before and after working with a combined simulation and tutorial on first-order energy corrections in the context of quantum-mechanical time-independent perturbation theory. Data were collected from two institutions using pre-, mid-, and post-tests to assess short- and long-term gains. A representational competence level framework was adapted to devise level descriptors for the assessment items. The results indicate an increase in the number of representations used by students and the consistency between them following the combined simulation tutorial. The distributions of representational competence levels suggest a shift from perceptual to semantic use of representations based on their underlying meaning. In terms of activity design, this study illustrates the need to support students in making sense of the representations shown in a simulation and in learning to choose the most appropriate representation for a given task. In terms of characterizing representational abilities, this study illustrates the usefulness of a framework focusing on perceptual, syntactic, and semantic use of representations.

  17. Glycomic and glycoproteomic analysis of glycoproteins—a tutorial

    DOE PAGES

    Shajahan, Asif; Heiss, Christian; Ishihara, Mayumi; ...

    2017-06-06

    The structural analysis of glycoproteins is a challenging endeavor and is under steadily increasing demand, but only a very limited number of labs have the expertise required to accomplish this task. This tutorial is aimed at researchers from the fields of molecular biology and biochemistry that have discovered that glycoproteins are important in their biological research and are looking for the tools to elucidate their structure. It provides brief descriptions of the major and most common analytical techniques used in glycomics and glycoproteomics analysis, including explanations of the rationales for individual steps and references to published literature containing the experimentalmore » details necessary to carry out the analyses. Glycomics includes the comprehensive study of the structure and function of the glycans expressed in a given cell or organism along with identification of all the genes that encode glycoproteins and glycosyltransferases. Glycoproteomics which is subset of both glycomics and proteomics is the identification and characterization of proteins bearing carbohydrates as posttranslational modification. This tutorial is designed to ease entry into the glycomics and glycoproteomics field for those without prior carbohydrate analysis experience.« less

  18. Glycomic and glycoproteomic analysis of glycoproteins—a tutorial

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

    Shajahan, Asif; Heiss, Christian; Ishihara, Mayumi

    The structural analysis of glycoproteins is a challenging endeavor and is under steadily increasing demand, but only a very limited number of labs have the expertise required to accomplish this task. This tutorial is aimed at researchers from the fields of molecular biology and biochemistry that have discovered that glycoproteins are important in their biological research and are looking for the tools to elucidate their structure. It provides brief descriptions of the major and most common analytical techniques used in glycomics and glycoproteomics analysis, including explanations of the rationales for individual steps and references to published literature containing the experimentalmore » details necessary to carry out the analyses. Glycomics includes the comprehensive study of the structure and function of the glycans expressed in a given cell or organism along with identification of all the genes that encode glycoproteins and glycosyltransferases. Glycoproteomics which is subset of both glycomics and proteomics is the identification and characterization of proteins bearing carbohydrates as posttranslational modification. This tutorial is designed to ease entry into the glycomics and glycoproteomics field for those without prior carbohydrate analysis experience.« less

  19. Spreadsheet for designing valid least-squares calibrations: A tutorial.

    PubMed

    Bettencourt da Silva, Ricardo J N

    2016-02-01

    Instrumental methods of analysis are used to define the price of goods, the compliance of products with a regulation, or the outcome of fundamental or applied research. These methods can only play their role properly if reported information is objective and their quality is fit for the intended use. If measurement results are reported with an adequately small measurement uncertainty both of these goals are achieved. The evaluation of the measurement uncertainty can be performed by the bottom-up approach, that involves a detailed description of the measurement process, or using a pragmatic top-down approach that quantify major uncertainty components from global performance data. The bottom-up approach is not so frequently used due to the need to master the quantification of individual components responsible for random and systematic effects that affect measurement results. This work presents a tutorial that can be easily used by non-experts in the accurate evaluation of the measurement uncertainty of instrumental methods of analysis calibrated using least-squares regressions. The tutorial includes the definition of the calibration interval, the assessments of instrumental response homoscedasticity, the definition of calibrators preparation procedure required for least-squares regression model application, the assessment of instrumental response linearity and the evaluation of measurement uncertainty. The developed measurement model is only applicable in calibration ranges where signal precision is constant. A MS-Excel file is made available to allow the easy application of the tutorial. This tool can be useful for cases where top-down approaches cannot produce results with adequately low measurement uncertainty. An example of the application of this tool to the determination of nitrate in water by ion chromatography is presented. Copyright © 2015 Elsevier B.V. All rights reserved.

  20. Investigating Learning with an Interactive Tutorial: A Mixed-Methods Strategy

    ERIC Educational Resources Information Center

    de Villiers, M. R.; Becker, Daphne

    2017-01-01

    From the perspective of parallel mixed-methods research, this paper describes interactivity research that employed usability-testing technology to analyse cognitive learning processes; personal learning styles and times; and errors-and-recovery of learners using an interactive e-learning tutorial called "Relations." "Relations"…

  1. Automated Problem Generation in Learning Management Systems: A Tutorial

    ERIC Educational Resources Information Center

    Romero, Jaime; Rozano, Mercedes

    2016-01-01

    The benefits of solving problems have been widely acknowledged by literature. Its implementation in e-learning platforms can make easier its management and the learning process itself. However, its implementation can also become a very time-consuming task, particularly when the number of problems to generate is high. In this tutorial we describe a…

  2. Tutorial: Calculating Percentile Rank and Percentile Norms Using SPSS

    ERIC Educational Resources Information Center

    Baumgartner, Ted A.

    2009-01-01

    Practitioners can benefit from using norms, but they often have to develop their own percentile rank and percentile norms. This article is a tutorial on how to quickly and easily calculate percentile rank and percentile norms using SPSS, and this information is presented for a data set. Some issues in calculating percentile rank and percentile…

  3. Peer Discussions in Lecture-Based Tutorials in Introductory Physics

    ERIC Educational Resources Information Center

    Leinonen, Risto; Asikainen, Mervi A.; Hirvonen, Pekka E.

    2017-01-01

    This study analyzes the types of peer discussion that occur during lecture-based tutorial sessions. It focuses in particular on whether discussions of this kind have certain characteristics that might indicate success in the post-testing phase. The data were collected during an introductory physics course. The main data set was gathered with the…

  4. Redesigning nursing tutorials for ESL students: a pilot study.

    PubMed

    San Miguel, Caroline; Townsend, Lisa; Waters, Cheryl

    2013-04-01

    Increased enrolments of Bachelor of Nursing (BN) students who speak English as a second language (ESL) can help create a multilingual and culturally diverse workforce that is better prepared to meet the needs of increasingly diverse health populations. However, although ESL enrolments are increasing, attrition rates for ESL students tend to be higher than those of native speakers of English, partly due to academic failure. At the same time, concerns have been expressed in some quarters about the low levels of English language of entering students. As it is unlikely that language entry levels to university will be raised, sustainable programmes that help ESL students better meet the academic challenges they may face need to be developed. So far, models of ESL support have been mostly an adjunct to their degree, voluntary and not well attended. This paper discusses a model using tutorials integrated into the first year nursing curriculum that were specifically designed for ESL students with low levels of English language proficiency. The paper also examines students' perceptions of such tutorials, which they found beneficial to their learning.

  5. Implementing Learning Assistants and Tutorials in the Laboratory Environment

    NASA Astrophysics Data System (ADS)

    Stewart, John; Henderson, Rachel; Miller, Paul

    2016-03-01

    This talk describes the results of a novel implementation of a Learning Assistant (LA) program where the LAs facilitated the presentation of the Tutorials in Introductory Physics as part of an otherwise traditional laboratory. LAs received both general training in the teaching of science and specific training in the presentation of the Tutorials. The LAs acted as the lead laboratory instructor for one hour each lab. The program required very little interaction from the lecturer. The program showed a substantial increase in learning gains on the Force and Motion Conceptual Inventory in the first semester course, but weaker improvement of learning gains on the Conceptual Survey of Electricity and Magnetism in the second semester course. Multiple linear regression showed that gender, student ability, and whether the student was on-sequence were significant regressors. The instructor was a substantial random effect (SD = 0 . 10), but the teaching assistant (SD = 0 . 00) and learning assistant (SD = 0 . 01) were much weaker random effects on the normalized gain. The instructor standing (tenure-track, teaching faculty, or adjunct) was a weakly significant regressor (p < 0 . 05).

  6. Topographic ERP analyses: a step-by-step tutorial review.

    PubMed

    Murray, Micah M; Brunet, Denis; Michel, Christoph M

    2008-06-01

    In this tutorial review, we detail both the rationale for as well as the implementation of a set of analyses of surface-recorded event-related potentials (ERPs) that uses the reference-free spatial (i.e. topographic) information available from high-density electrode montages to render statistical information concerning modulations in response strength, latency, and topography both between and within experimental conditions. In these and other ways these topographic analysis methods allow the experimenter to glean additional information and neurophysiologic interpretability beyond what is available from canonical waveform analyses. In this tutorial we present the example of somatosensory evoked potentials (SEPs) in response to stimulation of each hand to illustrate these points. For each step of these analyses, we provide the reader with both a conceptual and mathematical description of how the analysis is carried out, what it yields, and how to interpret its statistical outcome. We show that these topographic analysis methods are intuitive and easy-to-use approaches that can remove much of the guesswork often confronting ERP researchers and also assist in identifying the information contained within high-density ERP datasets.

  7. Understanding Medical Words: A Tutorial from the National Library of Medicine

    MedlinePlus

    ... Understanding Medical Words: A Tutorial from the National Library of Medicine To use the sharing features on ... MedlinePlus Connect for EHRs For Developers U.S. National Library of Medicine 8600 Rockville Pike, Bethesda, MD 20894 ...

  8. A Design of Computer Aided Instructions (CAI) for Undirected Graphs in the Discrete Math Tutorial (DMT). Part 1.

    DTIC Science & Technology

    1990-06-01

    The objective of this thesis research is to create a tutorial for teaching aspects of undirected graphs in discrete math . It is one of the submodules...of the Discrete Math Tutorial (DMT), which is a Computer Aided Instructional (CAI) tool for teaching discrete math to the Naval Academy and the

  9. A Design of Computer Aided Instructions (CAI) for Undirected Graphs in the Discrete Math Tutorial (DMT). Part 2

    DTIC Science & Technology

    1990-06-01

    The objective of this thesis research is to create a tutorial for teaching aspects of undirected graphs in discrete math . It is one of the submodules...of the Discrete Math Tutorial (DMT), which is a Computer Aided Instructional (CAI) tool for teaching discrete math to the Naval Academy and the

  10. Knowledge Retention after an Online Tutorial: A Randomized Educational Experiment among Resident Physicians

    PubMed Central

    Harless, Charles E.; Higa, Jerilyn K.; Bjork, Elizabeth L.; Bjork, Robert A.; Bazargan, Mohsen; Mangione, Carol M.

    2008-01-01

    BACKGROUND The time course of physicians’ knowledge retention after learning activities has not been well characterized. Understanding the time course of retention is critical to optimizing the reinforcement of knowledge. DESIGN Educational follow-up experiment with knowledge retention measured at 1 of 6 randomly assigned time intervals (0–55 days) after an online tutorial covering 2 American Diabetes Association guidelines. PARTICIPANTS Internal and family medicine residents. MEASUREMENTS Multiple-choice knowledge tests, subject characteristics including critical appraisal skills, and learner satisfaction. RESULTS Of 197 residents invited, 91 (46%) completed the tutorial and were randomized; of these, 87 (96%) provided complete follow-up data. Ninety-two percent of the subjects rated the tutorial as “very good” or “excellent.” Mean knowledge scores increased from 50% before the tutorial to 76% among those tested immediately afterward. Score gains were only half as great at 3–8 days and no significant retention was measurable at 55 days. The shape of the retention curve corresponded with a 1/4-power transformation of the delay interval. In multivariate analyses, critical appraisal skills and participant age were associated with greater initial learning, but no participant characteristic significantly modified the rate of decline in retention. CONCLUSIONS Education that appears successful from immediate posttests and learner evaluations can result in knowledge that is mostly lost to recall over the ensuing days and weeks. To achieve longer-term retention, physicians should review or otherwise reinforce new learning after as little as 1 week. Electronic supplementary material The online version of this article (doi:10.1007/s11606-008-0604-2) contains supplementary material, which is available to authorized users. PMID:18446414

  11. Introduction of the Bethesda System to Mainland China with a Web-based tutorial.

    PubMed

    Yuan, Qin; Chang, Alexander Russell; Ng, Ho Keung

    2003-01-01

    To validate the use of a Web-based tutorial to introduce the Bethesda System (TBS) to Mainland Chinese laboratories. Digitized color images of the diagnostic features in 20 Pap smears were displayed on a Web page. Participants were asked to give each smear a diagnosis using the reporting nomenclature employed in their laboratory or one that was familiar to them. This was followed by teaching images of each smear accompanied by text in English and Chinese that highlighted important features for making a diagnosis using TBS. Participants then reviewed the 20 original Pap smears and rendered a diagnosis using TBS. Pathologists and cytotechnologists at 17 laboratories located in 10 cities completed the exercise. The average diagnostic accuracy for the 20 Pap smears before and after the tutorial was 76% and 88%, respectively. Web-based tutorials can be used for disseminating cytologic information to widely dispersed laboratories in China and help enhance the practice of cytology, currently an underutilized diagnostic technique. However, such difficulties as lack of Internet connections in the laboratory, outdated computers and a lack of interest in cytology need to be overcome to ensure success.

  12. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    ERIC Educational Resources Information Center

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  13. Tutorial Community Report. Progress Report, August 1971-July 1972.

    ERIC Educational Resources Information Center

    COP Bulletin, 1972

    1972-01-01

    The Tutorial Community Project (TCP) is a seven-year effort (1968-1975) designed to establish a model elementary school in the Los Angeles City School System. This document reports the project's accomplishments at Wilshire Crest and Dublin Avenue schools during the first year of the TCP. The main thrust of TCP is to develop a model, self-renewing,…

  14. pyro: Python-based tutorial for computational methods for hydrodynamics

    NASA Astrophysics Data System (ADS)

    Zingale, Michael

    2015-07-01

    pyro is a simple python-based tutorial on computational methods for hydrodynamics. It includes 2-d solvers for advection, compressible, incompressible, and low Mach number hydrodynamics, diffusion, and multigrid. It is written with ease of understanding in mind. An extensive set of notes that is part of the Open Astrophysics Bookshelf project provides details of the algorithms.

  15. Online Tutorials and Effective Information Literacy Instruction for Distance Learners

    ERIC Educational Resources Information Center

    Gonzales, Brighid M.

    2014-01-01

    As Internet and computer technologies have evolved, libraries have incorporated these technologies into the delivery of information literacy instruction. Of particular benefit is the ability of online tutorials to deliver information literacy instruction to students not physically present on campus. A survey of library and information science…

  16. A Study of Sustainable Assessment Theory in Higher Education Tutorials

    ERIC Educational Resources Information Center

    Beck, Robert J.; Skinner, William F.; Schwabrow, Lynsey A.

    2013-01-01

    A study of sustainable assessment theory in nine tutorial courses at four colleges demonstrated that three long-term learning outcomes improved: Independence, Intellectual Maturity and Creativity. Eight of 10 traits associated with these outcomes were validated through internal reliability, faculty and student rubrics, and faculty case studies…

  17. Tutorial for writing systematic reviews for the Brazilian Journal of Physical Therapy (BJPT)

    PubMed Central

    Mancini, Marisa C.; Cardoso, Jefferson R.; Sampaio, Rosana F.; Costa, Lucíola C. M.; Cabral, Cristina M. N.; Costa, Leonardo O. P.

    2014-01-01

    Systematic reviews aim to summarize all evidence using very rigorous methods in order to address a specific research question with less bias as possible. Systematic reviews are widely used in the field of physical therapy, however not all reviews have good quality. This tutorial aims to guide authors of the Brazilian Journal of Physical Therapy on how systematic reviews should be conducted and reported in order to be accepted for publication. It is expected that this tutorial will help authors of systematic reviews as well as journal editors and reviewers on how to conduct, report, critically appraise and interpret this type of study design. PMID:25590440

  18. Tutorial for writing systematic reviews for the Brazilian Journal of Physical Therapy (BJPT).

    PubMed

    Mancini, Marisa C; Cardoso, Jefferson R; Sampaio, Rosana F; Costa, Lucíola C M; Cabral, Cristina M N; Costa, Leonardo O P

    2014-01-01

    Systematic reviews aim to summarize all evidence using very rigorous methods in order to address a specific research question with less bias as possible. Systematic reviews are widely used in the field of physical therapy, however not all reviews have good quality. This tutorial aims to guide authors of the Brazilian Journal of Physical Therapy on how systematic reviews should be conducted and reported in order to be accepted for publication. It is expected that this tutorial will help authors of systematic reviews as well as journal editors and reviewers on how to conduct, report, critically appraise and interpret this type of study design.

  19. Achievement of Audi-Tutorial and Conventional Biology Students, A Comparative Study

    ERIC Educational Resources Information Center

    Sparks, Phillip D.; Unbehaun, Laraine M.

    1971-01-01

    Students studying a biology course by audio-tutorial or conventional lecture-laboratory methods differed in achievement on course examinations, with the A-T group scoring significantly higher on the total test and 3 of the 9 subtests. (AL)

  20. Fisher, Neyman-Pearson or NHST? A tutorial for teaching data testing.

    PubMed

    Perezgonzalez, Jose D

    2015-01-01

    Despite frequent calls for the overhaul of null hypothesis significance testing (NHST), this controversial procedure remains ubiquitous in behavioral, social and biomedical teaching and research. Little change seems possible once the procedure becomes well ingrained in the minds and current practice of researchers; thus, the optimal opportunity for such change is at the time the procedure is taught, be this at undergraduate or at postgraduate levels. This paper presents a tutorial for the teaching of data testing procedures, often referred to as hypothesis testing theories. The first procedure introduced is Fisher's approach to data testing-tests of significance; the second is Neyman-Pearson's approach-tests of acceptance; the final procedure is the incongruent combination of the previous two theories into the current approach-NSHT. For those researchers sticking with the latter, two compromise solutions on how to improve NHST conclude the tutorial.

  1. Effectiveness of a computer-based tutorial for teaching how to make a blood smear.

    PubMed

    Preast, Vanessa; Danielson, Jared; Bender, Holly; Bousson, Maury

    2007-09-01

    Computer-aided instruction (CAI) was developed to teach veterinary students how to make blood smears. This instruction was intended to replace the traditional instructional method in order to promote efficient use of faculty resources while maintaining learning outcomes and student satisfaction. The purpose of this study was to evaluate the effect of a computer-aided blood smear tutorial on 1) instructor's teaching time, 2) students' ability to make blood smears, and 3) students' ability to recognize smear quality. Three laboratory sessions for senior veterinary students were taught using traditional methods (control group) and 4 sessions were taught using the CAI tutorial (experimental group). Students in the control group received a short demonstration and lecture by the instructor at the beginning of the laboratory and then practiced making blood smears. Students in the experimental group received their instruction through the self-paced, multimedia tutorial on a laptop computer and then practiced making blood smears. Data was collected from observation, interview, survey questionnaires, and smear evaluation by students and experts using a scoring rubric. Students using the CAI made better smears and were better able to recognize smear quality. The average time the instructor spent in the room was not significantly different between groups, but the quality of the instructor time was improved with the experimental instruction. The tutorial implementation effectively provided students and instructors with a teaching and learning experience superior to the traditional method of instruction. Using CAI is a viable method of teaching students to make blood smears.

  2. Computational Modeling for Language Acquisition: A Tutorial with Syntactic Islands

    ERIC Educational Resources Information Center

    Pearl, Lisa S.; Sprouse, Jon

    2015-01-01

    Purpose: Given the growing prominence of computational modeling in the acquisition research community, we present a tutorial on how to use computational modeling to investigate learning strategies that underlie the acquisition process. This is useful for understanding both typical and atypical linguistic development. Method: We provide a general…

  3. The Computer as a Tutorial Laboratory: The Stanford BIP Project.

    ERIC Educational Resources Information Center

    Barr, Avron; And Others

    The BASIC Instructional Program (BIP) is an interactive problem-solving laboratory that offers tutorial assistance to students solving introductory programing problems in the BASIC language. After a brief review of the rationale and origins of the BIP instructional system, the design and implementation of BIP's curriculum information network are…

  4. Monitoring and Analysing Attendance in First Year University Mathematics Tutorials

    ERIC Educational Resources Information Center

    Higgins, Patrick; Read, Wayne

    2012-01-01

    As part of an innovative tutorial structure introduced to a first year university mathematics subject, an attendance monitoring system was implemented. The system collected data that was used to investigate the relationship between student attendance and assessment performance which is reported here. The implementation of this system also assisted…

  5. Effect of Tutorial Giving on The Topic of Special Theory of Relativity in Modern Physics Course Towards Students’ Problem-Solving Ability

    NASA Astrophysics Data System (ADS)

    Hartatiek; Yudyanto; Haryoto, Dwi

    2017-05-01

    A Special Theory of Relativity handbook has been successfully arranged to guide students tutorial activity in the Modern Physics course. The low of students’ problem-solving ability was overcome by giving the tutorial in addition to the lecture class. It was done due to the limited time in the class during the course to have students do some exercises for their problem-solving ability. The explicit problem-solving based tutorial handbook was written by emphasizing to this 5 problem-solving strategies: (1) focus on the problem, (2) picture the physical facts, (3) plan the solution, (4) solve the problem, and (5) check the result. This research and development (R&D) consisted of 3 main steps: (1) preliminary study, (2) draft I. product development, and (3) product validation. The developed draft product was validated by experts to measure the feasibility of the material and predict the effect of the tutorial giving by means of questionnaires with scale 1 to 4. The students problem-solving ability in Special Theory of Relativity showed very good qualification. It implied that the tutorial giving with the help of tutorial handbook increased students problem-solving ability. The empirical test revealed that the developed handbook was significantly affected in improving students’ mastery concept and problem-solving ability. Both students’ mastery concept and problem-solving ability were in middle category with gain of 0.31 and 0.41, respectively.

  6. Using serious games and virtual worlds in pesticides transport teaching

    NASA Astrophysics Data System (ADS)

    Payraudeau, Sylvain; Alvarez-Zaldivar, Pablo; van Dijk, Paul; Imfeld, Gwenaël

    2017-04-01

    Teaching environmental scenarios, such as the availability and transport of pesticides in catchments, may fail with traditional lectures and tutorials due to the complex and synergic interplay of soil, landuse, compounds properties, hydroclimatic forcing and biogeochemical processes. To tackle and pedagogically enter into this complexity, virtual worlds (i.e. computer-based simulated environment) and serious games (i.e. applied games with added pedagogical value) can efficiently improve knowledge and know-how of the future water management stakeholders and scientists. We have developed an e-learning teaching unit using virtual catchments and serious games by gradually adapting the level of complexity depending of the targeted public. The first targeted group is farmers in continuing education centers. We developed a distributed pesticide transport tool in a virtual agricultural catchment to highlight the specific risks of off-site pesticide transport along crop growing season. Students of this first group can interactively define and combine climatic, land-use and soil type scenarios with different pesticides to experiment the components of worst-case situations and to propose best-management practices depending of the involved environmental compartments, i.e. atmosphere, soil, surface water or groundwater. For Master's degree students, we added a level of complexity by adding a specific module focusing on pesticide degradation using cutting-edge approaches. With the compound-specific isotope analysis (CSIA) module students are able to link the 13C/12C signature of pesticides to the ongoing dissipation processes within the catchment. By using and interpreting CSIA data, students can thus efficiently understand the difference between non-destructive (e.g. sorption) and destructive (e.g. bio and abiotic degradation) processes occurring in a catchment. This CSIA tool applied to a virtual agricultural catchment will also allow to distinguish the dilution effect from

  7. Auditory brainstem response to complex sounds: a tutorial

    PubMed Central

    Skoe, Erika; Kraus, Nina

    2010-01-01

    This tutorial provides a comprehensive overview of the methodological approach to collecting and analyzing auditory brainstem responses to complex sounds (cABRs). cABRs provide a window into how behaviorally relevant sounds such as speech and music are processed in the brain. Because temporal and spectral characteristics of sounds are preserved in this subcortical response, cABRs can be used to assess specific impairments and enhancements in auditory processing. Notably, subcortical function is neither passive nor hardwired but dynamically interacts with higher-level cognitive processes to refine how sounds are transcribed into neural code. This experience-dependent plasticity, which can occur on a number of time scales (e.g., life-long experience with speech or music, short-term auditory training, online auditory processing), helps shape sensory perception. Thus, by being an objective and non-invasive means for examining cognitive function and experience-dependent processes in sensory activity, cABRs have considerable utility in the study of populations where auditory function is of interest (e.g., auditory experts such as musicians, persons with hearing loss, auditory processing and language disorders). This tutorial is intended for clinicians and researchers seeking to integrate cABRs into their clinical and/or research programs. PMID:20084007

  8. Dealing with conflicts on knowledge in tutorial groups.

    PubMed

    Aarnio, Matti; Lindblom-Ylänne, Sari; Nieminen, Juha; Pyörälä, Eeva

    2013-05-01

    The aim of our study was to gain understanding of different types of conflicts on knowledge in the discussions of problem-based learning tutorial groups, and how such conflicts are dealt with. We examined first-year medical and dental students' (N = 33) conflicts on knowledge in four videotaped reporting phase tutorials. A coding scheme was created for analysing verbatim transcripts of 43 conflict episodes in order to find out whether the conflict episodes were about factual or conceptual knowledge and how the students elaborated the knowledge. Conflict episodes were relatively rare (taking up 7.6 % of the time) in the videotaped groups. Conflict episodes were more frequently about factual knowledge (58 %) than conceptual knowledge (42 %), but conflicts on conceptual knowledge lasted longer and were more often elaborated. Elaboration was, however, more frequently done individually than collaboratively. Conflict episodes were generally fairly short (mean duration 28 s). This was due to a lack of thorough argumentation and collaborative elaboration of conflicting ideas. The results suggest that students' skills to bring out differences in each other's conceptual thinking, the depth of argumentation and the use of questions that elicit elaboration need to be improved. Tutors' skills to facilitate the collaborative resolving of conflicts on knowledge call for further study.

  9. Implementation of Inquiry-Based Tutorials in AN Introductory Physics Course: the Role of the Graduate Teaching Assistant.

    NASA Astrophysics Data System (ADS)

    Thoresen, Carol Wiggins

    1994-01-01

    This study determined if the training provided physics teaching assistants was sufficient to accomplish the objectives of inquiry-based tutorials for an introductory physics course. Qualitative research methods were used: (1) to determine if the Physics by Inquiry method was modeled; (2) to describe the process from the teaching assistant perspective; (3) to determine TA opinions on training methods; (4) to develop a frame of reference to better understand the role of TA's as instructional support staff. The study determined that the teaching assistants verbalized appropriate instructional actions, but were observed to use a predominantly didactic teaching style. TA's held a variety of perceptions and beliefs about inquiry -based learning and how science is learned. They felt comfortable in the role of tutorial instructor. They were satisfied with the training methods provided and had few suggestions to change or improve training for future tutorial instructors. A concurrent theme of teacher action dependent on teacher beliefs was sustained throughout the study. The TA's actions, as tutorial instructors, reflected their educational beliefs, student background and learning experiences. TA's performance as tutorial instructors depended on what they think and believe about learning science. Practical implications exist for training teaching assistants to be tutorial instructors. Some recommendations may be appropriate for TA's required to use instructional methods that they have not experienced as students. Interview prospective teaching assistants to determine educational experience and beliefs. Employ inexperienced teaching assistants whose perspectives match the proposed instructional role and who might be more receptive to modeling. Incorporate training into staff meetings. Provide time for TA's to experience the instructional model with simulation or role play as students and as instructors, accompanied by conference discussion. Use strategies known to enhance

  10. 28 CFR 92.10 - Providing tutorials and other academic assistance programs.

    Code of Federal Regulations, 2010 CFR

    2010-07-01

    ... must include academic counseling, tutorials and other academic assistance programs to enable... varied academic needs of individual applicants; and (3) Academic and guidance counseling for adults. Specific counseling programs must be designed for individuals who encounter problems with passing the...

  11. MATS--Management Accounting Tutorial System. Version 1.0. User Guide.

    ERIC Educational Resources Information Center

    Wardle, Andrew; O'Connor, Rodric

    The Management Accounting Tutorial System (MATS) is a management accounting database for a carpet manufacturing company. The system allows the display and output of monthly activities, and is intended to provide a means of illustrating the main topics of the second year management accounting course at Manchester University. The system itself…

  12. MATS--Management Accounting Tutorial System. Version 1.0. Project Documentation.

    ERIC Educational Resources Information Center

    Wardle, Andrew; O'Connor, Rodric

    The Management Accounting Tutorial System (MATS) is a management accounting database for a carpet manufacturing company. The system allows the display and output of monthly activities, and is intended to provide a means of illustrating the main topics of the second year management accounting course at Manchester University. The system itself…

  13. Healthy Gaming - Video Game Design to promote Health.

    PubMed

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  14. One-on-one tutorials in private practices and clinics: four years of experience in Basel, Switzerland.

    PubMed

    Tschudi, Peter; Bally, Klaus; Isler, Ruedi

    2003-09-01

    The one-on-one tutorial is a new form of learning that is practice oriented. It is based on a teacher-student relationship continuing over two years. Since 1997, third- and fourth-year students have worked for one half day per week under the supervision of their tutor, be it in a private practice or in a hospital. This programme facilitates direct patient contact at an early stage of medical school. In addition, it allows students to apply their knowledge in everyday life. The interactive form of learning is of paramount importance in this module. The ARIVA learning model was developed specially for third-year students and the logbook for fourth-year students. After each tutorial third-year students completed the ARI VA worksheet and fourth-year students completed the logbook. They were handed in together with the structured learning report. Between 85 and 109 students per year participated in these tutorials, totalling 733 students. Each student was taught an average of 3.1 patients in the presence of the tutor. In addition students examined an average of 2.4 patients independently and fulfilled an average of 1.2 practical tasks. For the fourth-year students the number of contacts with patients and the spectrum of diseases examined are impressive. All learning goals were fulfilled The one-on-one tutorial is a practice-oriented, interactive learning method. It uses a variety of didactic methods based on the principals of problem-oriented learning. In a relatively early stage of their medical education one-on-one tutorials give students the opportunity to learn independently how to interview and examine patients. They also give students the possibility to acquaint themselves with a multitude of diseases with the aid of instructions and demonstrations. They are conducive to work with patients above all because students learn how to perform certain techniques.

  15. Videos & Tools: MedlinePlus

    MedlinePlus Videos and Cool Tools

    ... procedures. Test your knowledge with interactive tutorials and games. Check your health with calculators and quizzes. Health ... your health with interactive calculators, quizzes and questionnaires. Games Boost your health knowledge by playing interactive health ...

  16. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    PubMed

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  17. The MaizeGDB Genome Browser tutorial: one example of database outreach to biologists via video.

    PubMed

    Harper, Lisa C; Schaeffer, Mary L; Thistle, Jordan; Gardiner, Jack M; Andorf, Carson M; Campbell, Darwin A; Cannon, Ethalinda K S; Braun, Bremen L; Birkett, Scott M; Lawrence, Carolyn J; Sen, Taner Z

    2011-01-01

    Video tutorials are an effective way for researchers to quickly learn how to use online tools offered by biological databases. At MaizeGDB, we have developed a number of video tutorials that demonstrate how to use various tools and explicitly outline the caveats researchers should know to interpret the information available to them. One such popular video currently available is 'Using the MaizeGDB Genome Browser', which describes how the maize genome was sequenced and assembled as well as how the sequence can be visualized and interacted with via the MaizeGDB Genome Browser. Database

  18. Endnote Web tutorial for BJCVS/RBCCV

    PubMed Central

    de Oliveira, Marcos Aurélio Barboza; dos Santos, Carlos Alberto; Brandi, Antônio Carlos; Botelho, Paulo Henrique Husseini; Sciarra, Adília Maria Pires; Braile, Domingo Marcolino

    2015-01-01

    At present, many useful tools for reference management are available for use. They can be either off-line softwares or accessible Websites to all users in the internet. Their target is to facilitate the production of scientific text. But, to accomplish that, the featured bibliographic style should be effectively inserted, and the program has to be free. Here in this tutorial, we present Endnote Web®, a bibliographic reference management program comprising these two requirements: it contains the Brazilian Journal of Cardiovascular Surgery reference format and its use is free for charge after sign-in in IP registered terminal in Web of Science®. PMID:26107457

  19. Systems Analysis Programs for Hands-on Integrated Reliability Evaluations (SAPHIRE) Tutorial

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

    C. L. Smith; S. T. Beck; S. T. Wood

    2008-08-01

    The Systems Analysis Programs for Hands-on Integrated Reliability Evaluations (SAPHIRE) refers to a set of computer programs that were developed to create and analyze probabilistic risk assessment (PRAs). This volume is the tutorial manual for the SAPHIRE system. In this document, a series of lessons are provided that guide the user through basic steps common to most analyses preformed with SAPHIRE. The tutorial is divided into two major sections covering both basic and advanced features. The section covering basic topics contains lessons that lead the reader through development of a probabilistic hypothetical problem involving a vehicle accident, highlighting the program’smore » most fundamental features. The advanced features section contains additional lessons that expand on fundamental analysis features of SAPHIRE and provide insights into more complex analysis techniques. Together, these two elements provide an overview into the operation and capabilities of the SAPHIRE software.« less

  20. Integrating Supplementary Application-Based Tutorials in the Multivariable Calculus Course

    ERIC Educational Resources Information Center

    Verner, I. M.; Aroshas, S.; Berman, A.

    2008-01-01

    This article presents a study in which applications were integrated in the Multivariable Calculus course at the Technion in the framework of supplementary tutorials. The purpose of the study was to test the opportunity of extending the conventional curriculum by optional applied problem-solving activities and get initial evidence on the possible…

  1. A Tutorial on Conducting Meta-Analyses of Clinical Outcome Research.

    ERIC Educational Resources Information Center

    Robey, Randall R.; Dalebout, Susan D.

    1998-01-01

    The purpose of this tutorial is to enhance the familiarity and accessibility of meta-analyses in the domains of audiology and speech-language pathology for investigating questions of treatment efficacy and treatment effectiveness. Steps to conducting a meta-analysis are explained and an example of meta-analysis using published data is included.…

  2. Learning Marketing Accounting Skills in the Introductory Marketing Course: The Development, Use, and Acceptance of a Self-Study Tutorial

    ERIC Educational Resources Information Center

    Chen, Yi Ju; Greenberg, Barnett; Dickson, Peter; Goodrich, Jonathan

    2012-01-01

    A self-study tutorial designed to teach, through a learning-by-doing application, how important marketing accounting is to the whole firm, and why every business graduate should have a solid understanding of marketing accounting is tested using an exam and satisfaction survey. Performance on the exam and satisfaction with the tutorial depended…

  3. Using hypermedia to develop an intelligent tutorial/diagnostic system for the Space Shuttle Main Engine Controller Lab

    NASA Technical Reports Server (NTRS)

    Oreilly, Daniel; Williams, Robert; Yarborough, Kevin

    1988-01-01

    This is a tutorial/diagnostic system for training personnel in the use of the Space Shuttle Main Engine Controller (SSMEC) Simulation Lab. It also provides a diagnostic capable of isolating lab failures at least to the major lab component. The system was implemented using Hypercard, which is an program of hypermedia running on Apple Macintosh computers. Hypercard proved to be a viable platform for the development and use of sophisticated tutorial systems and moderately capable diagnostic systems. This tutorial/diagnostic system uses the basic Hypercard tools to provide the tutorial. The diagnostic part of the system uses a simple interpreter written in the Hypercard language (Hypertalk) to implement the backward chaining rule based logic commonly found in diagnostic systems using Prolog. Some of the advantages of Hypercard in developing this type of system include sophisticated graphics, animation, sound and voice capabilities, its ability as a hypermedia tool, and its ability to include digitized pictures. The major disadvantage is the slow execution time for evaluation of rules (due to the interpretive processing of the language). Other disadvantages include the limitation on the size of the cards, that color is not supported, that it does not support grey scale graphics, and its lack of selectable fonts for text fields.

  4. Relationships between Language Background, Secondary School Scores, Tutorial Group Processes, and Students' Academic Achievement in PBL: Testing a Causal Model

    ERIC Educational Resources Information Center

    Singaram, Veena S.; van der Vleuten, Cees P. M; Muijtjens, Arno M. M.; Dolmans, Diana H. J. M

    2012-01-01

    Little is known about the influence of language background in problem-based learning (PBL) tutorial groups on group processes and students' academic achievement. This study investigated the relationship between language background, secondary school score, tutorial group processes, and students' academic achievement in PBL. A validated tutorial…

  5. Tutorial: Measuring Stellar Atmospheric Parameters with ARES+MOOG

    NASA Astrophysics Data System (ADS)

    Sousa, Sérgio G.; Andreasen, Daniel T.

    The technical aspects of using an Equivalent Width (EW) method for the derivation of spectroscopic stellar parameters with ares+ moog are described herein. While the science background to this method can be found in numerous references, the goal here is to provide a user-friendly guide to the several codes and scripts used in the tutorial presented at the School. All the required data have been made available online at the following repository: https://github.com/sousasag/school_codes.

  6. Evaluating Internet Health Information: A Tutorial from the National Library of Medicine

    MedlinePlus

    ... Internet Health Information: A Tutorial from the National Library of Medicine To use the sharing features on ... MedlinePlus Connect for EHRs For Developers U.S. National Library of Medicine 8600 Rockville Pike, Bethesda, MD 20894 ...

  7. Difficult incidents and tutor interventions in problem-based learning tutorials.

    PubMed

    Kindler, Pawel; Grant, Christopher; Kulla, Steven; Poole, Gary; Godolphin, William

    2009-09-01

    Tutors report difficult incidents and distressing conflicts that adversely affect learning in their problem-based learning (PBL) groups. Faculty development (training) and peer support should help them to manage this. Yet our understanding of these problems and how to deal with them often seems inadequate to help tutors. The aim of this study was to categorise difficult incidents and the interventions that skilled tutors used in response, and to determine the effectiveness of those responses. Thirty experienced and highly rated tutors in our Year 1 and 2 medical curriculum took part in semi-structured interviews to: identify and describe difficult incidents; describe how they responded, and assess the success of each response. Recorded and transcribed data were analysed thematically to develop typologies of difficult incidents and interventions and compare reported success or failure. The 94 reported difficult incidents belonged to the broad categories 'individual student' or 'group dynamics'. Tutors described 142 interventions in response to these difficult incidents, categorised as: (i) tutor intervenes during tutorial; (ii) tutor gives feedback outside tutorial, or (iii) student or group intervenes. Incidents in the 'individual student' category were addressed relatively unsuccessfully (effective < 50% of the time) by response (i), but with moderate success by response (ii) and successfully (> 75% of the time) by response (iii). None of the interventions worked well when used in response to problems related to 'group dynamics'. Overall, 59% of the difficult incidents were dealt with successfully. Dysfunctional PBL groups can be highly challenging, even for experienced and skilled tutors. Within-tutorial feedback, the treatment that tutors are most frequently advised to apply, was often not effective. Our study suggests that the collective responsibility of the group, rather than of the tutor, to deal with these difficulties should be emphasised.

  8. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    PubMed

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  9. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    PubMed Central

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  10. Detect and exploit hidden structure in fatty acid signature data

    USGS Publications Warehouse

    Budge, Suzanne; Bromaghin, Jeffrey F.; Thiemann, Gregory

    2017-01-01

    Estimates of predator diet composition are essential to our understanding of their ecology. Although several methods of estimating diet are practiced, methods based on biomarkers have become increasingly common. Quantitative fatty acid signature analysis (QFASA) is a popular method that continues to be refined and extended. Quantitative fatty acid signature analysis is based on differences in the signatures of prey types, often species, which are recognized and designated by investigators. Similarly, predator signatures may be structured by known factors such as sex or age class, and the season or region of sample collection. The recognized structure in signature data inherently influences QFASA results in important and typically beneficial ways. However, predator and prey signatures may contain additional, hidden structure that investigators either choose not to incorporate into an analysis or of which they are unaware, being caused by unknown ecological mechanisms. Hidden structure also influences QFASA results, most often negatively. We developed a new method to explore signature data for hidden structure, called divisive magnetic clustering (DIMAC). Our DIMAC approach is based on the same distance measure used in diet estimation, closely linking methods of data exploration and parameter estimation, and it does not require data transformation or distributional assumptions, as do many multivariate ordination methods in common use. We investigated the potential benefits of the DIMAC method to detect and subsequently exploit hidden structure in signature data using two prey signature libraries with quite different characteristics. We found that the existence of hidden structure in prey signatures can increase the confusion between prey types and thereby reduce the accuracy and precision of QFASA diet estimates. Conversely, the detection and exploitation of hidden structure represent a potential opportunity to improve predator diet estimates and may lead to new

  11. RETScreen Plus Software Tutorial

    NASA Technical Reports Server (NTRS)

    Ganoe, Rene D.; Stackhouse, Paul W., Jr.; DeYoung, Russell J.

    2014-01-01

    Greater emphasis is being placed on reducing both the carbon footprint and energy cost of buildings. A building's energy usage depends upon many factors one of the most important is the local weather and climate conditions to which it's electrical, heating and air conditioning systems must respond. Incorporating renewable energy systems, including solar systems, to supplement energy supplies and increase energy efficiency is important to saving costs and reducing emissions. Also retrofitting technologies to buildings requires knowledge of building performance in its current state, potential future climate state, projection of potential savings with capital investment, and then monitoring the performance once the improvements are made. RETScreen Plus is a performance analysis software module that supplies the needed functions of monitoring current building performance, targeting projected energy efficiency improvements and verifying improvements once completed. This tutorial defines the functions of RETScreen Plus as well as outlines the general procedure for monitoring and reporting building energy performance.

  12. Effectiveness of student-led objective tutorials in pharmacology teaching to medical students.

    PubMed

    Arora, Kriti; Hashilkar, Nayana Kamalnayan

    2016-10-01

    Current teaching in pharmacology is passive with less emphasis on clinical application. There is a need to incorporate newer instructional designs into pharmacology. Student-led objective tutorial (SLOT) is one of the novel designs to enhance interest among learners, provide opportunities for group learning, and facilitate self-directed learning. This study aims to assess the effectiveness of SLOTs over conventional tutorials (CTs) in pharmacology and to obtain feedback from the students regarding their perceptions about it. The regular batch of MBBS 2 nd professional in pharmacology was randomly divided into two groups. Five topics from central nervous system (CNS) were selected. One group received SLOT as the instructional strategy, whereas the other group went through CTs. At the end of the module, a written test was conducted to assess the effectiveness of both strategies. The students provided feedback regarding their experience using a prevalidated questionnaire. The mean scores of both the groups were analyzed using Mann-Whitney U-test. There was no significant difference in the mean scores of the end of the module test. However, the overall passing percentage was significantly higher in the intervention group ( P = 0.043). A total of 45.71% students favored it as a future tutorial method and expressed that SLOT enhanced their ability to learn independently. SLOT is an effective teaching-learning method to teach pharmacology to medical undergraduates. It enhances interest among learners and increases the ability to learn independently.

  13. Experimental design in chemistry: A tutorial.

    PubMed

    Leardi, Riccardo

    2009-10-12

    In this tutorial the main concepts and applications of experimental design in chemistry will be explained. Unfortunately, nowadays experimental design is not as known and applied as it should be, and many papers can be found in which the "optimization" of a procedure is performed one variable at a time. Goal of this paper is to show the real advantages in terms of reduced experimental effort and of increased quality of information that can be obtained if this approach is followed. To do that, three real examples will be shown. Rather than on the mathematical aspects, this paper will focus on the mental attitude required by experimental design. The readers being interested to deepen their knowledge of the mathematical and algorithmical part can find very good books and tutorials in the references [G.E.P. Box, W.G. Hunter, J.S. Hunter, Statistics for Experimenters: An Introduction to Design, Data Analysis, and Model Building, John Wiley & Sons, New York, 1978; R. Brereton, Chemometrics: Data Analysis for the Laboratory and Chemical Plant, John Wiley & Sons, New York, 1978; R. Carlson, J.E. Carlson, Design and Optimization in Organic Synthesis: Second Revised and Enlarged Edition, in: Data Handling in Science and Technology, vol. 24, Elsevier, Amsterdam, 2005; J.A. Cornell, Experiments with Mixtures: Designs, Models and the Analysis of Mixture Data, in: Series in Probability and Statistics, John Wiley & Sons, New York, 1991; R.E. Bruns, I.S. Scarminio, B. de Barros Neto, Statistical Design-Chemometrics, in: Data Handling in Science and Technology, vol. 25, Elsevier, Amsterdam, 2006; D.C. Montgomery, Design and Analysis of Experiments, 7th edition, John Wiley & Sons, Inc., 2009; T. Lundstedt, E. Seifert, L. Abramo, B. Thelin, A. Nyström, J. Pettersen, R. Bergman, Chemolab 42 (1998) 3; Y. Vander Heyden, LC-GC Europe 19 (9) (2006) 469].

  14. Tutorial on Managing the Blocked List in the EPA Moderated Transaction System (EMTS)

    EPA Pesticide Factsheets

    A tutorial describing how to manage the blocked list in EMTS, which allows you to block transactions that contain Renewable Identification Numbers (RINs) generated by a specific fuel producer or importer.

  15. The MaizeGDB Genome Browser tutorial: one example of database outreach to biologists via video

    PubMed Central

    Harper, Lisa C.; Schaeffer, Mary L.; Thistle, Jordan; Gardiner, Jack M.; Andorf, Carson M.; Campbell, Darwin A.; Cannon, Ethalinda K.S.; Braun, Bremen L.; Birkett, Scott M.; Lawrence, Carolyn J.; Sen, Taner Z.

    2011-01-01

    Video tutorials are an effective way for researchers to quickly learn how to use online tools offered by biological databases. At MaizeGDB, we have developed a number of video tutorials that demonstrate how to use various tools and explicitly outline the caveats researchers should know to interpret the information available to them. One such popular video currently available is ‘Using the MaizeGDB Genome Browser’, which describes how the maize genome was sequenced and assembled as well as how the sequence can be visualized and interacted with via the MaizeGDB Genome Browser. Database URL: http://www.maizegdb.org/ PMID:21565781

  16. Healthy Gaming – Video Game Design to promote Health

    PubMed Central

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  17. Serious Games: Video Games for Good?

    ERIC Educational Resources Information Center

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  18. Generation of Tutorial Dialogues: Discourse Strategies for Active Learning

    DTIC Science & Technology

    1998-05-29

    AND SUBTITLE Generation of Tutorial Dialogues: Discourse Strategies for active Learning AUTHORS Dr. Martha Evens 7. PERFORMING ORGANI2ATION NAME...time the student starts in on a new topic. Michael and Rovick constantly attempt to promote active learning . They regularly use hints and only resort...Controlling active learning : How tutors decide when to generate hints. Proceedings of FLAIRS 󈨣. Melbourne Beach, FL. 157-161. Hume, G., Michael

  19. Informed Source Separation: A Bayesian Tutorial

    NASA Technical Reports Server (NTRS)

    Knuth, Kevin H.

    2005-01-01

    Source separation problems are ubiquitous in the physical sciences; any situation where signals are superimposed calls for source separation to estimate the original signals. In h s tutorial I will discuss the Bayesian approach to the source separation problem. This approach has a specific advantage in that it requires the designer to explicitly describe the signal model in addition to any other information or assumptions that go into the problem description. This leads naturally to the idea of informed source separation, where the algorithm design incorporates relevant information about the specific problem. This approach promises to enable researchers to design their own high-quality algorithms that are specifically tailored to the problem at hand.

  20. A Tutorial on Adaptive Design Optimization

    PubMed Central

    Myung, Jay I.; Cavagnaro, Daniel R.; Pitt, Mark A.

    2013-01-01

    Experimentation is ubiquitous in the field of psychology and fundamental to the advancement of its science, and one of the biggest challenges for researchers is designing experiments that can conclusively discriminate the theoretical hypotheses or models under investigation. The recognition of this challenge has led to the development of sophisticated statistical methods that aid in the design of experiments and that are within the reach of everyday experimental scientists. This tutorial paper introduces the reader to an implementable experimentation methodology, dubbed Adaptive Design Optimization, that can help scientists to conduct “smart” experiments that are maximally informative and highly efficient, which in turn should accelerate scientific discovery in psychology and beyond. PMID:23997275

  1. Volunteer Adult Basic Reading Tutorial Program: Final Special Demonstration Project Report.

    ERIC Educational Resources Information Center

    Literacy Volunteers, Inc., Syracuse, NY.

    A demonstration project established eight self-supporting, volunteer-staffed adult basic reading tutorial programs in Connecticut, seven in Massachusetts, and one in central New York city. Literacy Volunteers of America (LVA) tutors also helped adult basic education students, tutored inmates and trained inmate tutors in correctional institutions,…

  2. How do gut feelings feature in tutorial dialogues on diagnostic reasoning in GP traineeship?

    PubMed

    Stolper, C F; Van de Wiel, M W J; Hendriks, R H M; Van Royen, P; Van Bokhoven, M A; Van der Weijden, T; Dinant, G J

    2015-05-01

    Diagnostic reasoning is considered to be based on the interaction between analytical and non-analytical cognitive processes. Gut feelings, a specific form of non-analytical reasoning, play a substantial role in diagnostic reasoning by general practitioners (GPs) and may activate analytical reasoning. In GP traineeships in the Netherlands, trainees mostly see patients alone but regularly consult with their supervisors to discuss patients and problems, receive feedback, and improve their competencies. In the present study, we examined the discussions of supervisors and their trainees about diagnostic reasoning in these so-called tutorial dialogues and how gut feelings feature in these discussions. 17 tutorial dialogues focussing on diagnostic reasoning were video-recorded and transcribed and the protocols were analysed using a detailed bottom-up and iterative content analysis and coding procedure. The dialogues were segmented into quotes. Each quote received a content code and a participant code. The number of words per code was used as a unit of analysis to quantitatively compare the contributions to the dialogues made by supervisors and trainees, and the attention given to different topics. The dialogues were usually analytical reflections on a trainee's diagnostic reasoning. A hypothetico-deductive strategy was often used, by listing differential diagnoses and discussing what information guided the reasoning process and might confirm or exclude provisional hypotheses. Gut feelings were discussed in seven dialogues. They were used as a tool in diagnostic reasoning, inducing analytical reflection, sometimes on the entire diagnostic reasoning process. The emphasis in these tutorial dialogues was on analytical components of diagnostic reasoning. Discussing gut feelings in tutorial dialogues seems to be a good educational method to familiarize trainees with non-analytical reasoning. Supervisors need specialised knowledge about these aspects of diagnostic reasoning and

  3. Objective structured brainstorming questions (OSBQs) in PBL tutorial sessions: Evidence based pilot study

    PubMed Central

    AlHoqail, Ibrahim A.; Badr, Fouad M.

    2010-01-01

    The fact that faculty tutors do have different backgrounds and specialty has been a concern as a factor that contributes to disparity in the delivery of brainstorming session outcomes. This paper aims to introduce a road map in the form of a set of focused objective structured questions (OSBQs) for tutors to follow in brainstorming. Methods Objectively structured questions were generated by the block planning committees. A pilot study was conducted from February 2008 – March 2009 and included groups (44 students) of second and third year undergraduate students of the Faculty of Medicine, King Fahad Medical City. Four indicators were considered to check the validity of the proposed OSBQs; (i) feed back on the perception of medical students experiencing different types of tutorial sessions, (ii) learning objectives achieved under both systems, (iii) student’s performance under the OSBQs and the unguided tutorials and (iv) proper utilization of the time allocated to brainstorming sessions. Results The student’s perception of their satisfaction of implementation of OSBQs was unanimous. Student’s performances were much better in blocks implementing OSBQs. The time allocated for brainstorming sessions was efficiently utilized with the introduction of OSBQs. Conclusion Implementation of OSBQs leads to standardization of tutorial sessions and allows more interaction between students to achieve their learning objectives and score better in their exams. Concern over the role of tutors will diminish. PMID:21475549

  4. Objective structured brainstorming questions (OSBQs) in PBL tutorial sessions: Evidence based pilot study.

    PubMed

    Alhoqail, Ibrahim A; Badr, Fouad M

    2010-11-01

    The fact that faculty tutors do have different backgrounds and specialty has been a concern as a factor that contributes to disparity in the delivery of brainstorming session outcomes. This paper aims to introduce a road map in the form of a set of focused objective structured questions (OSBQs) for tutors to follow in brainstorming. Objectively structured questions were generated by the block planning committees. A pilot study was conducted from February 2008 - March 2009 and included groups (44 students) of second and third year undergraduate students of the Faculty of Medicine, King Fahad Medical City. Four indicators were considered to check the validity of the proposed OSBQs; (i) feed back on the perception of medical students experiencing different types of tutorial sessions, (ii) learning objectives achieved under both systems, (iii) student's performance under the OSBQs and the unguided tutorials and (iv) proper utilization of the time allocated to brainstorming sessions. The student's perception of their satisfaction of implementation of OSBQs was unanimous. Student's performances were much better in blocks implementing OSBQs. The time allocated for brainstorming sessions was efficiently utilized with the introduction of OSBQs. Implementation of OSBQs leads to standardization of tutorial sessions and allows more interaction between students to achieve their learning objectives and score better in their exams. Concern over the role of tutors will diminish.

  5. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

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

  6. Impacts of Directed Tutorial Activities in Computer Conferencing: A Case Study

    ERIC Educational Resources Information Center

    Painter, Clare; Coffin, Caroline; Hewings, Ann

    2003-01-01

    This paper describes a qualitative study of asynchronous electronic conferencing by three tutorial groups on the same postgraduate course ("Teaching English to Speakers of Other Languages Worldwide"), forming part of an MA in Applied Linguistics (via Distance Education) at the Open University, UK. The groups varied in the degree to which…

  7. Studying Interaction in Undergraduate Tutorials: Results from a Small-Scale Evaluation

    ERIC Educational Resources Information Center

    Shaw, Lorraine; Carey, Phil; Mair, Michael

    2008-01-01

    This article reports on an observation-based evaluation of student-tutor interaction in first-year undergraduate tutorials. Using a single case analysis, the paper looks at how tutors and students built and maintained relationships through two different though interlinked forms of interaction--storytelling and the use of classroom space for…

  8. Abstracts for the Venus Geoscience Tutorial and Venus Geologic Mapping Workshop

    NASA Technical Reports Server (NTRS)

    1989-01-01

    Abstracts and tutorial are presented from the workshop. Representative titles are: Geology of Southern Guinevere Planitia, Venus, Based on Analyses of Goldstone Radar Data; Tessera Terrain: Characteristics and Models of Origin; Venus Volcanism; Rate Estimates from Laboratory Studies of Sulfur Gas-Solid Reactions; and A Morphologic Study of Venus Ridge Belts.

  9. How Can Single-Case Data Be Analyzed? Software Resources, Tutorial, and Reflections on Analysis.

    PubMed

    Manolov, Rumen; Moeyaert, Mariola

    2017-03-01

    The present article aims to present a series of software developments in the quantitative analysis of data obtained via single-case experimental designs (SCEDs), as well as the tutorial describing these developments. The tutorial focuses on software implementations based on freely available platforms such as R and aims to bring statistical advances closer to applied researchers and help them become autonomous agents in the data analysis stage of a study. The range of analyses dealt with in the tutorial is illustrated on a typical single-case dataset, relying heavily on graphical data representations. We illustrate how visual and quantitative analyses can be used jointly, giving complementary information and helping the researcher decide whether there is an intervention effect, how large it is, and whether it is practically significant. To help applied researchers in the use of the analyses, we have organized the data in the different ways required by the different analytical procedures and made these data available online. We also provide Internet links to all free software available, as well as all the main references to the analytical techniques. Finally, we suggest that appropriate and informative data analysis is likely to be a step forward in documenting and communicating results and also for increasing the scientific credibility of SCEDs.

  10. 2012 Community Earth System Model (CESM) Tutorial - Proposal to DOE

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

    Holland, Marika; Bailey, David A

    2013-03-18

    The Community Earth System Model (CESM) is a fully-coupled, global climate model that provides state-of-the-art computer simulations of the Earth's past, present, and future climate states. This document provides the agenda and list of participants for the conference. Web materials for all lectures and practical sessions available from: http://www.cesm.ucar.edu/events/tutorials/073012/ .

  11. Communicating to Influence Drug Development and Regulatory Decisions: A Tutorial

    PubMed Central

    Mehrotra, S

    2016-01-01

    Pharmacometricians require three skills to be influential: technical, business (e.g., drug development), and soft skills (e.g., communication). Effective communication is required to translate technical and often complicated quantitative findings to interdisciplinary team members in order to influence drug development or regulatory decisions. In this tutorial, we highlight important aspects related to communicating pharmacometric analysis to influence decisions. PMID:27299706

  12. Objective and Subjective Evaluation of Computer-based Tutorial Teaching in Veterinary Pathology.

    ERIC Educational Resources Information Center

    Brown, Peter

    2001-01-01

    Describes the results of the use of computer-based tutorials to teach the pathology of the cardiovascular system in a veterinary school in the United Kingdom. Concludes that the combined worksheet and computer based learning format is suitable for teaching veterinary pathology. (LRW)

  13. The Impact of Library Tutorials on the Information Literacy Skills of Occupational Therapy and Physical Therapy Students in an Evidence-Based Practice Course: A Rubric Assessment.

    PubMed

    Schweikhard, April J; Hoberecht, Toni; Peterson, Alyssa; Randall, Ken

    2018-01-01

    This study measures how online library instructional tutorials implemented into an evidence-based practice course have impacted the information literacy skills of occupational and physical therapy graduate students. Through a rubric assessment of final course papers, this study compares differences in students' search strategies and cited sources pre- and post-implementation of the tutorials. The population includes 180 randomly selected graduate students from before and after the library tutorials were introduced into the course curriculum. Results indicate a statistically significant increase in components of students' searching skills and ability to find higher levels of evidence after completing the library tutorials.

  14. Biological imaging with coherent Raman scattering microscopy: a tutorial

    PubMed Central

    Alfonso-García, Alba; Mittal, Richa; Lee, Eun Seong; Potma, Eric O.

    2014-01-01

    Abstract. Coherent Raman scattering (CRS) microscopy is gaining acceptance as a valuable addition to the imaging toolset of biological researchers. Optimal use of this label-free imaging technique benefits from a basic understanding of the physical principles and technical merits of the CRS microscope. This tutorial offers qualitative explanations of the principles behind CRS microscopy and provides information about the applicability of this nonlinear optical imaging approach for biological research. PMID:24615671

  15. "ASTRO 101" Course Materials 2.0: Next Generation Lecture Tutorials and Beyond

    NASA Astrophysics Data System (ADS)

    Slater, Stephanie; Grazier, Kevin

    2015-01-01

    Early efforts to create course materials were often local in scale and were based on "gut instinct," and classroom experience and observation. While subsequent efforts were often based on those same instincts and observations of classrooms, they also incorporated the results of many years of education research. These "second generation" course materials, such as lecture tutorials, relied heavily on research indicating that instructors need to actively engage students in the learning process. While imperfect, these curricular innovations, have provided evidence that research-based materials can be constructed, can easily be disseminated to a broad audience, and can provide measureable improvement in student learning across many settings. In order to improve upon this prior work, next generation materials must build upon the strengths of these innovations while engineering in findings from education research, cognitive science, and instructor feedback. A next wave of materials, including a set of next generation lecture tutorials, have been constructed with attention to the body of research on student motivation, and cognitive load; and they are responsive to our body of knowledge on learning difficulties related to specific content in the domain. From instructor feedback, these materials have been constructed to have broader coverage of the materials typically taught in an ASTRO 101 course, to take less class time, and to be more affordable for students. This next generation of lecture tutorials may serve as a template of the ways in which course materials can be reengineered to respond to current instructor and student needs.

  16. Teaching Self-Management: The Design and Implementation of Self-Management Tutorials

    ERIC Educational Resources Information Center

    Gerhardt, Megan

    2007-01-01

    Learning the skills of self-management is an essential task for students in the 21st century. A total of 223 undergraduate students participated in 4 self-management tutorials that presented the components of understanding and mastering self-management skills including (a) self-assessment, (b) goal setting, (c) time management, and (d)…

  17. Philosophy of Language. Course Notes for a Tutorial on Computational Semantics.

    ERIC Educational Resources Information Center

    Wilks, Yorick

    This course was part of a tutorial focusing on the state of computational semantics, i.e., the state of work on natural language within the artificial intelligence (AI) paradigm. The discussion in the course centered on the philosophers Richard Montague and Ludwig Wittgenstein. The course was divided into three sections: (1)…

  18. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  19. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    PubMed

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  20. Games in Geography.

    ERIC Educational Resources Information Center

    Walford, Rex

    Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…

  1. Tutorial: Radiation Effects in Electronic Systems

    NASA Technical Reports Server (NTRS)

    Pellish, Jonathan A.

    2017-01-01

    This tutorial presentation will give an overview of radiation effects in electrical, electronic, and electromechanical (EEE) components as it applies to civilian space systems of varying size and complexity. The natural space environment presents many unique threats to electronic systems regardless of where the systems operate from low-Earth orbit to interplanetary space. The presentation will cover several topics, including: an overview and introduction to the applicable space radiation environments common to a broad range of mission designs; definitions and impacts of effects due to impinging particles in the space environment e.g., total ionizing dose (TID), total non-ionizing dose (TNID), and single-event effects (SEE); and, testing for and evaluation of TID, TNID, and SEE in EEE components.

  2. Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).

    ERIC Educational Resources Information Center

    Allen, Layman E.

    This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…

  3. Changing the Marks-Based Culture of Learning through Peer-Assisted Tutorials

    ERIC Educational Resources Information Center

    Alpay, E.; Cutler, P. S.; Eisenbach, S.; Field, A. J.

    2010-01-01

    We describe and evaluate an approach to student learning that aims to instil a culture of formative assessment based on peer-assisted learning. The idea is for suitably qualified undergraduates to assist in the running of weekly first-year tutorials. They mark submitted work, provide written and verbal feedback and lead problem-solving discussions…

  4. Recent developments in computer vision-based analytical chemistry: A tutorial review.

    PubMed

    Capitán-Vallvey, Luis Fermín; López-Ruiz, Nuria; Martínez-Olmos, Antonio; Erenas, Miguel M; Palma, Alberto J

    2015-10-29

    Chemical analysis based on colour changes recorded with imaging devices is gaining increasing interest. This is due to its several significant advantages, such as simplicity of use, and the fact that it is easily combinable with portable and widely distributed imaging devices, resulting in friendly analytical procedures in many areas that demand out-of-lab applications for in situ and real-time monitoring. This tutorial review covers computer vision-based analytical (CVAC) procedures and systems from 2005 to 2015, a period of time when 87.5% of the papers on this topic were published. The background regarding colour spaces and recent analytical system architectures of interest in analytical chemistry is presented in the form of a tutorial. Moreover, issues regarding images, such as the influence of illuminants, and the most relevant techniques for processing and analysing digital images are addressed. Some of the most relevant applications are then detailed, highlighting their main characteristics. Finally, our opinion about future perspectives is discussed. Copyright © 2015 Elsevier B.V. All rights reserved.

  5. Formative Feedback through Summative Tutorial-Based Assessments: The Relationship to Student Performance

    ERIC Educational Resources Information Center

    Perera, Luckmika; Nguyen, Hoa; Watty, Kim

    2014-01-01

    This paper investigates the effectiveness (measured using assignment and examination performance) of an assessment design incorporating formative feedback through summative tutorial-based assessments to improve student performance, in a second-year Finance course at an Australian university. Data was collected for students who were enrolled in an…

  6. Navajo Games.

    ERIC Educational Resources Information Center

    Cliff, Janet M.

    1990-01-01

    Reviews 163 sources on Navajo games, play, and toys. Includes an annotated bibliography of those materials. Examines relationships between games and religion, origin myths, and ceremonies. Discusses attitudes toward games, gambling, and cheating; and the dichotomy between children's and adults' games. Describes specific toys, games, and play…

  7. [Game addiction].

    PubMed

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  8. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  9. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  10. Video game addiction, ADHD symptomatology, and video game reinforcement.

    PubMed

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps < 0.001). Type of game played or preferred the most was not associated with addiction severity, ps > .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  11. Report of Results Tutorial Reading Project, Indianapolis Public Schools, 1968-1969.

    ERIC Educational Resources Information Center

    Ellson, D. G.

    The results of testing some 1,265 first-grade students who took part in the Tutorial Reading Project for the full 1968-69 school year in Indianapolis are reported. Subjects were selected from the lower third of the first grade, based on Metropolitan Reading Readiness Test scores and teachers' judgments. Separate pretesting and post-testing was…

  12. A Tutorial for the Student Edition (Release 1.1) of Minitab.

    ERIC Educational Resources Information Center

    MacFarland, Thomas W.; Hou, Cheng-I

    This guide for using Minitab requires DOS version 2.0 or greater, 512K RAM memory, two double-sided diskette drives, and a graphics monitor. Topics covered in the tutorial are Getting started; Installation; Making a data diskette; Entering data; Central tendency and dispersion; t-test; Chi-square test; Oneway ANOVA test; Twoway ANOVA test; and…

  13. Data Mining in Course Management Systems: Moodle Case Study and Tutorial

    ERIC Educational Resources Information Center

    Romero, Cristobal; Ventura, Sebastian; Garcia, Enrique

    2008-01-01

    Educational data mining is an emerging discipline, concerned with developing methods for exploring the unique types of data that come from the educational context. This work is a survey of the specific application of data mining in learning management systems and a case study tutorial with the Moodle system. Our objective is to introduce it both…

  14. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  15. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  16. Tutorial Facilitation in the Humanities Based on the Tenets of Carl Rogers

    ERIC Educational Resources Information Center

    Heim, Caroline

    2012-01-01

    This article introduces a model for group facilitation in the humanities based on Carl Rogers' model for group psychotherapy. Certain aspects of Carl Rogers' reflective learning strategies are reappraised and principles, specific only to psychotherapy, are introduced. Five of Rogers' axioms are applied to the tutorial discussion model: a…

  17. Tutorials in the Polytechnic University of the Philippines (PUP) Open University System

    ERIC Educational Resources Information Center

    Castolo, Carmencita L.

    2016-01-01

    Tutorial is one of the student support services often provided by open and distance teaching institutions. These are regularly scheduled meetings between a tutor and his/here students which may include individual consultation sessions, either face-to-face or through telephone; a more formal "lecture format;" optimal participation in…

  18. Computer and video game addiction-a comparison between game users and non-game users.

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  19. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    NASA Astrophysics Data System (ADS)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  20. XTCE: XML Telemetry and Command Exchange Tutorial, XTCE Version 1

    NASA Technical Reports Server (NTRS)

    Rice, Kevin; Kizzort, Brad

    2008-01-01

    These presentation slides are a tutorial on XML Telemetry and Command Exchange (XTCE). The goal of XTCE is to provide an industry standard mechanism for describing telemetry and command streams (particularly from satellites.) it wiill lower cost and increase validation over traditional formats, and support exchange or native format.XCTE is designed to describe bit streams, that are typical of telemetry and command in the historic space domain.

  1. Social activities, self-efficacy, game attitudes, and game addiction.

    PubMed

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  2. Virtual tutorials, Wikipedia books, and multimedia-based teaching for blended learning support in a course on algorithms and data structures

    NASA Astrophysics Data System (ADS)

    Knackmuß, Jenny; Creutzburg, Reiner

    2014-02-01

    The aim of this paper is to describe the benefit and support of virtual tutorials, Wikipedia books and multimedia-based teaching in a course on Algorithms and Data Structures. We describe our work and experiences gained from using virtual tutorials held in Netucate iLinc sessions and the use of various multimedia and animation elements for the support of deeper understanding of the ordinary lectures held in the standard classroom on Algorithms and Data Structures for undergraduate computer sciences students. We will describe the benefits, form, style and contents of those virtual tutorials. Furthermore, we mention the advantage of Wikipedia books to support the blended learning process using modern mobile devices. Finally, we give some first statistical measures of improved student's scores after introducing this new form of teaching support.

  3. The effects of computer game elements in physics instruction software for middle schools: A study of cognitive and affective gains

    NASA Astrophysics Data System (ADS)

    Vasquez, David Alan

    Can the educational effectiveness of physics instruction software for middle schoolers be improved by employing "game elements" commonly found in recreational computer games? This study utilized a selected set of game elements to contextualize and embellish physics word problems with the aim of making such problems more engaging. Game elements used included: (1) a fantasy-story context with developed characters; and (2) high-end graphics and visual effects. The primary purpose of the study was to find out if the added production cost of using such game elements was justified by proportionate gains in physics learning. The theoretical framework for the study was a modified version of Lepper and Malone's "intrinsically-motivating game elements" model. A key design issue in this model is the concept of "endogeneity", or the degree to which the game elements used in educational software are integrated with its learning content. Two competing courseware treatments were custom-designed and produced for the study; both dealt with Newton's first law. The first treatment (T1) was a 45 minute interactive tutorial that featured cartoon characters, color animations, hypertext, audio narration, and realistic motion simulations using the Interactive PhysicsspTM software. The second treatment (T2) was similar to the first except for the addition of approximately three minutes of cinema-like sequences where characters, game objectives, and a science-fiction story premise were described and portrayed with high-end graphics and visual effects. The sample of 47 middle school students was evenly divided between eighth and ninth graders and between boys and girls. Using a pretest/posttest experimental design, the independent variables for the study were: (1) two levels of treatment; (2) gender; and (3) two schools. The dependent variables were scores on a written posttest for both: (1) physics learning, and (2) attitude toward physics learning. Findings indicated that, although

  4. Motivating Change from Lecture-Tutorial Modes to Less Traditional Forms of Teaching

    ERIC Educational Resources Information Center

    McLaren, Helen J.; Kenny, Paul L.

    2015-01-01

    Teaching academics are under pressure to move away from traditional lecture-tutorial teaching modes to less traditional forms. Such pressures are in addition to changes to funding arrangements and other developments that increasingly oblige universities to operate as businesses. The flow-on effects for teachers are increased student:staff ratios,…

  5. You Know Arnold Schwarzenegger? On Doing Questioning in Second Language Dyadic Tutorials

    ERIC Educational Resources Information Center

    Belhiah, Hassan

    2012-01-01

    This study analyses question-answer (QA) sequences in second language tutorial interaction. Using conversation analysis methodology as an analytical tool, the study demonstrates how the act of questioning is a dominant form of interaction in tutoring discourse. The doing of questioning is accomplished through a myriad of forms other than…

  6. The Comprehensive AOCMF Classification System: Mandible Fractures-Level 3 Tutorial

    PubMed Central

    Cornelius, Carl-Peter; Audigé, Laurent; Kunz, Christoph; Rudderman, Randal; Buitrago-Téllez, Carlos H.; Frodel, John; Prein, Joachim

    2014-01-01

    This tutorial outlines the details of the AOCMF image-based classification system for fractures of the mandibular arch (i.e. the non-condylar mandible) at the precision level 3. It is the logical expansion of the fracture allocation to topographic mandibular sites outlined in level 2, and is based on three-dimensional (3D) imaging techniques/computed tomography (CT)/cone beam CT). Level 3 allows an anatomical description of the individual conditions of the mandibular arch such as the preinjury dental state and the degree of alveolar atrophy. Trauma sequelae are then addressed: (1) tooth injuries and periodontal trauma, (2) fracture involvement of the alveolar process, (3) the degree of fracture fragmentation in three categories (none, minor, and major), and (4) the presence of bone loss. The grading of fragmentation needs a 3D evaluation of the fracture area, allowing visualization of the outer and inner mandibular cortices. To document these fracture features beyond topography the alphanumeric codes are supplied with distinctive appendices. This level 3 tutorial is accompanied by a brief survey of the peculiarities of the edentulous atrophic mandible. Illustrations and a few case examples serve as instruction and reference to improve the understanding and application of the presented features. PMID:25489389

  7. The Relative Efficacy of Video and Text Tutorials in Online Computing Education

    ERIC Educational Resources Information Center

    Lang, Guido

    2016-01-01

    This study tests the effects of tutorial format (i.e. video vs. text) on student attitudes and performance in online computing education. A one-factor within-subjects experiment was conducted in an undergraduate Computer Information Systems course. Subjects were randomly assigned to complete two Excel exercises online: one with a video tutorial…

  8. The Audio-Tutorial Approach to Learning Through Independent Study and Integrated Experiences.

    ERIC Educational Resources Information Center

    Postlethwait, S. N.; And Others

    The rationale of the integrated experience approach to teaching botany at Purdue University is given and the history of the audio-tutorial course at Purdue and its present organization are described. A sample week's unit of study is given, including transcription of the tape, reproduction of printed materials and photographs of other materials…

  9. Pharmacotherapy and Children with Autism Spectrum Disorder: A Tutorial for Speech-Language Pathologists

    ERIC Educational Resources Information Center

    Self, Trisha L.; Hale, LaDonna S.; Crumrine, Daiquirie

    2010-01-01

    Purpose: The purpose of this tutorial is to provide speech-language pathologists (SLPs) with general information regarding the most commonly prescribed medications for children with autism spectrum disorder (ASD; e.g., central nervous system stimulants, noradrenergic reuptake inhibitors, alpha-2 adrenergic agonists, antipsychotics,…

  10. The Nihongo Tutorial System: An Intelligent Tutoring System for Technical Japanese Language Instruction.

    ERIC Educational Resources Information Center

    Maciejewski, Anthony A.; Leung, Nelson K.

    1992-01-01

    The Nihongo Tutorial System is designed to assist English-speaking scientists and engineers in acquiring reading proficiency in Japanese technical literature. It provides individualized lessons that match interest area/language ability with available materials that are encoded with syntactic, phonetic, and morphological information. (14…

  11. A Tutorial on Techniques and Applications for Natural Language Processing

    DTIC Science & Technology

    1983-10-17

    mentioned above as specific to context-free grammars were tackled by linguists, in particular Chomsky [21, 221 through Transformational Grammar . As shown...DTIC e, C 17 October 1983 MAY 1,5 1990 DEPARTMENT of COMPUTER SCIENCE Approved for pu ]3 -- ,. " Carnegie-Mellon University . . . - -A.,,Anm m n n n n ln...A Tutorial on Techniques and Applications for Natural Language Processing Philip J. Hayes and Jaime G. Carbonell Carnegie-Mellon University 17

  12. The ecology of cancer from an evolutionary game theory perspective.

    PubMed

    Pacheco, Jorge M; Santos, Francisco C; Dingli, David

    2014-08-06

    The accumulation of somatic mutations, to which the cellular genome is permanently exposed, often leads to cancer. Analysis of any tumour shows that, besides the malignant cells, one finds other 'supporting' cells such as fibroblasts, immune cells of various types and even blood vessels. Together, these cells generate the microenvironment that enables the malignant cell population to grow and ultimately lead to disease. Therefore, understanding the dynamics of tumour growth and response to therapy is incomplete unless the interactions between the malignant cells and normal cells are investigated in the environment in which they take place. The complex interactions between cells in such an ecosystem result from the exchange of information in the form of cytokines- and adhesion-dependent interactions. Such processes impose costs and benefits to the participating cells that may be conveniently recast in the form of a game pay-off matrix. As a result, tumour progression and dynamics can be described in terms of evolutionary game theory (EGT), which provides a convenient framework in which to capture the frequency-dependent nature of ecosystem dynamics. Here, we provide a tutorial review of the central aspects of EGT, establishing a relation with the problem of cancer. Along the way, we also digress on fitness and of ways to compute it. Subsequently, we show how EGT can be applied to the study of the various manifestations and dynamics of multiple myeloma bone disease and its preceding condition known as monoclonal gammopathy of undetermined significance. We translate the complex biochemical signals into costs and benefits of different cell types, thus defining a game pay-off matrix. Then we use the well-known properties of the EGT equations to reduce the number of core parameters that characterize disease evolution. Finally, we provide an interpretation of these core parameters in terms of what their function is in the ecosystem we are describing and generate

  13. A tutorial on the use of Excel 2010 and Excel for Mac 2011 for conducting delay-discounting analyses.

    PubMed

    Reed, Derek D; Kaplan, Brent A; Brewer, Adam T

    2012-01-01

    In recent years, researchers and practitioners in the behavioral sciences have profited from a growing literature on delay discounting. The purpose of this article is to provide readers with a brief tutorial on how to use Microsoft Office Excel 2010 and Excel for Mac 2011 to analyze discounting data to yield parameters for both the hyperbolic discounting model and area under the curve. This tutorial is intended to encourage the quantitative analysis of behavior in both research and applied settings by readers with relatively little formal training in nonlinear regression.

  14. A TUTORIAL ON THE USE OF EXCEL 2010 AND EXCEL FOR MAC 2011 FOR CONDUCTING DELAY-DISCOUNTING ANALYSES

    PubMed Central

    Reed, Derek D; Kaplan, Brent A; Brewer, Adam T

    2012-01-01

    In recent years, researchers and practitioners in the behavioral sciences have profited from a growing literature on delay discounting. The purpose of this article is to provide readers with a brief tutorial on how to use Microsoft Office Excel 2010 and Excel for Mac 2011 to analyze discounting data to yield parameters for both the hyperbolic discounting model and area under the curve. This tutorial is intended to encourage the quantitative analysis of behavior in both research and applied settings by readers with relatively little formal training in nonlinear regression. PMID:22844143

  15. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    PubMed Central

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  16. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    PubMed

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  17. Active engagement in a web-based tutorial to prevent obesity grounded in Fuzzy-Trace Theory predicts higher knowledge and gist comprehension.

    PubMed

    Brust-Renck, Priscila G; Reyna, Valerie F; Wilhelms, Evan A; Wolfe, Christopher R; Widmer, Colin L; Cedillos-Whynott, Elizabeth M; Morant, A Kate

    2017-08-01

    We used Sharable Knowledge Objects (SKOs) to create an Intelligent Tutoring System (ITS) grounded in Fuzzy-Trace Theory to teach women about obesity prevention: GistFit, getting the gist of healthy eating and exercise. The theory predicts that reliance on gist mental representations (as opposed to verbatim) is more effective in reducing health risks and improving decision making. Technical information was translated into decision-relevant gist representations and gist principles (i.e., healthy values). The SKO was hypothesized to facilitate extracting these gist representations and principles by engaging women in dialogue, "understanding" their responses, and replying appropriately to prompt additional engagement. Participants were randomly assigned to either the obesity prevention tutorial (GistFit) or a control tutorial containing different content using the same technology. Participants were administered assessments of knowledge about nutrition and exercise, gist comprehension, gist principles, behavioral intentions and self-reported behavior. An analysis of engagement in tutorial dialogues and responses to multiple-choice questions to check understanding throughout the tutorial revealed significant correlations between these conversations and scores on subsequent knowledge tests and gist comprehension. Knowledge and comprehension measures correlated with healthier behavior and greater intentions to perform healthy behavior. Differences between GistFit and control tutorials were greater for participants who engaged more fully. Thus, results are consistent with the hypothesis that active engagement with a new gist-based ITS, rather than a passive memorization of verbatim details, was associated with an array of known psychosocial mediators of preventive health decisions, such as knowledge acquisition, and gist comprehension.

  18. Improving Student Performance in a Management Science Course with Supplemental Tutorial Videos

    ERIC Educational Resources Information Center

    Winch, Janice K.; Cahn, E. Susanna

    2015-01-01

    The authors describe the implementation and assessment of supplementary online video tutorials in a management science course. The videos were a mix of existing videos curated from the web and new videos created by the instructors of the course. Students were encouraged to use the resources with grade incentives. Students who used more of these…

  19. Meeting Diverse Expectations: Department of Tutorial Classes, Sydney University, 1919 to 1963

    ERIC Educational Resources Information Center

    Dymock, Darryl; Kelly, Ann

    2013-01-01

    The University of Sydney has offered some form of organised adult education since the late 19th century. In 1914, that provision was formalised through the establishment of a Department of Tutorial Classes, the appointment of a Director, and a partnership with the Workers' Educational Association (WEA). Right from that time, however, there was…

  20. Cognitive behavioral game design: a unified model for designing serious games

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

  1. Cognitive behavioral game design: a unified model for designing serious games.

    PubMed

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  2. An investigation into introductory astronomy students' difficulties with cosmology, and the development, validation, and efficacy of a new suite of cosmology lecture-tutorials

    NASA Astrophysics Data System (ADS)

    Wallace, Colin S.

    This study reports the results of the first systematic investigation into Astro 101 students' conceptual and reasoning difficulties with cosmology. We developed four surveys with which we measured students' conceptual knowledge of the Big Bang, the expansion and evolution of the universe, and the evidence for dark matter. Our classical test theory and item response theory analyses of over 2300 students' pre- and post-instruction responses, combined with daily classroom observations, videotapes of students working in class, and one-on-one semi-structured think-aloud interviews with nineteen Astro 101 students, revealed several common learning difficulties. In order to help students overcome these difficulties, we used our results to inform the development of a new suite of cosmology lecture-tutorials. In our initial testing of the new lecture-tutorials at the University of Colorado at Boulder and the University of Arizona, we found many cases in which students who used the lecture-tutorials achieved higher learning gains (as measured by our surveys) at statistically significant levels than students who did not. Subsequent use of the lecture-tutorials at a variety of colleges and universities across the United States produced a wide range of learning gains, suggesting that instructors' pedagogical practices and implementations of the lecture-tutorials significantly affect whether or not students achieve high learning gains.

  3. A Tutorial Programme to Enhance Psychiatry Learning Processes within a PBL-Based Course

    ERIC Educational Resources Information Center

    Hood, Sean; Chapman, Elaine

    2011-01-01

    This paper describes a tutorial programme developed at the University of Western Australia (UWA) to enhance medical students' learning processes within problem-based learning contexts. The programme encourages students to use more effective learning approaches by scaffolding the development of effective problem-solving strategies, and by reducing…

  4. Overcoming Common Conceptual and Reasoning Difficulties in Cosmology: A Lecture-Tutorial Approach

    NASA Astrophysics Data System (ADS)

    Prather, Edward E.; Wallace, C. S.; Duncan, D.

    2011-01-01

    For the past two years, we have conducted fundamental research into Astro 101 students' conceptual and reasoning difficulties in cosmology. To date, we have analyzed the responses of over 2000 students from institutions across the United States to questions on the Big Bang, the expansion and evolution of the universe, and the evidence for dark matter. Our findings have helped guide the development of a new suite of cosmology Lecture-Tutorials to help students overcome their conceptual and reasoning difficulties. We discuss naïve ideas Astro 101 students have with several cosmology topics and provide evidence that the new Lecture-Tutorials help students achieve larger learning gains than is achieved by lecture alone. This material is based upon work supported by the National Science Foundation under Grant No. 0833364 and Grant No. 0715517, a CCLI Phase III Grant for the Collaboration of Astronomy Teaching Scholars (CATS). Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.

  5. Overcoming Common Conceptual and Reasoning Difficulties in Cosmology: A Lecture-Tutorial Approach

    NASA Astrophysics Data System (ADS)

    Prather, Edward E.; Wallace, C. S.; Duncan, D.; Collaboration of Astronomy Teaching Scholars CATS

    2011-01-01

    For the past two years, we have conducted fundamental research into Astro 101 students' conceptual and reasoning difficulties in cosmology. To date, we have analyzed the responses of over 2000 students from institutions across the United States to questions on the Big Bang, the expansion and evolution of the Universe, and the evidence for dark matter. Our findings have informed the development of a new suite of cosmology Lecture-Tutorials designed to increase students’ understanding of these common cosmology topics. In this talk, we present our key findings with regard to Astro 101 students’ common learning difficulties with studying cosmology and provide evidence showing that the new Lecture-Tutorials help students achieve larger learning gains than lecture alone. This material is based upon work supported by the National Science Foundation under Grant No. 0833364 and Grant No. 0715517, a CCLI Phase III Grant for the Collaboration of Astronomy Teaching Scholars (CATS). Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.

  6. Combat games

    NASA Technical Reports Server (NTRS)

    Ardema, M. D.; Heymann, M.; Rajan, N.

    1985-01-01

    A mathematical formulation is proposed of a combat game between two opponents with offensive capabilities and offensive objective is proposed. Resolution of the combat involves solving two differential games with state constraints. Depending on the game dynamics and parameters, the combat can terminate in one of four ways: the first player wins; the second player wins; a draw (neither wins); or joint capture. In the first two cases, the optimal strategies of the two players are determined from suitable zero-sum games, whereas in the latter two the relevant games are nonzero-sum. Further, to avoid certain technical difficulties, the concept of a delta-combat game is introduced.

  7. Investigating and accounting for physics graduate students' tutorial classroom practice

    NASA Astrophysics Data System (ADS)

    Goertzen, Renee Michelle

    Physics Education researchers have been working to understanding how students learn physics, which has led to the creation of a body of research-based curricula. It is equally important to study novice instructors, graduate teaching assistants (TAs), who often teach these students. The study of TAs has similarities to how students have been studied: it is important to identify what preconceptions they often enter the classroom with, what resources they may have that they could apply to their physics teaching, and how both the classroom environment and past experiences affect what they are doing in the classroom. Although TAs are responsible for a significant portion of students' instruction at many universities, science TAs and their teaching have not been the focus of any significant amount of study. This dissertation begins to fill this gap by examining physics graduate students who teach discussion sections for introductory courses using tutorials, which are guided worksheets completed by groups of students. While assisting students with their conceptual understanding of physics, TAs are also expected to convey classroom norms of constructing arguments and listening and responding to the reasoning of others. Physics graduate students enter into the role of tutorial TA having relative content expertise but minimal or no pedagogical expertise. This analysis contends that considering the broader influences on TAs can account for TA behavior. Observations from two institutions (University of Colorado, Boulder and University of Maryland, College Park) show that TAs have different valuations (or buy-in) of the tutorials they teach, which have specific, identifiable consequences in the classroom. These differences can be explained by differences in the TAs' different teaching environments. Next, I examine cases of a behavior shared by three TAs, in which they focus on relatively superficial indicators of knowledge. Because the beliefs that underlie their teaching

  8. Altered Brain Reactivity to Game Cues After Gaming Experience.

    PubMed

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  9. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

  10. Brain activities associated with gaming urge of online gaming addiction.

    PubMed

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  11. Game injuries in relation to game schedules in the National Basketball Association.

    PubMed

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (p<0.05). Playing back-to-back games and away games were significant predictors of frequent game injuries (p<0.05). Game schedules could be one factor that impacts the risk of game injuries in the NBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  12. Critical analysis of a computer-assisted tutorial on ECG interpretation and its ability to determine competency.

    PubMed

    Burke, J F; Gnall, E; Umrudden, Z; Kyaw, M; Schick, P K

    2008-01-01

    We developed a computer-based tutorial and a posttest on ECG interpretation for training residents and determining competency. Forty residents, 6 cardiology fellows, and 4 experienced physicians participated. The tutorial emphasized recognition and understanding of abnormal ECG features. Active learning was promoted by asking questions prior to the discussion of ECGs. Interactivity was facilitated by providing rapid and in-depth rationale for correct answers. Responses to questions were recorded and extensively analyzed to determine the quality of questions, baseline knowledge at different levels of training and improvement of grades in posttest. Posttest grades were used to assess improvement and to determine competency. The questions were found to be challenging, fair, appropriate and discriminative. This was important since the quality of Socratic questions is critical for the success of interactive programs. The information on strengths and weakness in baseline knowledge at different levels of training were used to adapt our training program to the needs of residents. The posttest revealed that the tutorial contributed to marked improvement in feature recognition. Competency testing distinguished between residents with outstanding grades and those who needed remediation. The strategy for critical evaluation of our computer program could be applied to any computer-based educational program, regardless of topic.

  13. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    PubMed

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  14. A tutorial on information retrieval: basic terms and concepts

    PubMed Central

    Zhou, Wei; Smalheiser, Neil R; Yu, Clement

    2006-01-01

    This informal tutorial is intended for investigators and students who would like to understand the workings of information retrieval systems, including the most frequently used search engines: PubMed and Google. Having a basic knowledge of the terms and concepts of information retrieval should improve the efficiency and productivity of searches. As well, this knowledge is needed in order to follow current research efforts in biomedical information retrieval and text mining that are developing new systems not only for finding documents on a given topic, but extracting and integrating knowledge across documents. PMID:16722601

  15. Constructionist Gaming: Understanding the Benefits of Making Games for Learning.

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.

  16. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  17. Improvement of The Ability of Junior High School Students Thinking Through Visual Learning Assisted Geo gbra Tutorial

    NASA Astrophysics Data System (ADS)

    Elvi, M.; Nurjanah

    2017-02-01

    This research is distributed on the issue of the lack of visual thinking ability is a must-have basic ability of students in learning geometry. The purpose of this research is to investigate and elucide: 1) the enhancement of visual thinking ability of students to acquire learning assisted with geogebra tutorial learning: 2) the increase in visual thinking ability of students who obtained a model of learning assisted with geogebra and students who obtained a regular study of KAM (high, medium, and low). This research population is grade VII in Bandung Junior High School. The instruments used to collect data in this study consisted of instruments of the test and the observation sheet. The data obtained were analyzed using the test average difference i.e. Test-t and ANOVA Test one line to two lines. The results showed that: 1) the attainment and enhancement of visual thinking ability of students to acquire learning assisted geogebra tutorial better than students who acquire learning; 2) there may be differences of visual upgrade thinking students who acquire the learning model assisted with geogebra tutorial earn regular learning of KAM (high, medium and low).

  18. 76 FR 44090 - Proposed Information Collection (Application for Individualized Tutorial Assistance) Activity...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-22

    ... need tutoring to overcome a deficiency in one or more course complete VA Form 22-1990t to apply for... she requires tutoring, the number of hours and charges for each tutorial session and the name of the tutor. The tutor must certify that he or she provided tutoring at the specified charges and that he or...

  19. A tutorial on the piecewise regression approach applied to bedload transport data

    Treesearch

    Sandra E. Ryan; Laurie S. Porth

    2007-01-01

    This tutorial demonstrates the application of piecewise regression to bedload data to define a shift in phase of transport so that the reader may perform similar analyses on available data. The use of piecewise regression analysis implicitly recognizes different functions fit to bedload data over varying ranges of flow. The transition from primarily low rates of sand...

  20. Enhancing cognition with video games: a multiple game training study.

    PubMed

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  1. Enhancing Cognition with Video Games: A Multiple Game Training Study

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  2. Ubiquitous Games for Learning (UbiqGames): Weatherlings, a Worked Example

    ERIC Educational Resources Information Center

    Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H.

    2012-01-01

    This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…

  3. Student-Led Objective Tutorial (SLOT) in Medical Education.

    PubMed

    Sivagnanam, Gurusamy; Saraswathi, Simansalam; Rajasekaran, Aiyalu

    2006-12-01

    Purpose - To assess an innovative tutoring program named 'Student-Led Objective Tutorial' (SLOT) among undergraduate medical students. Method - The program was conceptualized by the Pharmacology Unit of Faculty of Medicine and Health Sciences, Asian Institute of Medicine Science & Technology (AIMST), Malaysia and implemented in the middle of 2005. A cohort of 246 medical undergraduate students (spread across 5 consecutive batches) participated. Following a brief explanation on the purpose and nature of SLOT, each batch was divided into small groups and was given a reading assignment on 4 previously delivered lecture topics. Each group was asked to prepare 3-5 multiple choice questions (MCQs) of their own in PowerPoint format to be presented, in turns, to the whole class on the day of SLOT. The proceedings were facilitated by 2 lecturers. Student feedback on the efficacy and benefits were assessed through an anonymous self administered questionnaire. Results - About 76% (188) of the students favored SLOT. The acceptance rate of SLOT was higher among males. There was no significant difference between batches in their opinions on whether to pursue SLOT in future. The most prevalent positive comment was that SLOT enhanced learning skills, and the negative comment being, it consumed more time. Conclusions - SLOT is a novel tutorial method which can offset faculty shortage with advantages like enhanced interest among teachers and learners, uniform reach of content, opportunities for group learning, and involvement of visual aids as teaching-learning (T-L) method. SLOT unraveled the students' potential of peer tutoring both inside as well as outside the classroom. Consumer tutors (students) can be tapped as a resource for SLOT for all subjects and courses in healthcare teaching.

  4. Cytopathology whole slide images and adaptive tutorials for senior medical students: a randomized crossover trial.

    PubMed

    Van Es, Simone L; Kumar, Rakesh K; Pryor, Wendy M; Salisbury, Elizabeth L; Velan, Gary M

    2016-01-08

    Diagnostic cytopathology is an essential part of clinical decision-making. However, due to a combination of factors including curriculum reform and shortage of pathologists to teach introductory cytopathology, this area of pathology receives little or no formal attention in most medical school curricula. We have previously described the successful use of efficient and effective digital learning resources, including whole slide images (WSI) and virtual microscopy adaptive tutorials (VMATs), to teach cytopathology to pathology specialist trainees - a group that had prior exposure to cytopathology in their day to day practice. Consequently, in the current study we attempted to demonstrate the efficiency and efficacy of this eLearning resource in a cohort of senior medical students that was completely naïve to the subject matter (cytopathology). We evaluated both the quantitative and qualitative impact of these digital educational materials for learning cytopathology compared with existing resources (e-textbooks and online atlases). The senior medical students were recruited from The University of New South Wales Australia for a randomized cross-over trial. Online assessments, administered after each arm of the trial, contained questions which related directly to a whole slide image. Two categories of questions in the assessments (focusing on either diagnosis or identification of cellular features) were utilized to determine efficacy. User experience and perceptions of efficiency were evaluated using online questionnaires containing Likert scale items and open-ended questions. For this cohort of senior medical students, virtual microscopy adaptive tutorials (VMATs) proved to be at least as effective as existing digital resources for learning cytopathology. Importantly, virtual microscopy adaptive tutorials had superior efficacy in facilitating accurate diagnosis on whole slide images. Student perceptions of VMATs were positive, particularly regarding the immediate

  5. Cultivating Undergraduates' Plagiarism Avoidance Knowledge and Skills with an Online Tutorial System

    ERIC Educational Resources Information Center

    Liu, Gi-Zen; Lu, Hui-Ching; Lin, Vivien; Hsu, Wei-Chen

    2018-01-01

    With the increased use of digital materials, undergraduate writers in English as a foreign language (EFL) contexts have become more susceptible to plagiarism. In this study, the researchers designed a blended English writing course with an online writing tutorial system entitled "DWright." The study examined the effectiveness of the…

  6. MOOCs for Research: The Case of the Indiana University Plagiarism Tutorials and Tests

    ERIC Educational Resources Information Center

    Frick, Theodore; Dagli, Cesur

    2016-01-01

    We illustrate a very recent research study that demonstrates the value of Massive Open Online Courses (MOOCs) as vehicles for research. We describe the development of the Indiana University Plagiarism Tutorials and Tests (IPTAT). Our new design has been guided by "First Principles of Instruction": authentic problems, activation,…

  7. Mortality estimation from carcass searches using the R-package carcass – a tutorial

    EPA Science Inventory

    This article is a tutorial for the R-package carcass. It starts with a short overview of common methods used to estimate mortality based on carcass searches. Then, it guides step by step through a simple example. First, the proportion of animals that fall into the search area is ...

  8. Network Analysis on Attitudes: A Brief Tutorial.

    PubMed

    Dalege, Jonas; Borsboom, Denny; van Harreveld, Frenk; van der Maas, Han L J

    2017-07-01

    In this article, we provide a brief tutorial on the estimation, analysis, and simulation on attitude networks using the programming language R. We first discuss what a network is and subsequently show how one can estimate a regularized network on typical attitude data. For this, we use open-access data on the attitudes toward Barack Obama during the 2012 American presidential election. Second, we show how one can calculate standard network measures such as community structure, centrality, and connectivity on this estimated attitude network. Third, we show how one can simulate from an estimated attitude network to derive predictions from attitude networks. By this, we highlight that network theory provides a framework for both testing and developing formalized hypotheses on attitudes and related core social psychological constructs.

  9. Lignocellulose Liquefaction to Biocrude: A Tutorial Review

    PubMed Central

    2018-01-01

    Abstract After 40 years of research and development, liquefaction technologies are now being demonstrated at 200–3000 tons per year scale to convert lignocellulosic biomass to biocrudes for use as heavy fuel or for upgrading to biofuels. This Review attempts to present the various facets of the liquefaction process in a tutorial manner. Emphasis is placed on liquefaction in high‐boiling solvents, with regular reference to liquefaction in subcritical water or other light‐boiling solvents. Reaction chemistry, solvent selection, role of optional catalyst as well as biocrude composition and properties are discussed in depth. Challenges in biomass feeding and options for biocrude–solvent separation are addressed. Process concepts are reviewed and demonstration/commercialization efforts are presented. PMID:29364569

  10. Energy cost and game flow of 5 exer-games in trained players.

    PubMed

    Bronner, Shaw; Pinsker, Russell; Noah, J Adam

    2013-05-01

    To determine energy expenditure and player experience in exer-games designed for novel platforms. Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play. Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™. Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.

  11. Precise estimates of gaming-related harm should guide regulation of gaming.

    PubMed

    Starcevic, Vladan; Billieux, Joël

    2018-06-13

    Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It is argued that there is a crucial need to define and assess domains of this harm in order to introduce policies that regulate gaming. Such policies would ideally be targeted at individuals at risk for problematic gaming and would be based more on educational efforts than on restrictive measures. The role of gaming industry in the regulation of gaming would depend on the more precise estimates of gaming-related harm.

  12. Video games.

    PubMed

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  13. Game theory.

    PubMed

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  14. Web Tutorials on Systems Thinking Using the Driver-Pressure-State-Impact-Response (DPSIR) Framework

    EPA Science Inventory

    This set of tutorials provides an overview of incorporating systems thinking into decision-making, an introduction to the DPSIR framework as one approach that can assist in the decision analysis process, and an overview of DPSIR tools, including concept mapping and keyword lists,...

  15. Differential games.

    NASA Technical Reports Server (NTRS)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

  16. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    PubMed

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  17. Developing Ethical Geography Students? The Impact and Effectiveness of a Tutorial-Based Approach

    ERIC Educational Resources Information Center

    Healey, Ruth L.; Ribchester, Chris

    2016-01-01

    This paper explores the effectiveness of a tutorial-based approach in supporting the development of geography undergraduates' ethical thinking. It was found that overall the intervention had a statistically significant impact on students' ethical thinking scores as assessed using a Meta-Ethical Questionnaire. The initiative led to a convergence of…

  18. Student and Tutor Variables Related to Student Progress in a Reading Tutorial Program.

    ERIC Educational Resources Information Center

    Willey, Diane L.

    This study was conducted to identify student and tutor variables related to student progress in a structured summer reading tutorial program. High school and college students and adults tutored individually 121 elementary and junior high school students for six weeks. Criterion variables were number of tutoring books completed, residual gain…

  19. Extended non-local games and monogamy-of-entanglement games.

    PubMed

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  20. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    PubMed

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  1. Tutorial dynamics and participation in small groups: a student perspective in a multicultural setting.

    PubMed

    Gill, Emily; Tuck, Ailsa; Lee, Don Wai Gin; Beckert, Lutz

    2004-11-05

    This study investigated the language and cultural backgrounds of medical students, and explored their perspectives of the influences on student participation in small-group tutorial settings. A task group of students and staff from a variety of cultural backgrounds designed a cross-sectional survey using an anonymous questionnaire. The survey was conducted at the Christchurch School of Medicine and Health Sciences (a campus of the University of Otago). Students attending a 4th-year and a 5th-year lecture were invited to participate. Seventy-five percent of students enrolled in the medical course responded to the survey. Half of the sample self-identified as New Zealand European or Maori. Sixty-four percent of students identified English as their first language. Ninety-one percent of students stated a preference for small-group tutorials rather than lectures. Most students reported that there was a 'lack of prior preparation' by students in these tutorials (no statistically significant difference between students with English as first or second language). Two thirds of students (66%) students felt there was a lack of full participation in small-group teaching. Personality, cultural, and language differences were perceived as contributing factors to the lack of participation. Lack of participation should not be assumed to be due to language difficulties. Barriers to participation are perceived differently by students from a variety of language and cultural backgrounds. Moreover, interactions between students who dominate and under-participate may influence student participation. Further research is needed to determine whether language and cultural backgrounds affect students' participation in small group teaching.

  2. Tutorial on Protein Ontology Resources

    PubMed Central

    Arighi, Cecilia; Drabkin, Harold; Christie, Karen R.; Ross, Karen; Natale, Darren

    2017-01-01

    The Protein Ontology (PRO) is the reference ontology for proteins in the Open Biomedical Ontologies (OBO) foundry and consists of three sub-ontologies representing protein classes of homologous genes, proteoforms (e.g., splice isoforms, sequence variants, and post-translationally modified forms), and protein complexes. PRO defines classes of proteins and protein complexes, both species-specific and species non-specific, and indicates their relationships in a hierarchical framework, supporting accurate protein annotation at the appropriate level of granularity, analyses of protein conservation across species, and semantic reasoning. In this first section of this chapter, we describe the PRO framework including categories of PRO terms and the relationship of PRO to other ontologies and protein resources. Next, we provide a tutorial about the PRO website (proconsortium.org) where users can browse and search the PRO hierarchy, view reports on individual PRO terms, and visualize relationships among PRO terms in a hierarchical table view, a multiple sequence alignment view, and a Cytoscape network view. Finally, we describe several examples illustrating the unique and rich information available in PRO. PMID:28150233

  3. Fleet Arctic Operations Game: Game Report

    DTIC Science & Technology

    2011-09-01

    By: Director: CDR Christopher Gray Designer : Prof. Leif Bergey Analyst: Prof. Walter A. Berbrick Report Documentation Page Form ApprovedOMB No...7 II. GAME DESIGN & RESEARCH...METHODOLOGY ......................................................................... 9 Discussion of Game Design

  4. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  5. 76 FR 60133 - Agency Information Collection (Application for Individualized Tutorial Assistance): Activity...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-09-28

    ... tutoring to overcome a deficiency in one or more course complete VA Form 22-1990t to apply for supplemental... requires tutoring, the number of hours and charges for each tutorial session and the name of the tutor. The tutor must certify that he or she provided tutoring at the specified charges and that he or she is not a...

  6. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  7. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  8. Using a Strategy of "Structured Conversation" to Enhance the Quality of Tutorial Time

    ERIC Educational Resources Information Center

    Robinson, Stephanie

    2008-01-01

    This article considers the impact of a technique of structured conversation to enhance a student-centred approach to tutorial time. It is suggested that the development of such an approach can provide enhanced learning support in the current challenge of widening diversity in the learner population. Many students in modern tertiary education show…

  9. Audio-Tutorial Instruction: Effects on Faculty and Departments in Selected California Community Colleges.

    ERIC Educational Resources Information Center

    Hahn, Thomas Charles

    The general purpose of this study was to determine the effect that the audio-tutorial (A-T) mode of instruction has had on faculty workload and tasks, postoperative faculty attitudes toward the mode, and on the level of operation and internal structure of participating departments in selected California community colleges. Survey research…

  10. Leveraging Technology to Alleviate Student Bottlenecks: The Self-Paced Online Tutorial--Writing (SPOT)

    ERIC Educational Resources Information Center

    Moore, Scott D.; Sanchez, Rudolph J.; Inoue, Asao B.; Statham, Russel D.; Zelezny, Lynnette; Covino, William A.

    2014-01-01

    The Self-Paced Online Tutorial (SPOT) represents the best kind of innovation because it uses digital technologies wisely and because it is based on well-established theory, research, and practice. Extended education plays a pivotal role in the attainment of the California State University's (CSU) vision of providing a high-quality, affordable, and…

  11. Efficacy of Multimedia Learning Modules as Preparation for Lecture-Based Tutorials in Electromagnetism

    ERIC Educational Resources Information Center

    Moore, James Christopher

    2018-01-01

    We have investigated the efficacy of on-line, multimedia learning modules (MLMs) as preparation for in-class, lecture-based tutorials in electromagnetism in a physics course for natural science majors (biology and marine science). Specifically, we report the results of a multiple-group pre/post-test research design comparing two groups receiving…

  12. The Use of Small Group Tutorials as an Educational Strategy in Medical Education

    ERIC Educational Resources Information Center

    Ferris, Helena

    2015-01-01

    Small group tutorials are an educational strategy that is growing in popularity in medical education. This is indicative of the movement from a traditional teacher centred approach to more student-centred learning, which is characterised by active participation and autonomous learning (Hedge et al, 2011). However, small group teaching is one of…

  13. Student-led objective tutorials in Pharmacology: An interventional study.

    PubMed

    Sukhlecha, Anupama; Jadav, Shilpa P; Gosai, Tushar R; Balusamy, Divakar

    2016-10-01

    Students learn in a better way if they are involved in active learning. Hence, the study was designed to introduce student-led objective tutorials (SLOTs) as an alternative to conventional tutorials (CTs) in pharmacology and to compare SLOT and CT on outcomes such as improved score in tests, active involvement of students, and faculty requirement of each. Didactic lectures taken on a topic in pharmacology were followed by a preintervention test for a batch of the 2 nd year medical undergraduates. They were allotted either in SLOT or CT group. For a SLOT session, students of Group A (interventional group) were divided into teams and each team prepared five multiple choice questions on the given topic in PowerPoint format, which were presented to other teams and audience. The proceedings were facilitated by two lecturers. Group B undertook CT (controls). A postintervention test was then taken for both groups. Feedback was sought from students and teachers on SLOT. The total marks for the test were 20. The mean marks in Group A improved by 31% (from 5.1 to 11.2). In Group B, they improved by 11% (from 5 to 7.2). Academic performance following SLOT was better than CT. Students (63%) favored SLOT as it stimulated their interest in the topic, improved self-learning skills, and teamwork. The teachers also favored SLOT for similar reasons. SLOT leads to greater satisfaction and better performance in tests. SLOT is an effective alternative to CT to promote active learning among students through group work. It helps overcome the logistic difficulties due to faculty shortage.

  14. Quantitative Microbial Risk Assessment Tutorial: Installation of Software for Watershed Modeling in Support of QMRA

    EPA Science Inventory

    This tutorial provides instructions for accessing, retrieving, and downloading the following software to install on a host computer in support of Quantitative Microbial Risk Assessment (QMRA) modeling:• SDMProjectBuilder (which includes the Microbial Source Module as part...

  15. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  16. Robust variance estimation with dependent effect sizes: practical considerations including a software tutorial in Stata and spss.

    PubMed

    Tanner-Smith, Emily E; Tipton, Elizabeth

    2014-03-01

    Methodologists have recently proposed robust variance estimation as one way to handle dependent effect sizes in meta-analysis. Software macros for robust variance estimation in meta-analysis are currently available for Stata (StataCorp LP, College Station, TX, USA) and spss (IBM, Armonk, NY, USA), yet there is little guidance for authors regarding the practical application and implementation of those macros. This paper provides a brief tutorial on the implementation of the Stata and spss macros and discusses practical issues meta-analysts should consider when estimating meta-regression models with robust variance estimates. Two example databases are used in the tutorial to illustrate the use of meta-analysis with robust variance estimates. Copyright © 2013 John Wiley & Sons, Ltd.

  17. Using optimal combination of teaching-learning methods (open book assignment and group tutorials) as revision exercises to improve learning outcome in low achievers in biochemistry.

    PubMed

    Rajappa, Medha; Bobby, Zachariah; Nandeesha, H; Suryapriya, R; Ragul, Anithasri; Yuvaraj, B; Revathy, G; Priyadarssini, M

    2016-07-08

    Graduate medical students of India are taught Biochemistry by didactic lectures and they hardly get any opportunity to clarify their doubts and reinforce the concepts which they learn in these lectures. We used a combination of teaching-learning (T-L) methods (open book assignment followed by group tutorials) to study their efficacy in improving the learning outcome. About 143 graduate medical students were classified into low (<50%: group 1, n = 23), medium (50-75%: group 2, n = 74), and high (>75%: group 3, n = 46) achievers, based on their internal assessment marks. After the regular teaching module on the topics "Vitamins and Enzymology", all the students attempted an open book assignment without peer consultation. Then all the students participated in group tutorials. The effects on the groups were evaluated by pre and posttests at the end of each phase, with the same set of MCQs. Gain from group tutorials and overall gain was significantly higher in the low achievers, compared to other groups. High and medium achievers obtained more gain from open book assignment, than group tutorials. The overall gain was significantly higher than the gain obtained from open book assignment or group tutorials, in all three groups. All the three groups retained the gain even after 1 week of the exercise. Hence, optimal use of novel T-L methods (open book assignment followed by group tutorials) as revision exercises help in strengthening concepts in Biochemistry in this oft neglected group of low achievers in graduate medical education. © 2016 by The International Union of Biochemistry and Molecular Biology, 44(4):321-325, 2016. © 2016 The International Union of Biochemistry and Molecular Biology.

  18. Adding problem-based learning tutorials to a traditional lecture-based curriculum: a pilot study in a dental school.

    PubMed

    Katsuragi, Hiroaki

    2005-09-01

    This article reports on the implementation of a problem-based learning (PBL) tutorial in our advanced program for second year students within an existing curriculum. The program was opened on the last 5 days of the summer vacation and students could volunteer to be part of the group. Students separated themselves into small groups by random sampling. The PBL tutorials were done during the first 3 days for medical problems according to our original scenarios (based on medical cases), and during the last 2 days, students made presentations of their learning outcomes, using information technology (IT) by themselves. Throughout this program, students were expected to engage in self-learning, except for a 1(1/2)-h group session with a tutor. Assessment was done by attendance at a group session and by portfolio analysis. Following the portfolio analysis, students identified the number of learning issues (group A, 26 +/- 7 issues; group B, 20 +/- 3 issues; group C, 21 +/- 7 issues). Research, by questionnaire, revealed that 84% of the students were strongly interested in each scenario and 95% of the students felt familiar with each scenario. The levels of satisfaction with the tutor were different in the three groups. All of the students were comfortable in the discussion room and IT center. These results suggested that PBL tutorials are supported by the scenario, the tutor, and the location of the group session, as well as by self-learning. Moreover, one of the most important factors for a PBL tutorial that the student is ready for the free discussions and has enough time for individual self-learning.

  19. Games, Gaming, and Gamification: Some Aspects of Motivation

    ERIC Educational Resources Information Center

    Hanson-Smith, Elizabeth

    2016-01-01

    Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.

  20. A tutorial for software development in quantitative proteomics using PSI standard formats☆

    PubMed Central

    Gonzalez-Galarza, Faviel F.; Qi, Da; Fan, Jun; Bessant, Conrad; Jones, Andrew R.

    2014-01-01

    The Human Proteome Organisation — Proteomics Standards Initiative (HUPO-PSI) has been working for ten years on the development of standardised formats that facilitate data sharing and public database deposition. In this article, we review three HUPO-PSI data standards — mzML, mzIdentML and mzQuantML, which can be used to design a complete quantitative analysis pipeline in mass spectrometry (MS)-based proteomics. In this tutorial, we briefly describe the content of each data model, sufficient for bioinformaticians to devise proteomics software. We also provide guidance on the use of recently released application programming interfaces (APIs) developed in Java for each of these standards, which makes it straightforward to read and write files of any size. We have produced a set of example Java classes and a basic graphical user interface to demonstrate how to use the most important parts of the PSI standards, available from http://code.google.com/p/psi-standard-formats-tutorial. This article is part of a Special Issue entitled: Computational Proteomics in the Post-Identification Era. Guest Editors: Martin Eisenacher and Christian Stephan. PMID:23584085

  1. Tutorial on X-Ray Free-Electron Lasers

    DOE PAGES

    Carlsten, Bruce E.

    2018-05-02

    This article provides a tutorial on X-ray free-electron lasers (XFELs) which are currently being designed, built, commissioned, and operated as fourth-generation light sources to enable discovery science in materials science, biology, and chemistry. XFELs are complex devices, driven by high-energy, high-brightness electron accelerators and cost on the order of $B. Here, we provide a basic introduction to their operating physics and a description of their main accelerator components. To make their basic operating principle accessible to the electrical engineering community, we rederive the FEL dispersion relation in a manner similar to that done for traveling-wave tubes. We finish with sectionsmore » describing some unique features of the X-rays generated and on the physics that lead to the main design limitations, including approaches for mitigation.« less

  2. Tutorial on Reed-Solomon error correction coding

    NASA Technical Reports Server (NTRS)

    Geisel, William A.

    1990-01-01

    This tutorial attempts to provide a frank, step-by-step approach to Reed-Solomon (RS) error correction coding. RS encoding and RS decoding both with and without erasing code symbols are emphasized. There is no need to present rigorous proofs and extreme mathematical detail. Rather, the simple concepts of groups and fields, specifically Galois fields, are presented with a minimum of complexity. Before RS codes are presented, other block codes are presented as a technical introduction into coding. A primitive (15, 9) RS coding example is then completely developed from start to finish, demonstrating the encoding and decoding calculations and a derivation of the famous error-locator polynomial. The objective is to present practical information about Reed-Solomon coding in a manner such that it can be easily understood.

  3. Tutorial on X-Ray Free-Electron Lasers

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

    Carlsten, Bruce E.

    This article provides a tutorial on X-ray free-electron lasers (XFELs) which are currently being designed, built, commissioned, and operated as fourth-generation light sources to enable discovery science in materials science, biology, and chemistry. XFELs are complex devices, driven by high-energy, high-brightness electron accelerators and cost on the order of $B. Here, we provide a basic introduction to their operating physics and a description of their main accelerator components. To make their basic operating principle accessible to the electrical engineering community, we rederive the FEL dispersion relation in a manner similar to that done for traveling-wave tubes. We finish with sectionsmore » describing some unique features of the X-rays generated and on the physics that lead to the main design limitations, including approaches for mitigation.« less

  4. Applied mediation analyses: a review and tutorial.

    PubMed

    Lange, Theis; Hansen, Kim Wadt; Sørensen, Rikke; Galatius, Søren

    2017-01-01

    In recent years, mediation analysis has emerged as a powerful tool to disentangle causal pathways from an exposure/treatment to clinically relevant outcomes. Mediation analysis has been applied in scientific fields as diverse as labour market relations and randomized clinical trials of heart disease treatments. In parallel to these applications, the underlying mathematical theory and computer tools have been refined. This combined review and tutorial will introduce the reader to modern mediation analysis including: the mathematical framework; required assumptions; and software implementation in the R package medflex. All results are illustrated using a recent study on the causal pathways stemming from the early invasive treatment of acute coronary syndrome, for which the rich Danish population registers allow us to follow patients' medication use and more after being discharged from hospital.

  5. Determinants of Student Satisfaction in Online Tutorial: A Study of A Distance Education Institution

    ERIC Educational Resources Information Center

    Harsasi, Meirani; Sutawijaya, Adrian

    2018-01-01

    Education system nowadays tends to utilize online learning, including in higher education. Online learning system becomes a major requirement in implementing learning process, including in Indonesia. Universitas Terbuka has implemented online learning system known as online tutorials to support the distance learning system. One interesting issue…

  6. Implementation of a web-based, interactive polytrauma tutorial in computed tomography for radiology residents: how we do it.

    PubMed

    Schlorhaufer, C; Behrends, M; Diekhaus, G; Keberle, M; Weidemann, J

    2012-12-01

    Due to the time factor in polytraumatized patients all relevant pathologies in a polytrauma computed tomography (CT) scan have to be read and communicated very quickly. During radiology residency acquisition of effective reading schemes based on typical polytrauma pathologies is very important. Thus, an online tutorial for the structured diagnosis of polytrauma CT was developed. Based on current multimedia theories like the cognitive load theory a didactic concept was developed. As a web-environment the learning management system ILIAS was chosen. CT data sets were converted into online scrollable QuickTime movies. Audiovisual tutorial movies with guided image analyses by a consultant radiologist were recorded. The polytrauma tutorial consists of chapterized text content and embedded interactive scrollable CT data sets. Selected trauma pathologies are demonstrated to the user by guiding tutor movies. Basic reading schemes are communicated with the help of detailed commented movies of normal data sets. Common and important pathologies could be explored in a self-directed manner. Ambitious didactic concepts can be supported by a web based application on the basis of cognitive load theory and currently available software tools. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  7. Web Conferencing for Synchronous Online Tutorials: Perspectives of Tutors Using a New Medium

    ERIC Educational Resources Information Center

    Kear, Karen; Chetwynd, Frances; Williams, Judith; Donelan, Helen

    2012-01-01

    This paper reports on a pilot investigation into web conferencing in a distance learning module. It focuses on the perceptions and experiences of the tutors, all of whom were new to the web conferencing environment, but were experienced in online teaching. A number of web conferencing tutorials were studied through the collection of various…

  8. Comparison of the instructional efficacy of an internet-based temporomandibular joint (TMJ) tutorial with a traditional seminar.

    PubMed

    Al-Riyami, S; Moles, D R; Leeson, R; Cunningham, S J

    2010-12-11

    There has been growing interest in the use of virtual learning environments (VLEs) by universities over the past decade to supplement traditional teaching methods. In this study a tutorial providing information about the temporomandibular joint (TMJ), temporomandibular disorders and teaching of a thorough TMJ examination was developed on a VLE platform to enable students to enhance their examination and diagnostic skills. The success of this VLE tutorial was compared with conventional teaching by a cross-over trial. Thirty students were initially randomly allocated to one of two groups; Group 1 completed the VLE tutorial and Group 2 attended the face-to-face seminar in the first instance. The groups then crossed over and had the other method of teaching provided. The findings from the cross-over trial and the students' feedback indicated that no differences were found between either teaching modes, and both are equally effective at delivering information to students. In addition, the order in which the students received the teaching did not make a difference, but giving the teaching twice reinforced their knowledge. There is a strong case to be made for introducing clinical lectures on a VLE platform, and this form of e-learning is, in general, well perceived by new generations of students.

  9. Energy expenditure and enjoyment during video game play: differences by game type.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  10. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P < .001). Fitness and dance games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P < .001). Body mass-corrected energy expenditure was greater in normal weight than overweight participants in the two most active game types (P < .001). Conclusions Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  11. Metabolic responses to Wii Fit™ video games at different game levels.

    PubMed

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  12. Development of cyberblog-based intelligent tutorial system to improve students learning ability algorithm

    NASA Astrophysics Data System (ADS)

    Wahyudin; Riza, L. S.; Putro, B. L.

    2018-05-01

    E-learning as a learning activity conducted online by the students with the usual tools is favoured by students. The use of computer media in learning provides benefits that are not owned by other learning media that is the ability of computers to interact individually with students. But the weakness of many learning media is to assume that all students have a uniform ability, when in reality this is not the case. The concept of Intelligent Tutorial System (ITS) combined with cyberblog application can overcome the weaknesses in neglecting diversity. An Intelligent Tutorial System-based Cyberblog application (ITS) is a web-based interactive application program that implements artificial intelligence which can be used as a learning and evaluation media in the learning process. The use of ITS-based Cyberblog in learning is one of the alternative learning media that is interesting and able to help students in measuring ability in understanding the material. This research will be associated with the improvement of logical thinking ability (logical thinking) of students, especially in algorithm subjects.

  13. A tutorial on ultrasonic physics and imaging techniques.

    PubMed

    Halliwell, M

    2010-01-01

    Ultrasound is a widely used modality for both therapy and diagnosis in medicine and biology. Currently, in the field of medical diagnosis, ultrasound is responsible for about one in five of all diagnostic images. The physical characteristics of medical ultrasound, along with its behaviour as it interacts with biological tissues, are described in this tutorial. The role of ultrasound in therapeutic and diagnostic applications is briefly described. In view of the importance of ultrasound as a medical imaging modality, the basic technological building blocks utilized in diagnostic ultrasound scanners are also described. Many of these topics are the subjects of other papers in this special issue where they are dealt with in more detail.

  14. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    ERIC Educational Resources Information Center

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  15. Game Over?

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    This level marks the ending of the book. After comparing the game design process to a children's book about designing a butterfly, it goes into how a balance is found when designing a game. To explain this, an analogy is made with the concept of Yin and Yang. This level further deals with the “so what” and “who cares” question of the Triadic Game Design (TGD) approach. It is concluded that it can be used as an “analytical lens,” “application tool,” or “puzzle frame” in the field of games. But to have a real impact on the actual practice, it is needed that people are familiar with the idea of TGD. Since game design is (generally) collaborative, it would be beneficial that more than one person knows about it. For this reason, a game-based workshop has been developed that can be employed at the beginning of a project. Besides making sure that a project runs smoothly during the design, considerations should also be made about what happens if the game is finished. From the observations of the “life after the design” it becomes clear that this is certainly an issue that should not be neglected. The main message of this level concerns, however, that although this book is “game over,” it is everything but “over” for the design and research of games. To bring the field to “the next level,” structural approaches are needed and TGD is one of them. With the insights of this approach in mind, people can start to “dance.” Because it takes two to tango, but it takes three to design a game with a meaningful purpose.

  16. More Cooperative Games!

    ERIC Educational Resources Information Center

    Sobel, Jeffrey

    1993-01-01

    Details instructions for four cooperative games primarily for young children. The games are of low to moderate activity level and involve partners or a group circle. Descriptions include variations of the game and helpful hints for making the game more successful. (KS)

  17. Online Video Tutorials Increase Learning of Difficult Concepts in an Undergraduate Analytical Chemistry Course

    ERIC Educational Resources Information Center

    He, Yi; Swenson, Sandra; Lents, Nathan

    2012-01-01

    Educational technology has enhanced, even revolutionized, pedagogy in many areas of higher education. This study examines the incorporation of video tutorials as a supplement to learning in an undergraduate analytical chemistry course. The concepts and problems in which students faced difficulty were first identified by assessing students'…

  18. Students' Usability Evaluation of a Web-Based Tutorial Program for College Biology Problem Solving

    ERIC Educational Resources Information Center

    Kim, H. S.; Prevost, L.; Lemons, P. P.

    2015-01-01

    The understanding of core concepts and processes of science in solving problems is important to successful learning in biology. We have designed and developed a Web-based, self-directed tutorial program, "SOLVEIT," that provides various scaffolds (e.g., prompts, expert models, visual guidance) to help college students enhance their…

  19. Social Responsibility and Community Development: Lessons from the Sistema de Aprendizaje Tutorial in Honduras

    ERIC Educational Resources Information Center

    Honeyman, Catherine A.

    2010-01-01

    This article extends understanding of the connections between education, social capital, and development through a mixed-methods case study of the Sistema de Aprendizaje Tutorial, or SAT, an innovative secondary-level education system. The quantitative dimension of the research used survey measures of social responsibility to compare 93 SAT…

  20. Pre-Service Teachers' Attendance at Lectures and Tutorials: Why Don't They Turn up?

    ERIC Educational Resources Information Center

    Oakley, Grace; Lock, Graeme; Budgen, Fiona; Hamlett, Brenda

    2011-01-01

    Research indicates that attendance at lectures and tutorials is associated with university students' level of success and satisfaction, and pre-service teachers' relatively low levels of attendance at scheduled classes is of significant concern to many lecturers. However, little research has been undertaken to investigate the factors associated…

  1. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    PubMed

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with

  2. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  3. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  4. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  5. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  6. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  7. Game playing.

    PubMed

    Rosin, Christopher D

    2014-03-01

    Game playing has been a core domain of artificial intelligence research since the beginnings of the field. Game playing provides clearly defined arenas within which computational approaches can be readily compared to human expertise through head-to-head competition and other benchmarks. Game playing research has identified several simple core algorithms that provide successful foundations, with development focused on the challenges of defeating human experts in specific games. Key developments include minimax search in chess, machine learning from self-play in backgammon, and Monte Carlo tree search in Go. These approaches have generalized successfully to additional games. While computers have surpassed human expertise in a wide variety of games, open challenges remain and research focuses on identifying and developing new successful algorithmic foundations. WIREs Cogn Sci 2014, 5:193-205. doi: 10.1002/wcs.1278 CONFLICT OF INTEREST: The author has declared no conflicts of interest for this article. For further resources related to this article, please visit the WIREs website. © 2014 John Wiley & Sons, Ltd.

  8. Polymorphic Evolutionary Games.

    PubMed

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  9. Game-Informed Learning: Applying Computer Game Processes to Higher Education

    ERIC Educational Resources Information Center

    Begg, Michael; Dewhurst, David; Macleod, Hamish

    2005-01-01

    The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…

  10. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    PubMed

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  11. Games at work: the recreational use of computer games during working hours.

    PubMed

    Reinecke, Leonard

    2009-08-01

    The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.

  12. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    PubMed Central

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07–3.75; P=.03). Conclusions Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most

  13. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    PubMed

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  14. Video gaming and gaming addiction in transgender people: An exploratory study.

    PubMed

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  15. Video gaming and gaming addiction in transgender people: An exploratory study

    PubMed Central

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D.

    2017-01-01

    Background There is anecdotal clinical evidence that transgender people use the online world – such as forums and online video gaming – for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people. PMID:28198637

  16. The matching law: a tutorial for practitioners.

    PubMed

    Reed, Derek D; Kaplan, Brent A

    2011-01-01

    The application of the matching law has historically been limited to use as a quantitative measurement tool in the experimental analysis of behavior to describe temporally extended patterns of behavior-environment relations. In recent years, however, applications of the matching law have been translated to clinical settings and populations to gain a better understanding of how naturally-occurring events affect socially important behaviors. This tutorial provides a brief background of the conceptual foundations of matching, an overview of the various matching equations that have been used in research, and a description of how to interpret the data derived from these equations in the context of numerous examples of matching analyses conducted with socially important behavior. An appendix of resources is provided to direct readers to primary sources, as well as useful articles and books on the topic.

  17. The Matching Law: A Tutorial for Practitioners

    PubMed Central

    Kaplan, Brent A

    2011-01-01

    The application of the matching law has historically been limited to use as a quantitative measurement tool in the experimental analysis of behavior to describe temporally extended patterns of behavior-environment relations. In recent years, however, applications of the matching law have been translated to clinical settings and populations to gain a better understanding of how naturally-occurring events affect socially important behaviors. This tutorial provides a brief background of the conceptual foundations of matching, an overview of the various matching equations that have been used in research, and a description of how to interpret the data derived from these equations in the context of numerous examples of matching analyses conducted with socially important behavior. An appendix of resources is provided to direct readers to primary sources, as well as useful articles and books on the topic. PMID:22649575

  18. Modeling Translation in Protein Synthesis with TASEP: A Tutorial and Recent Developments

    NASA Astrophysics Data System (ADS)

    Zia, R. K. P.; Dong, J. J.; Schmittmann, B.

    2011-07-01

    The phenomenon of protein synthesis has been modeled in terms of totally asymmetric simple exclusion processes (TASEP) since 1968. In this article, we provide a tutorial of the biological and mathematical aspects of this approach. We also summarize several new results, concerned with limited resources in the cell and simple estimates for the current (protein production rate) of a TASEP with inhomogeneous hopping rates, reflecting the characteristics of real genes.

  19. Computer Games and Instruction

    ERIC Educational Resources Information Center

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  20. The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games

    ERIC Educational Resources Information Center

    Alklind Taylor, Anna-Sofia; Backlund, Per; Niklasson, Lars

    2012-01-01

    Military organizations have a long history of using simulations, role-play, and games for training. This also encompasses good practices concerning how instructors utilize games and gaming behavior. Unfortunately, the work of instructors is rarely described explicitly in research relating to serious gaming. Decision makers also tend to have…

  1. GOCE User Toolbox and Tutorial

    NASA Astrophysics Data System (ADS)

    Knudsen, P.; Benveniste, J.

    2011-07-01

    The GOCE User Toolbox GUT is a compilation of tools for the utilisation and analysis of GOCE Level 2 products. GUT support applications in Geodesy, Oceanography and Solid Earth Physics. The GUT Tutorial provides information and guidance in how to use the toolbox for a variety of applications. GUT consists of a series of advanced computer routines that carry out the required computations. It may be used on Windows PCs, UNIX/Linux Workstations, and Mac. The toolbox is supported by The GUT Algorithm Description and User Guide and The GUT Install Guide. A set of a-priori data and models are made available as well. GUT has been developed in a collaboration within the GUT Core Group. The GUT Core Group: S. Dinardo, D. Serpe, B.M. Lucas, R. Floberghagen, A. Horvath (ESA), O. Andersen, M. Herceg (DTU), M.-H. Rio, S. Mulet, G. Larnicol (CLS), J. Johannessen, L.Bertino (NERSC), H. Snaith, P. Challenor (NOC), K. Haines, D. Bretherton (NCEO), C. Hughes (POL), R.J. Bingham (NU), G. Balmino, S. Niemeijer, I. Price, L. Cornejo (S&T), M. Diament, I Panet (IPGP), C.C. Tscherning (KU), D. Stammer, F. Siegismund (UH), T. Gruber (TUM),

  2. Game Board Artists.

    ERIC Educational Resources Information Center

    Szekely, George

    2000-01-01

    Explores children's fascination with creating their own unique games as an art form. Focuses on different games, such as chess, checkers, pogs, and monopoly. States that observing children playing games offers a firsthand lesson in how children create. Discusses what it means to be an art teacher who promotes creative play with games. (CMK)

  3. Serious game design principles: The impact of game design on learning outcomes

    NASA Astrophysics Data System (ADS)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  4. Captivating Open University Students with Online Literature Search Tutorials Created Using Screen Capture Software

    ERIC Educational Resources Information Center

    Wales, Tim; Robertson, Penny

    2008-01-01

    Purpose: The aim of this paper is to share the experiences and challenges faced by the Open University Library (OUL) in using screen capture software to develop online literature search tutorials. Design/methodology/approach: A summary of information literacy support at the OUL is provided as background information to explain the decision to…

  5. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  6. First Video Game

    ScienceCinema

    Takacs, Peter

    2018-06-21

    More than fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the electronic tennis game with separate controllers that connected to an analog computer and used an oscilloscope for a screen. The game's creator, William Higinbotham, was a physicist who lobbied for nuclear nonproliferation as the first chair of the Federation of American Scientists.

  7. Teaching medical students to recognise their strengths and limitations in leadership, teamwork and communication by military led tutorials.

    PubMed

    Clark, James; Hall, T Falconer; O'Mahony, K

    2013-12-01

    The General Medical Council has stipulated that greater importance must be placed on undergraduate students developing their ability to lead and work effectively as part of a team. Wales Universities' Officer Training Corps have attempted to meet this requirement through a third year interactive tutorial which aims to encourage students to recognise their strengths and limitations in the six outcomes of leadership, teamwork, accountability, management, feedback and communication. 16 tutorial groups of 10-15 students were each led by one officer who divided the tutorial group into three teams. The teams worked on complex planning exercises with an intrateam constructive feedback discussion to raise students' awareness of their strengths and limitations as individuals during the task, as perceived by others. The student perception was that all six learning outcomes were achieved by the session. 163 students returned feedback questionnaires and learning outcomes 1-4 were felt to have been addressed effectively or very effectively by 90%, 91%, 90% and 86% respondents, respectively. The fifth and sixth outcomes were less well achieved with only 66% and 64% respondents agreeing that the outcomes were achieved effectively or very effectively. Students commended the instructor's demonstration of leadership and the novel teaching method but improvements could be made in reinforcing why these skills are important.

  8. Educational Adventure Games.

    ERIC Educational Resources Information Center

    Williams, Fred D.

    An adventure game is a role-playing game that usually, but not always, has some fantasy aspect. The role-playing aspect is the key element because players become personally involved when they assume a role, and defeat becomes personal and less acceptable than in other types of games. Computer-based role-playing games are extremely popular because…

  9. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  10. The Gaming of Policy and the Politics of Gaming: A Review

    ERIC Educational Resources Information Center

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  11. Winter Games.

    ERIC Educational Resources Information Center

    Tarbuth, Lawson, Comp.

    Educators may find activities for indoor and outdoor winter programs in the games of the traditional Eskimo. These games are dominated by few-step operations and low level structural organization. For the most part they are quickly organized, begun, terminated, and ready to be recommenced. All types of games can be found, including quiet ones,…

  12. Game Face

    ERIC Educational Resources Information Center

    Weiner, Jill

    2005-01-01

    In this article, the author discusses "Game Face: Life Lessons Across the Curriculum", a teaching kit that challenges assumptions and builds confidence. Game Face, which is derived from a book and art exhibition, "Game Face: What Does a Female Athlete Look Like?", uses layered and powerful images of women and girls participating in sports to teach…

  13. Problematic gaming exists and is an example of disordered gaming.

    PubMed

    Griffiths, Mark D; Kuss, Daria J; Lopez-Fernandez, Olatz; Pontes, Halley M

    2017-09-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.

  14. Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme

    NASA Astrophysics Data System (ADS)

    Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen

    2016-06-01

    Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.

  15. Game Design & Development: Using Computer Games as Creative and Challenging Assignments

    ERIC Educational Resources Information Center

    Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange

    2008-01-01

    This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…

  16. Game on: The Impact of Game Features in Computer-Based Training

    ERIC Educational Resources Information Center

    DeRouin-Jessen, Renee E.

    2008-01-01

    The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…

  17. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    NASA Astrophysics Data System (ADS)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  18. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  19. Choosing to Interact: Exploring the Relationship between Learner Personality, Attitudes, and Tutorial Dialogue Participation

    ERIC Educational Resources Information Center

    Ezen-Can, Aysu; Boyer, Kristy Elizabeth

    2015-01-01

    The tremendous effectiveness of intelligent tutoring systems is due in large part to their interactivity. However, when learners are free to choose the extent to which they interact with a tutoring system, not all learners do so actively. This paper examines a study with a natural language tutorial dialogue system for computer science, in which…

  20. Homemade Powerpoint Games: Game Design Pedagogy Aligned to the TPACK Framework

    ERIC Educational Resources Information Center

    Siko, Jason P.; Barbour, Michael K.

    2012-01-01

    While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the…

  1. Asymmetric Evolutionary Games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  2. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  3. ALTEC Learning Games: Successful Integration of Learning and Gaming

    ERIC Educational Resources Information Center

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

  4. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2016-01-01

    Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. Conclusions In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction. PMID:28260834

  5. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    ERIC Educational Resources Information Center

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

  6. Video game playing in high school students: health correlates, gender differences and problematic gaming

    PubMed Central

    Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.

    2013-01-01

    There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies. PMID:21078729

  7. Teaching Using Computer Games

    ERIC Educational Resources Information Center

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  8. Cooperative Trust Games

    DTIC Science & Technology

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  9. Problematic gaming exists and is an example of disordered gaming

    PubMed Central

    Griffiths, Mark D.; Kuss, Daria J.; Lopez-Fernandez, Olatz; Pontes, Halley M.

    2017-01-01

    Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because “Gaming Disorder” (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization’s International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual’s life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming. PMID:28816501

  10. Learning about the game: designing science games for a generation of gamers

    NASA Astrophysics Data System (ADS)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  11. Ontology of Serious Games

    ERIC Educational Resources Information Center

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

    Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…

  12. Tutorial review of seismic surface waves' phenomenology

    NASA Astrophysics Data System (ADS)

    Levshin, A. L.; Barmin, M. P.; Ritzwoller, M. H.

    2018-03-01

    In recent years, surface wave seismology has become one of the leading directions in seismological investigations of the Earth's structure and seismic sources. Various applications cover a wide spectrum of goals, dealing with differences in sources of seismic excitation, penetration depths, frequency ranges, and interpretation techniques. Observed seismic data demonstrates the great variability of phenomenology which can produce difficulties in interpretation for beginners. This tutorial review is based on the many years' experience of authors in processing and interpretation of seismic surface wave observations and the lectures of one of the authors (ALL) at Workshops on Seismic Wave Excitation, Propagation and Interpretation held at the Abdus Salam International Center for Theoretical Physics (Trieste, Italy) in 1990-2012. We present some typical examples of wave patterns which could be encountered in different applications and which can serve as a guide to analysis of observed seismograms.

  13. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  14. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  15. Glass science tutorial: Lecture No. 7, Waste glass technology for Hanford

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

    Kruger, A.A.

    1995-07-01

    This paper presents the details of the waste glass tutorial session that was held to promote knowledge of waste glass technology and how this can be used at the Hanford Reservation. Topics discussed include: glass properties; statistical approach to glass development; processing properties of nuclear waste glass; glass composition and the effects of composition on durability; model comparisons of free energy of hydration; LLW glass structure; glass crystallization; amorphous phase separation; corrosion of refractories and electrodes in waste glass melters; and glass formulation for maximum waste loading.

  16. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro

    2015-01-01

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…

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

    ERIC Educational Resources Information Center

    Halverson, Richard

    2005-01-01

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

  18. Tutorial: Performance and reliability in redundant disk arrays

    NASA Technical Reports Server (NTRS)

    Gibson, Garth A.

    1993-01-01

    A disk array is a collection of physically small magnetic disks that is packaged as a single unit but operates in parallel. Disk arrays capitalize on the availability of small-diameter disks from a price-competitive market to provide the cost, volume, and capacity of current disk systems but many times their performance. Unfortunately, relative to current disk systems, the larger number of components in disk arrays leads to higher rates of failure. To tolerate failures, redundant disk arrays devote a fraction of their capacity to an encoding of their information. This redundant information enables the contents of a failed disk to be recovered from the contents of non-failed disks. The simplest and least expensive encoding for this redundancy, known as N+1 parity is highlighted. In addition to compensating for the higher failure rates of disk arrays, redundancy allows highly reliable secondary storage systems to be built much more cost-effectively than is now achieved in conventional duplicated disks. Disk arrays that combine redundancy with the parallelism of many small-diameter disks are often called Redundant Arrays of Inexpensive Disks (RAID). This combination promises improvements to both the performance and the reliability of secondary storage. For example, IBM's premier disk product, the IBM 3390, is compared to a redundant disk array constructed of 84 IBM 0661 3 1/2-inch disks. The redundant disk array has comparable or superior values for each of the metrics given and appears likely to cost less. In the first section of this tutorial, I explain how disk arrays exploit the emergence of high performance, small magnetic disks to provide cost-effective disk parallelism that combats the access and transfer gap problems. The flexibility of disk-array configurations benefits manufacturer and consumer alike. In contrast, I describe in this tutorial's second half how parallelism, achieved through increasing numbers of components, causes overall failure rates to rise

  19. Cognitive Analysis of Educational Games: The Number Game.

    PubMed

    van der Maas, Han L J; Nyamsuren, Enkhbold

    2017-04-01

    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers (for instance, 2, 5, 9) have to be used precisely once to create a target number (for instance, 27) with basic arithmetic operations (solution: [5-2] × 9). We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number Game is part of Math Garden, a popular online educational platform for practicing and monitoring math skills using innovations in computerized adaptive testing. These educational games generate enormous amounts of rich data on children's cognitive development. We found converging evidence for the use of forward proximity heuristics in the data of Math Garden, consisting of more than 20 million answers to 1,700 items. Item difficulties and the structure of correct answers were analyzed. Copyright © 2016 Cognitive Science Society, Inc.

  20. Computer Games as Instructional Tools.

    ERIC Educational Resources Information Center

    Bright, George W.; Harvey, John G.

    1984-01-01

    Defines games, instructional games, and computer instructional games; discusses several unique capabilities that facilitate game playing and may make computer games more attractive to students than noncomputer alternatives; and examines the potential disadvantages of using instructional computer games on a regular basis. (MBR)

  1. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    ERIC Educational Resources Information Center

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  2. The development of video game enjoyment in a role playing game.

    PubMed

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  3. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    PubMed

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  4. Men's harassment behavior in online video games: Personality traits and game factors.

    PubMed

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  5. Extended non-local games and monogamy-of-entanglement games

    PubMed Central

    Johnston, Nathaniel; Mittal, Rajat; Watrous, John

    2016-01-01

    We study a generalization of non-local games—which we call extended non-local games—in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués–Pironio–Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al. concerning monogamy-of-entanglement games. PMID:27279771

  6. Quantitative Microbial Risk Assessment Tutorial Installation of Software for Watershed Modeling in Support of QMRA - Updated 2017

    EPA Science Inventory

    This tutorial provides instructions for accessing, retrieving, and downloading the following software to install on a host computer in support of Quantitative Microbial Risk Assessment (QMRA) modeling: • QMRA Installation • SDMProjectBuilder (which includes the Microbial ...

  7. Building shared understandings in introductory physics tutorials through risk, repair, conflict & comedy

    NASA Astrophysics Data System (ADS)

    Conlin, Luke D.

    Collaborative inquiry learning environments, such as The Tutorials in Physics Sensemaking, are designed to provide students with opportunities to partake in the authentic disciplinary practices of argumentation and sensemaking. Through these practices, groups of students in tutorial can build shared conceptual understandings of the mechanisms behind physical phenomena. In order to do so, they must also build a shared epistemological understanding of what they are doing together, such that their activity includes collaboratively making sense of mechanisms. Previous work (Conlin, Gupta, Scherr, & Hammer, 2007; Scherr & Hammer, 2009) has demonstrated that tutorial students do not settle upon only one way of understanding their activity together, but instead build multiple shared ways of understanding, or framing (Scherr & Hammer, 2009; Tannen, 1993a), their activity. I build upon this work by substantiating a preliminary finding that one of these shared ways of framing corresponds with increased evidence of the students' collaboratively making sense of physical mechanisms. What previous research has not yet addressed is how the students come to understand their activity as including collaborative sensemaking discussions in the first place, and how that understanding develops over the course of the semester. In this dissertation, I address both of these questions through an in-depth video analysis of three groups' discussions throughout the semester. To build shared understandings through scientific argumentation and collaborative sensemaking, the students need to continually make repairs of each other's understanding, but this comes with the risk of affective damage that can shut down further sensemaking discussions. By analyzing the discourse of the three groups' discussions throughout the semester, I show how each group is able to manage this essential tension as they each build and maintain a safe space to sensemake together. I find that the three groups differ in

  8. Challenge of Engaging All Students via Self-Paced Interactive Electronic Learning Tutorials for Introductory Physics

    ERIC Educational Resources Information Center

    DeVore, Seth; Marshman, Emily; Singh, Chandralekha

    2017-01-01

    As research-based, self-paced electronic learning tools become increasingly available, a critical issue educators encounter is implementing strategies to ensure that all students engage with them as intended. Here, we first discuss the effectiveness of electronic learning tutorials as self-paced learning tools in large enrollment brick and mortar…

  9. Improving Middle School Quality in Poor Countries: Evidence from the Honduran "Sistema De Aprendizaje Tutorial"

    ERIC Educational Resources Information Center

    McEwan, Patrick J.; Murphy-Graham, Erin; Torres Irribarra, David; Aguilar, Claudia; Rápalo, Renán

    2015-01-01

    This article evaluates the impact and cost-effectiveness of offering an innovative middle school model--the Sistema de Aprendizaje Tutorial (SAT)--to Honduran villages instead of traditional middle schools. We identified a matched sample of villages with either type of school and collected baseline data among primary school graduates eligible to…

  10. Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument

    ERIC Educational Resources Information Center

    Easterday, Matthew W.; Aleven, Vincent; Scheines, Richard; Carver, Sharon M.

    2017-01-01

    How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version…

  11. Spatial correlated games

    PubMed Central

    2017-01-01

    This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3, 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs. PMID:29291120

  12. Caffeine use in a Super Rugby game and its relationship to post-game sleep.

    PubMed

    Dunican, Ian C; Higgins, Charles C; Jones, Maddison J; Clarke, Michael W; Murray, Kevin; Dawson, Brian; Caldwell, John A; Halson, Shona L; Eastwood, Peter R

    2018-05-01

    To examine the relationship between regular game-related caffeine consumption on sleep after an evening Super Rugby game. Twenty elite rugby union players wore a wrist-activity monitor to measure sleep for three days before, three days after and on the night of an evening Super Rugby game (19:00-21:00). Players ingested caffeine as they would normally (i.e. before and sometimes during a game) and saliva samples were collected before (17:00) and after (21:30) the game for caffeine concentration. Compared to the nights leading up to the game, on the night of the game, players went to bed 3 h later (23:08 ± 66 min vs 02:11 ± 114 min; p < .001) and had 1:30 hh:mm less sleep (5:54 ± 2:59 vs 8:02 ± 1:24 hh:mm; p < .05) and four players did not sleep after the game. Post-game caffeine saliva concentrations were greater than pre-game levels in 17 players (Pre-game 0.40 µg/mL vs Post-game 2.77 µg/mL; p < .001). The increase in caffeine saliva concentrations was moderately associated with an increase in sleep latency (p < .05), a decrease in sleep efficiency (p < .05), and a trend for a decrease in sleep duration (p = .06) on game night. Caffeine consumption before a Super Rugby game markedly increases post-game saliva caffeine levels. This may contribute to the observed 3.5 h delay in time at sleep onset and the 1.5 h reduction in sleep duration on the night of the game. This study highlights the need for a strategic approach to the use of caffeine within a Super Rugby team considering the potential effect on post-game sleep.

  13. PROOF BY GAMES

    DTIC Science & Technology

    2016-03-01

    calculated dependency graph, which is used by the game logic to populate the game interface with various “clues”. The math runtime module is shown in...variable dependency data described in Section 3.3. In the game narrative, the “energy signature” table (See Figure 25) that delivers this...introduction of data dependency clues (see “energy signatures” above), which replaced a presentation of the FSAs that was included in the Phase One game . We

  14. Fisher information theory for parameter estimation in single molecule microscopy: tutorial

    PubMed Central

    Chao, Jerry; Ward, E. Sally; Ober, Raimund J.

    2016-01-01

    Estimation of a parameter of interest from image data represents a task that is commonly carried out in single molecule microscopy data analysis. The determination of the positional coordinates of a molecule from its image, for example, forms the basis of standard applications such as single molecule tracking and localization-based superresolution image reconstruction. Assuming that the estimator used recovers, on average, the true value of the parameter, its accuracy, or standard deviation, is then at best equal to the square root of the Cramér-Rao lower bound. The Cramér-Rao lower bound can therefore be used as a benchmark in the evaluation of the accuracy of an estimator. Additionally, as its value can be computed and assessed for different experimental settings, it is useful as an experimental design tool. This tutorial demonstrates a mathematical framework that has been specifically developed to calculate the Cramér-Rao lower bound for estimation problems in single molecule microscopy and, more broadly, fluorescence microscopy. The material includes a presentation of the photon detection process that underlies all image data, various image data models that describe images acquired with different detector types, and Fisher information expressions that are necessary for the calculation of the lower bound. Throughout the tutorial, examples involving concrete estimation problems are used to illustrate the effects of various factors on the accuracy of parameter estimation, and more generally, to demonstrate the flexibility of the mathematical framework. PMID:27409706

  15. A Tutorial on RxODE: Simulating Differential Equation Pharmacometric Models in R.

    PubMed

    Wang, W; Hallow, K M; James, D A

    2016-01-01

    This tutorial presents the application of an R package, RxODE, that facilitates quick, efficient simulations of ordinary differential equation models completely within R. Its application is illustrated through simulation of design decision effects on an adaptive dosing regimen. The package provides an efficient, versatile way to specify dosing scenarios and to perform simulation with variability with minimal custom coding. Models can be directly translated to Rshiny applications to facilitate interactive, real-time evaluation/iteration on simulation scenarios.

  16. Technical Report on the 6th Time Scale Algorithm Symposium and Tutorials

    DTIC Science & Technology

    2016-03-29

    Mesures (BIPM) REPORT NUMBER 12 Bis Grande Rue F-92310 Sevres ( France ) 9. SPONSORING/MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSOR/MONITOR’S...Authors: F. Arias and G. Panfilo The 6th Time Scale Algorithm Symposium and Tutorials taken place at the Pavilion de Breteuil, BIPM (Sevres, France ) on... France ) 14:30 14:50 Rapid evaluation of time scale using an optical clock (Tetsuya Ida, NICT, Japan) 14:50 15:10 UTC(IT) steering algorithm

  17. We Are the Game Changers: An Open Gaming Literacy Programme

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone

    2017-01-01

    This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…

  18. Stay Teen: Games

    MedlinePlus

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 0 quiz ... Year’s Relationship Resolution Be? Shares · 0 Comments · 0 game Block Party Shares · 0 Comments · 0 quiz Should ...

  19. Video Game Player Profiles: Bridging Industry, Game Studies and Social Science Perspectives

    ERIC Educational Resources Information Center

    Frye, Jonathan M.

    2013-01-01

    For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…

  20. Natural games

    NASA Astrophysics Data System (ADS)

    Anttila, Jani; Annila, Arto

    2011-10-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem.

  1. Digital games in health professions education: Advantages, disadvantages, and game engagement factors.

    PubMed

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline.

  2. Digital games in health professions education: Advantages, disadvantages, and game engagement factors

    PubMed Central

    Bigdeli, Shoaleh; Kaufman, David

    2017-01-01

    Background: The application of digital educational games in health professions education is on expansion and game-based education usage is increasing. Methods: Diverse databases were searched and the related papers were reviewed. Results: Considering the growing popularity of educational games in medical education, we attempted to classify their benefits, flaws, and engaging factors. Conclusion: Advantages, disadvantages, and engagement factors of educational digital games used for health professions education must be the focus of attention in designing games for health professions discipline. PMID:29951418

  3. Game Birds of Colorado.

    ERIC Educational Resources Information Center

    Colorado State Div. of Wildlife, Denver.

    This booklet is intended to familiarize the reader with game birds typical of Colorado. Discussions in English and Spanish are presented. Discussions cover the management of game birds, individual game bird species, and endangered species of birds related to game birds. (RE)

  4. Recall and recognition of in-game advertising: the role of game control.

    PubMed

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

  5. Recall and recognition of in-game advertising: the role of game control

    PubMed Central

    Herrewijn, Laura; Poels, Karolien

    2014-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts. PMID:24478736

  6. An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

    ERIC Educational Resources Information Center

    Baron, Tyler

    2017-01-01

    Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…

  7. Games Superheroes Play: Teaching Game Theory with Comic Book Favorites

    ERIC Educational Resources Information Center

    O'Roark, Brian; Grant, William

    2018-01-01

    The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…

  8. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…

  9. Bayesian Latent Class Analysis Tutorial.

    PubMed

    Li, Yuelin; Lord-Bessen, Jennifer; Shiyko, Mariya; Loeb, Rebecca

    2018-01-01

    This article is a how-to guide on Bayesian computation using Gibbs sampling, demonstrated in the context of Latent Class Analysis (LCA). It is written for students in quantitative psychology or related fields who have a working knowledge of Bayes Theorem and conditional probability and have experience in writing computer programs in the statistical language R . The overall goals are to provide an accessible and self-contained tutorial, along with a practical computation tool. We begin with how Bayesian computation is typically described in academic articles. Technical difficulties are addressed by a hypothetical, worked-out example. We show how Bayesian computation can be broken down into a series of simpler calculations, which can then be assembled together to complete a computationally more complex model. The details are described much more explicitly than what is typically available in elementary introductions to Bayesian modeling so that readers are not overwhelmed by the mathematics. Moreover, the provided computer program shows how Bayesian LCA can be implemented with relative ease. The computer program is then applied in a large, real-world data set and explained line-by-line. We outline the general steps in how to extend these considerations to other methodological applications. We conclude with suggestions for further readings.

  10. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    PubMed

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  11. Symmetric Decomposition of Asymmetric Games.

    PubMed

    Tuyls, Karl; Pérolat, Julien; Lanctot, Marc; Ostrovski, Georg; Savani, Rahul; Leibo, Joel Z; Ord, Toby; Graepel, Thore; Legg, Shane

    2018-01-17

    We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenient analysis of the original asymmetric game due to the dimensionality reduction of the decomposition. The main finding reveals that if (x,y) is a Nash equilibrium of an asymmetric game (A,B), this implies that y is a Nash equilibrium of the symmetric counterpart game determined by payoff table A, and x is a Nash equilibrium of the symmetric counterpart game determined by payoff table B. Also the reverse holds and combinations of Nash equilibria of the counterpart games form Nash equilibria of the asymmetric game. We illustrate how these formal relationships aid in identifying and analysing the Nash structure of asymmetric games, by examining the evolutionary dynamics of the simpler counterpart games in several canonical examples.

  12. Gaming Preferences of Aging Generations.

    PubMed

    Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R

    2014-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.

  13. Video and Computer Games in the '90s: Children's Time Commitment and Game Preference.

    ERIC Educational Resources Information Center

    Buchman, Debra D.; Funk, Jeanne B.

    1996-01-01

    Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…

  14. Meta-Games in Information Work

    ERIC Educational Resources Information Center

    Huvila, Isto

    2013-01-01

    Introduction: Meta-games and meta-gaming refer to various second-order conceptions of games and gaming. The present article discusses the applicability of the notions of meta-game and meta-gaming in understanding the patterns of how people use, misuse, work and work-around information and information infrastructures. Method: Twenty-two qualitative…

  15. Seminar and Tutorial Sessions: A Case Study Evaluating Relationships with Academic Performance and Student Satisfaction

    ERIC Educational Resources Information Center

    Clarke, Karen; Lane, Andrew M.

    2005-01-01

    This study investigated the effectiveness of providing tutorial support for education students in core modules. An intervention designed to promote critical thinking skills was developed and delivered in week 11 of a 15 week module. Repeated measures analysis of variance indicated that the improvement in grades in Level 2 was significantly better…

  16. An Experimental Evaluation of the Effectiveness of an Audio-Tutorial Method in Teaching Vocational Agriculture.

    ERIC Educational Resources Information Center

    McVey, Gary C.

    To determine the effectiveness of an audio-tutorial technique in vocational agriculture, six treatment schools and six control schools were randomly selected from 48 Iowa high schools qualifying for participation in the study. While each school was provided the same reference material and teaching outline for the 14-day experimental period, the…

  17. Gaming the Game: A Study of the Gamer Mode in Educational Wargaming

    ERIC Educational Resources Information Center

    Frank, Anders

    2012-01-01

    A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…

  18. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    PubMed

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  19. Internet gaming addiction: current perspectives.

    PubMed

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  20. Video Game Development Strategies for Creating Successful Cognitively Challenging Games

    ERIC Educational Resources Information Center

    Williams, Walter K.

    2018-01-01

    The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…