This is Not a Game - Social Virtual Worlds, Fun, and Learning
NASA Astrophysics Data System (ADS)
Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg
This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.
The Meaning Makes It Fun: Game-Based Learning for Museums
ERIC Educational Resources Information Center
Schaller, David T.
2011-01-01
Museum games can be a powerful meaning-making experience for players, but only if we understand that what makes games fun is also what makes them meaningful. Renowned game designer Sid Meier ("Civilization", "Railroad Tycoon", "Pirates") famously defined a good game as "a series of interesting choices." What…
ERIC Educational Resources Information Center
Murphy, Linda; Della Corte, Suzanne
1988-01-01
The newsletter for parents of handicapped children focuses on summer activities which provide fun and learning without undue expense or effort. Suggestions include encouraging reading activities (including visiting the library, reading out loud, selective television viewing, making a book, and writing letters). Activities to encourage the child's…
Bears. Interactive Animal Kit. Grades 1-3.
ERIC Educational Resources Information Center
Bernard, Robin
This kit was created to make learning about bears a fun and meaningful experience for teachers and students. It offers students opportunities to learn about favorite animals through an assortment of fun activities filled with information. The activities interact with science, language arts, critical thinking, music, social studies, math, art, and…
Space Mysteries: Making Science and Astronomy Learning Fun
NASA Astrophysics Data System (ADS)
Plait, P.; Tim, G.; Cominsky, L.
2001-12-01
How do you get and keep a student's attention during class? Make learning fun! Using a game to teach students ensures that they have fun, enjoy the lesson and remember it. We have developed a series of interactive web and CD based games called "Space Mysteries" to teach students math, physics and astronomy. Using real NASA data, the students must find out Who (or What) dunit in an engaging astronomy mystery. The games include video interviews with famous scientists, actors playing roles who give clues to the solution, and even a few blind alleys and red herrings. The first three games are currently online in beta release at http://mystery.sonoma.edu.
The Customer Service Experience.
ERIC Educational Resources Information Center
Bell, Chip R.
2001-01-01
Discusses ways to embed customer service learning and customer loyalty including making customers think, examining every aspect of customers' service encounters with staff, providing follow-up, making learning fun, and involving customers in your business. (JOW)
Introducing ISTE Learning: What Do You Want to Learn Today?
ERIC Educational Resources Information Center
Hayman, April
2011-01-01
This article introduces ISTE Learning, a new online professional development (PD) program designed specifically to make PD both fun and more easily accessible for busy educators. One thing that makes ISTE Learning different from everything else out there is that the NETS for students, teachers, and administrators are the cornerstone of everything…
Laughing Lessons: 149 2/3 Ways To Make Teaching and Learning Fun.
ERIC Educational Resources Information Center
Burgess, Ron
This book presents classroom-tested ideas to help teachers make teaching and learning more enjoyable, noting that humor can be a positive force in teaching, learning, and health. The book is designed to: help teachers see the importance of a pleasant, good-humored environment; convince teachers that laughter can be an essential element in…
ERIC Educational Resources Information Center
Schimanke, Florian; Mertens, Robert; Vornberger, Oliver
2017-01-01
Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…
Janice VanCleave's the Human Body for Every Kid: Easy Activities That Make Learning Science Fun.
ERIC Educational Resources Information Center
VanCleave, Janice
This book provides fun experiments that teach known concepts about the human body. It is designed to teach facts, concepts, and problem-solving strategies. The scientific concepts presented can be applied to many similar situations, and the exercises and activities were selected for their ability to be explained in basic terms with little…
Make 'em Laugh (& They'll Learn a Lot More)
ERIC Educational Resources Information Center
Done, Phillip
2006-01-01
Learning and laughter go hand in hand. Teachers certainly do not need to be stand-up comedians and spew out one-liners or dress up like clowns to make their classes fun. A little comedy can bring a lot of joy and learning opportunities to the classroom. In this article, the author shares several strategies on how teachers can put in laughter into…
How Do We Transform Our Schools?
ERIC Educational Resources Information Center
Christensen, Clayton M.; Horn, Michael B.
2008-01-01
Teachers, administrators, researchers, reformers, government leaders, parents, and others have long extolled the benefits that computer-based learning could have in schools: (1) Educational video games could make learning fun and motivating; and (2) Computers offer a way to customize instruction and allow students to learn in the way they are best…
Outdoor Classrooms--Planning Makes Perfect
ERIC Educational Resources Information Center
Haines, Sarah
2006-01-01
Schoolyard wildlife habitats aren't just for beauty and fun--they are outdoor classrooms where real science learning takes place. Schoolyard habitat projects involve conservation and restoration of wildlife habitat; however, the learning doesn't have to stop there--outdoor classrooms can foster many kinds of active learning across the curriculum…
ERIC Educational Resources Information Center
Cady, Susan
2005-01-01
One of the first tasks students learn in chemistry is to pronounce and spell the names of elements and learn their corresponding chemical symbols. Repetitive oral recitation is commonly used to learn this information, but games and puzzles can make this task creative, variable, and fun. Elemental Food for Thought is a puzzlelike activity that…
Making Learning Fun: Quest Atlantis, A Game Without Guns
ERIC Educational Resources Information Center
Barab, Sasha; Thomas, Michael; Dodge, Tyler; Carteaux, Robert; Tuzun, Hakan
2005-01-01
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating…
Computer Learning for Young Children.
ERIC Educational Resources Information Center
Choy, Anita Y.
1995-01-01
Computer activities that combine education and entertainment make learning easy and fun for preschoolers. Computers encourage social skills, language and literacy skills, cognitive development, problem solving, and eye-hand coordination. The paper describes one teacher's experiences setting up a computer center and using computers with…
Diversity Awareness for K-6 Teachers: The Impact on Student Learning
ERIC Educational Resources Information Center
McLeod, Rona Leach
2011-01-01
"Diversity Awareness for K-6 Teachers: The Impact on Student Learning" is a resource guide for elementary teachers and college-level student teachers for teaching diversity awareness across the various areas of content. It contains many exciting activities teachers can use to enhance learning while making learning and teaching fun and exciting.…
Knowing Me, Knowing Who? Getting to Know Your Students' Preferred Learning Style
ERIC Educational Resources Information Center
Reed, Julian A.; Banks, Aaron L.; Carlisle, Cynthia S.
2004-01-01
Recognizing each student's preferred learning style not only enhances the teaching and learning experience, but helps make the gymnasium a fun place to learn new skills and be physically active. This article addresses three objectives that form a pedagogical strategy with the potential to "get to know" the students in a more personal way. First,…
Kids Just Wanna Have Fun: The Best Way to Encourage Early Literacy Is Also the Most Amusing
ERIC Educational Resources Information Center
Arnold, Renea; Colburn, Nell
2004-01-01
The authors think fun is a key word when it comes to early literacy. Learning to read is hard work for most children--and kids, like adults, enjoy things that bring them pleasure. So as professionals who work with young children, their job is to make sure that kids discover the joy of books. And one of the best ways to do that is by providing…
Creative Activity and Its Impact on Student Learning--Issues of Implementation
ERIC Educational Resources Information Center
Allam, Claire
2008-01-01
The use of filmmaking as a creative learning tool within the academic curriculum has been pioneered at the University of Sheffield. Filmmaking has been found to promote a lively, exciting and challenging environment in the classroom. It produces highly motivated students and makes learning fun by giving them a sense of empowerment and achievement.…
ERIC Educational Resources Information Center
Villano, Matt
2007-01-01
In many classrooms, movies are a special occasion--a tool that creative teachers intersperse with regular lessons to supplement the everyday curriculum and make learning fun. At the nine school districts served by the Monroe 2-Orleans Board of Cooperative Educational Services (BOCES) in Spencerport, New York, movies are becoming part of the…
ERIC Educational Resources Information Center
Lee, Joey J.; Hoadley, Christopher M.
2007-01-01
In this article, Joey J. Lee and Christopher M. Hoadley argue that not enough attention has been given to video games' role in identity development and exploration, important corequisites for learning. This oversight has resulted in the failure of many attempts at edutainment, in spite of the acknowledged potential of video games to engage…
ERIC Educational Resources Information Center
Waldron, Janice
2016-01-01
Exploring emergent music learning and teaching models facilitated by global Web access can reveal alternative music education practices and delivery systems not seen in "traditional" conservatories and schools. One example of an alternative music learning model comes from the Online Academy of Irish Music (OAIM), a community music…
Learning Japanese by Reading "Manga": The Rise of "Soft Power Pedagogy"
ERIC Educational Resources Information Center
Armour, William Spencer
2011-01-01
Multimodal examples of Japanese language input (such as "manga" and anime) have now become the default choice for curriculum designers, material developers, and classroom teachers to make learning "fun". More traditional written only text-based materials are now in direct competition with such materials. While there has been a…
Channeling Children's Energy through Vocabulary Activities
ERIC Educational Resources Information Center
Schindler, Andrea
2006-01-01
In this article, the author shares vocabulary development activities for young learners. These activities channel students' energy and make learning more effective and fun. The author stresses the importance of giving young learners a good language-learning experience, and the challenges of teaching young learners who are not literate in their L1.…
ERIC Educational Resources Information Center
Miller-Hewes, Kathy A.
2004-01-01
Trees burst with color in the northern states. Autumn leaves dust the ground. Painting the fall landscape is nothing new. Teachers have been doing it in classrooms for decades. The approach, however, can make the difference between whether the fall landscape is simply painting for fun, or a real learning experience. Students learn best when they…
An Innovative Spreadsheet Application to Teach Management Science Decision Criteria
ERIC Educational Resources Information Center
Hozak, Kurt
2018-01-01
This article describes a Microsoft Excel-based application that uses humorous voice synthesis and timed competition to make it more fun and engaging to learn management science decision criteria. In addition to providing immediate feedback and easily customizable tips that facilitate self-learning, the software randomly generates both the problem…
NASA Astrophysics Data System (ADS)
Ornes, Stephen
2016-05-01
What makes for a fun student project that provides useful results, a journal publication and a high-profile conference talk? Stephen Ornes describes how Alex Alemi and Matt Bierbaum spiced up their learning by mixing statistical physics with their love of zombie tales.
Using Culturally Relevant Teaching in a Co-Educational Mathematics Class of a Patriarchal Community
ERIC Educational Resources Information Center
Mogari, David
2017-01-01
The paper reports on the use of culturally relevant teaching in a class located in a patriarchal community. The paper is conceptualised around the notion that learners' familiar context provided by the socio-cultural activities can facilitate mathematics learning and make it fun to learn. Data were derived from a lesson activity using…
ERIC Educational Resources Information Center
Shen, Bo; McCaughtry, Nate; Martin, Jeffrey; Dillion, Suzanna
2006-01-01
While seductive details are enjoyable, they are unimportant content or activities intentionally inserted to make class fun and interesting. The purpose of this study was to examine the effect of seductive details on students' learning of net games in physical education. Participants were 240 middle school students. A videotaped lesson example…
Using Literacy Notebooks in Kindergarten
ERIC Educational Resources Information Center
Harrison, Kelly
2016-01-01
What better place for young little minds who are full of energy and eager to soak up as much information as possible than a notebook for them to collect their new learning and thoughts? What is it about notebooks that makes writing and learning fun? I wanted to experience the magical feeling that notebooks create with my students--hence, the…
We're All Going to the Zoo Tomorrow...
ERIC Educational Resources Information Center
Smith, Francesca
2013-01-01
Learning Outside the Classroom (LOtC) is increasingly coming into focus as an effective, and even essential means of delivering the curriculum. Its importance is largely due to the way it can enhance children's learning by putting it into context and making it more engaging, relevant, and fun. Furthermore, LOtC can take place almost anywhere…
Science Teaching to Fire the Imagination.
ERIC Educational Resources Information Center
Sandford, Diana; Fleetwood, Julie
1997-01-01
Presents a range of exciting ideas for encouraging active learning, for illuminating new concepts, and for making science lessons fun. Topics include modeling, matter, heat, diffusion, changes of state, heat transfer, energy changes, atomic structure, waves, gravity, enzymes, and habitats. (JRH)
Ojibway Hockey CD ROM in the Making.
ERIC Educational Resources Information Center
Williams, Shirley I.
A shortage of instructional materials and activities is a continual problem for Native language courses, as is making the material relevant to students. The Native way of teaching and learning has always been to have fun. In response to these concerns, a group of language experts at Trent University (Ontario) are developing a CD-ROM for high…
Putting Fun Back into Learning.
ERIC Educational Resources Information Center
Rao, Srikumar S.
1995-01-01
People will learn better if they like what they are learning. Computers offer an extensive library of cases, examples, and stories that are easy to access, fun to work through, and tell students what they want to know. One example is the ASK system, a 15-module, self-study, multimedia program that is fun for trainees to use, which should enhance…
Making Friends, PreK-3: A Social Skills Program for Inclusive Settings. Second Edition
ERIC Educational Resources Information Center
Ross, Ruth Herron; Roberts-Pacchione, Beth
2011-01-01
Research shows that a child's social and behavioral skills affect the development of cognitive and physical abilities. Set students on a path to success and have fun doing it with this activity-packed second edition of "Wanna Play". The authors provide hundreds of activities that help children learn how to behave appropriately and make friends.…
Games as an innovative teaching strategy for overactive bladder and BPH.
LeCroy, Cheryl
2006-10-01
A challenge for urologic nurses and nurse educators is how to present information to staff, students, and patients in a way that will capture their interest and engage them in the learning process. The use of adult-learning principles and innovative teaching strategies can make the learning experience dynamic, and encourage learners to take a more active role in their own learning. Games are a creative, fun, and interactive way to assist in the emphasis, review, reinforcement, and retention of information for urology nurses.
Teaching Electronics and Laboratory Automation Using Microcontroller Boards
ERIC Educational Resources Information Center
Mabbott, Gary A.
2014-01-01
Modern microcontroller boards offer the analytical chemist a powerful and inexpensive means of interfacing computers and laboratory equipment. The availability of a host of educational materials, compatible sensors, and electromechanical devices make learning to implement microcontrollers fun and empowering. This article describes the advantages…
Water Conservation and Nonpoint Source Pollution.
ERIC Educational Resources Information Center
Farrell-Poe, Kitt
This book contains science activities that are designed to make learning and demonstrating nonpoint source pollution concepts exciting and fun. These activities can either be used alone or with an existing water resources education curricula. Activities include: Water Tasting, Acting Out the Hydrologic Cycle, Concentration of Chemical Pollutants…
Super Mileage Challenge: Combining Education and Fun!
ERIC Educational Resources Information Center
Thompson, Jim; Fitzgerald, Mike
2006-01-01
Beginning in 1996, key leaders in Indiana business, education, and industry, along with the Department of Education and the Indiana Math Science Technology Education Alliance recognized that creating an event that would showcase true integration of mathematics, science, and technology could make learning more relevant to the lives of students. The…
Using Technology to Enhance an Automotive Program
ERIC Educational Resources Information Center
Ashton, Denis
2009-01-01
Denis Ashton uses technology in his automotive technology program at East Valley Institute of Technology (EVIT) to positively impact student outcomes. Ashton, the department chair for the automotive programs at EVIT, in Mesa, Arizona, says that using an interactive PowerPoint curriculum makes learning fun for students and provides immediate…
Ideas for Integrating the Microcomputer with High School Science.
ERIC Educational Resources Information Center
Podany, Zita
This report discusses how computers are being used in high school science classrooms. For this report, four high school science teachers were interviewed. The approach to science instruction described in these four interviews deals with the areas of scientific and technological literacy, making science learning fun and attractive, and stimulating…
Sesame Street PEP Handbook. Second Edition.
ERIC Educational Resources Information Center
Children's Television Workshop, New York, NY.
This handbook for early childhood educators describes the Sesame Street PEP, an educational enrichment program for 3- to 5-year-olds that makes learning a fun and challenging adventure by using the educational goals of the Sesame Street show, children's books, and developmentally appropriate activities. This program seeks to: (1) stimulate…
Serious Fun: Life-Deep Learning of Koi Hobbyists
ERIC Educational Resources Information Center
Liu, Chi-Chang
2012-01-01
Hobby activities can be viewed through the lens of informal, free-choice learning. A wide range of hobbies combine fun and learning-intensive practices, and can contribute to scientific literacy. Hobby learning involves clear goal orientation, persistence and effort, and often results in more richly and strongly connected knowledge; traits highly…
Place Names: Making the Basics of Geography Fun to Learn.
ERIC Educational Resources Information Center
Vogeler, Ingolf
1988-01-01
Arguing that students need to have knowledge about places and regions to understand current and past world affairs, a college-level geography course (University of Wisconsin Eau Claire) which teaches physical and cultural place names is described. Presents course objectives, topics, and activities and states that it serves student needs and…
Technology, Gender Attitude, and Software, among Middle School Math Instructors
ERIC Educational Resources Information Center
Okeke, Godwin N.
2014-01-01
Technology has gained a firm stronghold in society as well as modern classroom. Students are assumed to have a natural aptitude for computers. Over the past decades, educational websites have appeared to be "interactive" and "to make learning fun". This study employed quantitative method of research using 8th grade instructors…
Mathematics Hiding in the Nets for a Cube
ERIC Educational Resources Information Center
Jeon, Kyungsoon
2009-01-01
Whether they are third graders or teacher candidates, students can learn about perimeter and area while having fun manipulating two-dimensional figures into three-dimensional objects. In this article, the author describes a common mathematical activity for geometry students by creating nets for a cube. By making connections between nets in two…
Number Wonders: 171 Activities to Meet Math Standards & Inspire Students
ERIC Educational Resources Information Center
Kuhns, Catherine Jones
2006-01-01
In this book, author Catherine Jones Kuhns introduces student- and teacher-friendly math activities designed to get students thinking like mathematicians and loving mathematics, while addressing content standards through grade 2. She also shows how to make math fun for students, get children actively engaged in learning, create a student-centered…
Design Your Own Opera!... Online!
ERIC Educational Resources Information Center
Nardo, Rachel
2010-01-01
This article discusses how to design an opera on the internet and introduces a site that offers the educational keys to the musical kingdom when it comes to unlocking a child's interest in opera. The combination of attractive, animated artwork, fun interactivity, and sound musical learning make this site very useful in a general music classroom.…
"Ten Things" to Enhance Learning and Fun in the Classroom
ERIC Educational Resources Information Center
Mermelstein, Aaron David
2016-01-01
This Teaching Technique introduces a fun, versatile game that gets students thinking, talking, and working together in the English as a second language (ESL) or English as a foreign language (EFL) classroom. It is easy to prepare, and it is a fun and efficient way to enhance learning. The game can be adapted to almost any grade level or ESL/EFL…
Making Marble Tracks Can Involve Lots of Fun as Well as STEM Learning
ERIC Educational Resources Information Center
Nagel, Bert
2015-01-01
Marble tracks are a very popular toy and big ones can be found in science centres in many countries. If children want to make a marble track themselves it is quite a job. It takes a long time, they can take up a lot of space and most structures are quite fragile, as the materials used can very quickly prove unfit for the task and do not last very…
Improving learning performance with happiness by interactive scenarios.
Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun
2014-01-01
Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance.
Improving Learning Performance with Happiness by Interactive Scenarios
Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun
2014-01-01
Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance. PMID:24558331
NASA Astrophysics Data System (ADS)
Glackin, Melissa
2016-02-01
Teaching outdoors has been established as an important pedagogical strategy; however, science classes rarely take place outside. Previous research has identified characteristics of teachers who have integrated out-of-classroom opportunities into their teaching repertoire; yet little is understood as to why teachers make these different pedagogical decisions. This paper explores the relationship between secondary science teachers' beliefs and their pedagogical practice during a two-year professional development programme associated with the 'Thinking Beyond the Classroom' project. Using data from lesson observations, interviews, session questionnaires and field notes, six teacher case studies were developed from participants completing the programme. Data analysis reveals that teachers who successfully taught outside generally held social constructivist beliefs about learning and valued 'authentic' science opportunities. Conversely, teachers who were less successful in teaching outside generally held traditional learning beliefs and simply valued the outdoors for the novelty and potential for fun. All the case study teachers were concerned about managing student learning outside, and for the majority, their concerns influenced their subsequent pedagogical practice. The findings are discussed in detail, as are the implications for pre-service and in-service professional development programmes related to outdoor science learning.
ERIC Educational Resources Information Center
Glackin, Melissa
2016-01-01
Teaching outdoors has been established as an important pedagogical strategy; however, science classes rarely take place outside. Previous research has identified characteristics of teachers who have integrated out-of-classroom opportunities into their teaching repertoire; yet little is understood as to why teachers make these different pedagogical…
The "Fun with Languages" Project: Making Learning Another Language an Early Priority
ERIC Educational Resources Information Center
Saint-Paul, Thérèse; Hendley, Valérie
2016-01-01
There is no denying the importance of multilingualism in the 21st century; increased travels, student exchanges, global business, diplomacy, and security are mediated by communication. Education is the key to building a strong multilingual world community that will work for peace and stability. However, it may be often overlooked that a successful…
ERIC Educational Resources Information Center
Highsmith, Joni Bitman
Stickybear's Math Splash is a CD-ROM-based software tool for teaching mathematics skills beyond simple number recognition to elementary students. The accompanying printed lesson plans are designed to complement mathematics skills with other methods and areas of emphasis including kinesthetic learning, listening skills, decision making skills, and…
Rainy Days: Program Ideas That Make a Splash.
ERIC Educational Resources Information Center
Grayson, Randall
1996-01-01
Stresses the importance of planning ahead for rainy day activities at camp. Suggested outdoor activities include learning to build a fire in the rain, dam building, canoe puzzles, and holey garbage-can fill; indoor activities include crafts, pass the present, human game pieces, and opportunities for cabin groups to plan and host a fun activity.…
Learning to Laugh at Ourselves: Humor, Self-Transcendence, and the Cultivation of Moral Virtues
ERIC Educational Resources Information Center
Gordon, Mordechai
2010-01-01
In this essay Mordechai Gordon begins to address the neglect of humor among philosophers of education by focusing on some interesting connections between humor, self-transcendence, and the development of moral virtues. More specifically, he explores the kind of humor that makes fun of oneself and how it can affect educational encounters. Gordon…
Making Sense of Germ Control to Stay Healthy
ERIC Educational Resources Information Center
Aronson, Susan S.
2005-01-01
Infectious diseases can cost many days of fun and learning for children and adults. Some, but not all illness, is inevitable. It is important to have an arrangement with a health professional to observe practices from time to time, and advise about how to prevent and manage infectious disease. Start by practicing easy routines to keep everyone…
Edutainment: Using Technology to Enhance the Management Learner Experience
ERIC Educational Resources Information Center
Makarius, Erin E.
2017-01-01
Edutainment, while seemingly a new and trending idea, is quite simply the combination of education and entertainment, or improving learning by making it more engaging. What began as a way to teach children concepts in a fun way (e.g., School House Rock) has evolved into an integration of technology, design, and academics (e.g., TED talks).…
Write! Write! Write! Ready-to-Use Writing Process Activities for Grades 4-8.
ERIC Educational Resources Information Center
Behrman, Carol H.
This handbook contains over 265 reproducible writing process activities that help make writing fun for students in grades 4-8. The handbook provides stimulating activities to give students the directed practice they need to learn to write clearly and competently. Designed for minimal teacher input, activities are complete with directions geared to…
Creativity and diabetes education: Essentiality, impact and way forward.
Sarda, Archana
2015-04-01
The changing diabetes in children (CDiC) program is a unique program aimed at children suffering from type 1 diabetes. The whole focus of CDiC is to provide comprehensive care including diabetes education. Various innovative and creative diabetes educational materials have been developed, which makes learning fun. Lot of diabetes camps are held at CDiC, focusing on diabetes education, experience sharing and fun activities. CDiC faces many challenges in an effort to cater to the needs of most deserving children with type 1 diabetes mellitus (T1DM) throughout the country, to provide comprehensive care including self-sufficiency, to serve children for as long as possible and to ultimately have better outcomes for all children with T1DM. The CDiC program aims to make the child more positive, secure and hopeful and initiate and strive for comprehensive diabetes care for the economically underprivileged children with T1DM.
ERIC Educational Resources Information Center
Hollis, Joseph W.; And Others
The LORS technique is a combination of several techniques such as role projection, simulation, psychodrama, feedback, value clarification, role reversal, dramatization, decision making, process analysis, and others. The significant difference is that, when the techniques are used together, each often undergoes changes to the point that the effect…
Chances Are...Making Probability and Statistics Fun To Learn and Easy To Teach.
ERIC Educational Resources Information Center
Pfenning, Nancy
Probability and statistics may be the horror of many college students, but if these subjects are trimmed to include only the essential symbols, they are easily within the grasp of interested middle school or even elementary school students. This book can serve as an introduction for any beginner, from gifted students who would like to broaden…
ERIC Educational Resources Information Center
Saul, Janet; Audage, Natalie C.
2007-01-01
Youth-serving organizations strive to create a safe environment for youth, employees, and volunteers so that youth can grow, learn, and have fun. Part of creating a safe environment is making sure that youth are not harmed in any way while participating in organization-sponsored activities. One risk in any organization working directly with youth…
ERIC Educational Resources Information Center
Galuszka, Peter
2009-01-01
Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…
Learning the Critical Points for Addition in Matematika GASING
ERIC Educational Resources Information Center
Siregar, Johannes Hamonangan; Wiyanti, Wiwik; Wakhyuningsih, Nur Safitri; Godjali, Ali
2014-01-01
We propose learning Matematika GASING to help students better understand the addition material. Matematika GASING is a way of learning mathematics in an easy, fun and enjoyable fashion. GASING is short for GAmpang, aSyIk, and menyenaNGkan (Bahasa Indonesia for easy, fun and enjoyable). It was originally developed by Prof. Yohanes Surya at the…
ERIC Educational Resources Information Center
Lesser, Lawrence M.; Pearl, Dennis K.; Weber, John J., III
2016-01-01
There has been a recent emergence of scholarship on the use of fun in the college statistics classroom, with at least 20 modalities identified. While there have been randomized experiments that suggest that fun can enhance student achievement or attitudes in statistics, these studies have generally been limited to one particular fun modality or…
Playing Smart: A Parent's Guide to Enriching, Offbeat Learning Activities for Ages 4-14.
ERIC Educational Resources Information Center
Perry, Susan K.; Espeland, Pamela, Ed.
Recognizing that children need enrichment at home, this book offers hundreds of unusual ways for kids and parents to spend time together. It also demonstrates the fun people can have while learning, and the learning that goes on while having fun. Using this book as a guide, parents and children can survey new subjects ranging from cultural…
Fun in the College Classroom: Examining Its Nature and Relationship with Student Engagement
ERIC Educational Resources Information Center
Tews, Michael J.; Jackson, Kathy; Ramsay, Crystal; Michel, John W.
2015-01-01
Despite the popular belief that fun has a positive impact in learning contexts, empirical research on fun in the classroom has been limited. To extend research in this area, the goal of this study was to develop and validate a new scale to assess fun in the classroom and examine its relationship with student engagement. The multi-stage scale…
Using Population Data to Create Fun in the 9th-Grade Geography Classroom
ERIC Educational Resources Information Center
Smalley, Elizabeth
2010-01-01
How can teachers encourage their geography students to make sense of big numbers? The key math skills geography students need to apply are ones they learned long ago in fifth grade: estimation and place value. However, in order to recognize the size of a city, or strength of a country's per capita income, or value of a birth rate, they need…
Balancing Fun and Learning in a Serious Game Design
ERIC Educational Resources Information Center
Franzwa, Christopher; Tang, Ying; Johnson, Aaron; Bielefeldt, Talbot
2014-01-01
This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed,…
Evaluation of "The Electric Company" Summer Learning Program
ERIC Educational Resources Information Center
McCarthy, Betsy; Michel, Lisa; Tiu, Michelle; Atienza, Sara; Rice, John; Nakamoto, Jonathan; Tafoya, Armando
2011-01-01
"The Electric Company" ("TEC") television show won the hearts of children because it made learning fun. Thirty years later, the iconic show has returned with the goal of not only teaching literacy, but also numeracy (the ability to work with and understand numbers) and mathematics vocabulary in a fun, entertaining, and engaging…
Techniques for Using Humor and Fun in the Language Arts Classroom
ERIC Educational Resources Information Center
Minchew, Sue S.; Hopper, Peggy F.
2008-01-01
The authors, former middle and high school English teachers, review the rationale for using humor and fun in the classroom and provide detailed descriptions for teaching practices and activities that confer enjoyment and learning for language arts students. Although fun activities, these methods foster vocabulary development, grammar instruction,…
TYCTWD Continues to Make Science Fun for Kids | Poster
One of the most popular new programs at Take Your Child to Work Day (TYCTWD) this year was “Who’s Blood Is It,” where children learned about different blood types and used that information to solve a mystery. The 19th annual event, held June 24, attracted 150 children and their parents, and featured 26 programs and hub activities. Kids had a chance to design a rocket and
fun when you add water!" How did you come to love soils? I grew up camping and learned to love forests, marshes, deserts, and other wild places. I fell in love with soils later when I learned that they or wetland to camp in without the soil beneath the landscape. Why is dirt more fun when you add water
Baid, Heather; Lambert, Nicky
2010-08-01
Education that captures the attention of students is an essential aspect of promoting meaningful, active learning. Rather than standing at the front of a group of learners simply speaking about a topic, teachers have the opportunity of livening up their teaching with humour, games, and other fun activities. This article critically evaluates the benefits and limitations of humour within nursing education as well as the use of games and fun activities as teaching strategies. Examples of various games and interactive activities are also provided. Copyright 2009 Elsevier Ltd. All rights reserved.
Sometimes Getting There Is Half the Fun
ERIC Educational Resources Information Center
Hanlon, Kerri
2008-01-01
Vacations for exceptional families require flexibility, persistence, a sense of humor, and a view of the world as the glass being half full. In this article, the author shares her family's summer vacation experience. If "getting there is half the fun," the author's family has had more than their share of fun times. She has learned the…
Fun and Learning for Parents and Children: An Activities Handbook.
ERIC Educational Resources Information Center
Trans-Management Systems, Inc.
Based on the assumption that the more parents enjoy playing with their children, the more children will learn from their parents, this booklet is a collection of fun activities for parents to do with their preschool children. The booklet is organized according to location for the activity, whether in a particular room in the house or outdoors.…
ERIC Educational Resources Information Center
Shiota, Shingo; Abe, Manabu
2015-01-01
Having classes with "fun" incorporated into their design is crucial for learners. Students can learn from classes that combine learning with fun. In this study, we developed a program for university students in a teacher training course that aimed to teach ways of incorporating gamification into class design. [For the complete…
Alternate methods of teaching psychopharmacology.
Zisook, Sidney; Benjamin, Sheldon; Balon, Richard; Glick, Ira; Louie, Alan; Moutier, Christine; Moyer, Trenton; Santos, Cynthia; Servis, Mark
2005-01-01
This article reviews methods used to teach psychopharmacology to psychiatry residents that utilize principles of adult learning, enlist active participation of residents, and provide faculty with skills to seek, analyze, and use new information over the course of their careers. The pros and cons of five "nonlecture" methods of teaching are reviewed: 1) journal clubs, 2) problem-based learning, 3) formalized patient-centered training, 4) games, and 5) the use of modern technology. Several programs are beginning to find novel methods of teaching psychopharmacology that are effective and well received by trainees and faculty. Programs need to go beyond the traditional lecture and apprenticeship model of psychopharmacology education to help make learning more fun, useful, relevant and self-sustaining.
Understanding children: a qualitative study on health assets of the Internet in Spain.
Hernán-García, Mariano; Botello-Díaz, Blanca; Marcos-Marcos, Jorge; Toro-Cárdenas, Silvia; Gil-García, Eugenia
2015-02-01
This research was designed to explore the opinions held by primary school pupils about the Internet as a source of assets for health and well-being. A qualitative study was carried out based on 8 focus groups comprising 64 pupils from 8 primary schools in Spain. Our findings describe the Internet as a tool for learning, communication, fun and health care. In addition, they reveal how children understand influences on health and well-being in relation to their view of the Internet. The results are discussed in terms of the public-health implications of digital literacy, as well as its connection to well-being, especially in relation to health assets. The Internet is an important resource for children's health and well-being, which, through learning, communication, fun and health care, encourages them to make use of it. Digital and health literacy constitutes the foundation required for browsing the Internet in a positive way, as identified by the children interviewed in this study, and especially in relation to the health assets that the Internet can contain.
ERIC Educational Resources Information Center
Spektor-Levy, Ornit; Aloni, Oshra; Zion, Michal
2016-01-01
The novelty of this study is rooted in the uniqueness of its setting: Informal, in school, Mini Science Museum that is managed by high school students who also develop teaching materials and guide the visitors. The phenomenological study presented here followed, over a period of 9 months, a group of 11 students that served as the museum's…
The fun integration theory: toward sustaining children and adolescents sport participation.
Visek, Amanda J; Achrati, Sara M; Mannix, Heather; McDonnell, Karen; Harris, Brandonn S; DiPietro, Loretta
2015-03-01
Children cite "fun" as the primary reason for participation in organized sport and its absence as the number-one reason for youth sport attrition. Therefore, the purpose of this study was to develop a theoretical framework of fun using a novel mixed-method assessment of participants in sport (FUN MAPS) via concept mapping. Youth soccer players (n = 142), coaches (n = 37), and parents (n = 57) were stratified by age, sex, and competition level and contributed their ideas through (a) qualitative brainstorming, identifying all of the things that make playing sports fun for players; (b) sorting of ideas; and (c) rating each idea on its importance, frequency, and feasibility. The FUN MAPS identify the 4 fundamental tenets of fun in youth sport within 11 fun-dimensions composed of 81 specific fun-determinants, while also establishing the youth sport ethos. The FUN MAPS provide pictorial evidence-based blueprints for the fun integration theory (FIT), which is a multitheoretical, multidimensional, and stakeholder derived framework that can be used to maximize fun for children and adolescents to promote and sustain an active and healthy lifestyle through sport.
Humor adds the creative touch to CQI teams.
Balzer, J W
1994-07-01
The health care industry is looking to continuous quality improvement as a process to both improve patient care and promote cost effectiveness. Interdisciplinary teams are learning to work together and to use data-driven problem solving. Humor adds a creative and welcome touch to the process that makes it easier and more fun to work in teams. The team leader or facilitator who uses humor along the journey sanctions the risk-taking behavior that accompanies creative solutions to tough problems.
Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames
Mellecker, Robin; Buday, Richard; Gao, Zan; Hinkley, Trina; Esparza, Laura; Alexander, Shirley
2015-01-01
Abstract Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts. PMID:26181681
Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.
Maloney, Ann E; Mellecker, Robin; Buday, Richard; Gao, Zan; Hinkley, Trina; Esparza, Laura; Alexander, Shirley
2015-02-01
Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.
The what as well as the why of animal fun.
Byrne, Richard W
2015-01-05
Fun is functional: play is evolution's way of making sure animals acquire and perfect valuable skills in circumstances of relative safety. Yet precisely what animals find fun has seldom been examined for what it can potentially reveal about how they represent and think about the world. Copyright © 2015 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Slesnick, Irwin L.
1988-01-01
Disguises a lesson about skulls with some fun to cause less fear among students. Outlines strategies, questions, and answers for use. Includes a skull mask which can be photocopied and distributed to students as a learning tool and a fun Halloween treat. Also shown is a picture of skull parts. (RT)
Seeds and Sparks: Cultivating Children's Interest in Physics through Public Outreach
NASA Astrophysics Data System (ADS)
Clark, Jessica
2006-11-01
The National Academies' ``Rising above the Gathering Storm'' report names the improvement of K-12 science and mathematics education as its highest priority recommendation. This recommendation includes enlarging the pipeline of students preparing to study STEM subjects at university by increasing the number of students who take (and pass) advanced high school level science courses. To this end, the American Physical Society's Public Outreach department offers PhysicsQuest, a free program designed to engage middle school science students in a learning adventure. The core idea of the program is to provide a fun and exciting way for students to encounter physics, thereby eliminating some of the fear often associated with the subject and making them more likely to take high school physics courses. In the end, the students do learn some physics, but, more importantly, they have a fun experience with physics. This talk further describes the PhysicsQuest program, including feedback and results from the 2005 project, and also gives an overview of other K-12 programs offered by APS Public Outreach. The report can be read online at http://www.nap.edu/catalog/11463.html#toc. STEM = Science, Technology, Engineering, Mathematics
Hydromania: Summer Science Camp Curriculum.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Moura, Joan
1995-07-01
In 1992, Bonneville Power Administration (BPA) and the US Department of Energy (DOE) began a collaborative pilot project with the Portland Parks and Recreation Community Schools Program and others to provide summer science camps to children in Grades 4--6. Camps run two weeks in duration between late June and mid-August. Sessions are five days per week, from 9 a.m. to 3 p.m. In addition to hands-on science and math curriculum, at least three field trips are incorporated into the educational learning experience. The purpose of the BPA/DOE summer camps is to make available opportunities for fun, motivating experiences in sciencemore » to students who otherwise would have difficulty accessing them. This includes inner city, minority, rural and low income students. Public law 101-510, which Congress passed in 1990, authorizes DOE facilities to establish collaborative inner-city and rural partnership programs in science and math. A primary goal of the BPA summer hands on science camps is to bring affordable science camp experiences to students where they live. It uses everyday materials to engage students` minds and to give them a sense that they have succeeded through a fun hands-on learning environment.« less
Learning decision making through serious games.
Kaczmarczyk, Joseph; Davidson, Richard; Bryden, Daniele; Haselden, Stephen; Vivekananda-Schmidt, Pirashanthie
2016-08-01
In Serious Games (SGs), educational content is integrated into a game so that learning is intrinsic to play, thereby motivating players and improving engagement. SGs enable learning by developing situated understanding in users and by enabling players to practise safe clinical decision making; however, the use of SGs in medical education is not well established. We aimed to design a game-based resource to teach clinical decision making to medical students, and to assess user perceptions of educational value, usability and the role for SGs in undergraduate training. An SG focusing on the acute management of tachyarrhythmias was developed. Third- and fourth-year medical students at the medical school were invited to use and evaluate the game using questionnaires and focus groups. We invited 479 students, and 281 accessed the game. Only 47 students completed the questionnaire and 31 students participated in the focus groups. The data suggest that SGs: (1) can allow students to rehearse taking responsibility for decision making; (2) are fun and motivational; (3) have a role in revising and consolidating knowledge; and (4) could be formative assessment tools. Serious Games enable learning by developing situated understanding in users SGs could be employed as adjuvant learning resources to develop students' skills and knowledge. Further empirical research is required to assess the added value of games in medical education. © 2015 John Wiley & Sons Ltd.
The Fun Integration Theory: Towards Sustaining Children and Adolescents Sport Participation
Visek, Amanda J.; Achrati, Sara M.; Manning, Heather; McDonnell, Karen; Harris, Brandonn S.; DiPietro, Loretta
2014-01-01
BACKGROUND Children cite ‘fun’ as the primary reason for participation in organized sport and its absence as the number one reason for youth sport attrition. Therefore, the purpose of this study was to develop a theoretical framework of fun using a novel mixed-method assessment of participants in sport (FUN MAPS) via concept mapping. METHODS Youth soccer players (n = 142), coaches (n = 37), and parents (n = 57) were stratified by age, sex, and competition level and contributed their “fun” ideas through: (a) qualitative brainstorming, identifying all of the things that make playing sports fun for players; (b) sorting of ideas; and (c) rating each idea on its importance, frequency, and feasibility. RESULTS The FUN MAPS identify the four fundamental tenets of fun in youth sport within 11 fun-dimensions composed of 81 specific fun-determinants, while also establishing the youth sport ethos. CONCLUSION The FUN MAPS provide pictorial evidence-based blueprints for the fun integration theory (FIT), which is a multi-theoretical, multidimensional, and stakeholder derived framework that can be used to maximize fun for children and adolescents in order to promote and sustain an active and healthy lifestyle through sport. PMID:24770788
Sun Protection is Fun! A Skin Cancer Prevention Program for Preschools.
ERIC Educational Resources Information Center
Tripp, Mary K.; Herrmann, Nancy B.; Parcel, Guy S.; Chamberlin, Robert M.; Gritz, Ellen R.
2000-01-01
Describes the Sun Protection is Fun! skin cancer prevention program for preschool children that features intervention methods grounded in social cognitive theory and emphasizes symbolic modeling, vicarious learning, enactive mastery experiences, and persuasion. Program components include a curriculum and teacher's guide, videos, newsletters,…
The Joy of Moving, Singing, and Being Silly.
ERIC Educational Resources Information Center
Liebler, Scott
1997-01-01
Explains how moving, singing, and having fun build character, confidence, and coordination while helping children grow up feeling good about themselves. These activities provide an integrated, multisensory approach to learning. Employing a variety of fun and effective activities also helps children release stress and tension. (TJQ)
Strangers and Friends: Collaborative Play in World of Warcraft
NASA Astrophysics Data System (ADS)
Nardi, Bonnie; Harris, Justin
We analyze collaborative play in an online video game, World of Warcraft, the most popular multiplayer video game with 11 million players in Asia, North America, Europe, and Australia. Based on an immersive ethnographic study, we describe how the social organization of the game and player culture affect players' enjoyment and learning of the game. We discovered that play is characterized by a multiplicity of collaborations from brief informal encounters to highly organized play in structured groups. The variety of collaborations makes the game more fun and provides rich learning opportunities. We contrast these varied collaborations, including those with strangers, to the “gold standard” of Gemeinschaft-like communities of close relations in tightknit groups.
Fun and games in Berkeley: the early years (1956-2013).
Tinoco, Ignacio
2014-01-01
Life at Berkeley for the past 57 years involved research on the thermodynamics, kinetics, and spectroscopic properties of RNA to better understand its structures, interactions, and functions. We (myself and all the graduate students and postdocs who shared in the fun) began with dinucleoside phosphates and slowly worked our way up to megadalton-sized RNA molecular motors. We used UV absorption, circular dichroism, circular intensity differential scattering, fluorescence, NMR, and single-molecule methods. We learned a lot and had fun doing it.
Bike Skills Training in PE Is Fun, Keeps Kids Safe
ERIC Educational Resources Information Center
Wallace, Judi Lawson; Sutton, Nancy P.
2015-01-01
Incorporating bike skills into the elementary- and middle-school physical education curriculum encourages students to be physically active in a fun way while also learning bike safety skills. Winston-Salem's (NC) Safe Routes to School program demonstrates how collaboration with the public schools' health and physical education program can…
ERIC Educational Resources Information Center
Nakamura, Sandra; Baptiste, H. Prentice
2006-01-01
In this article, the authors describe how they capitalized on their first-grade students' love of dinosaurs by hosting a fun-filled Dinosaur Day in their classroom. On Dinosaur Day, students rotated through four dinosaur-related learning stations that integrated science content with art, language arts, math, and history in a fun and time-efficient…
Fun with Handwashing Education.
ERIC Educational Resources Information Center
Geiger, Brian F.; Artz, Lynn; Petri, Cynthia J.; Winnail, Scott D.; Mason, J. Walter
Noting that primary prevention of contagious diseases includes teaching young children and their caregivers about personal hygiene behavior, this paper presents a lesson for teaching handwashing to young children in preschool and early elementary grades using a variety of fun and low-cost techniques. The learning objectives for the lesson are that…
TYCTWD Programs Strive to Make Science Educational and Fun | Poster
By Carolynne Keenan, Contributing Writer Joseph Barchi, Jr, Ph.D., calls teaching “the noblest and most important profession.” So it makes sense that Barchi, senior scientist and head of the Glycoconjugate and NMR Section, Chemical Biology Laboratory, Center for Cancer Research, NCI at Frederick, would encourage his lab to offer a fun, educational program at Take Your Child to
ERIC Educational Resources Information Center
1997
This booklet presents parents with 10 "easy and fun" tips for making homework as beneficial as possible for their children and to develop in their children a good attitude about homework. The 10 tips are: make your expectations clear; find the right spot; make time; monitor your child's progress; encourage good habits; support and be available;…
TYCTWD Programs Strive to Make Science Educational and Fun | Poster
By Carolynne Keenan, Contributing Writer Joseph Barchi, Jr, Ph.D., calls teaching “the noblest and most important profession.” So it makes sense that Barchi, senior scientist and head of the Glycoconjugate and NMR Section, Chemical Biology Laboratory, Center for Cancer Research, NCI at Frederick, would encourage his lab to offer a fun, educational program at Take Your Child to Work Day (TYCTWD).
Keeping It Fun in Youth Sport: What Coaches Should Know and Do
ERIC Educational Resources Information Center
Martin, Nicole J.
2014-01-01
Children and adolescents participate in sport for a variety of reasons including to learn new skills, to have fun, for peer affiliation, to experience excitement, to exercise and increase fitness, and for competition; and coincidentally, withdraw when these motives are left unmet. The literature is well established on the influence coaching…
ERIC Educational Resources Information Center
Padak, Nancy; Rasinski, Timothy
2008-01-01
The games that children play are not just for fun-they often lead to important skill development. Likewise, word games are fun opportunities for parents and children to spend time together and for children to learn a lot about sounds and words. In this Family Involvement column, the authors describe 12 easy-to-implement word games that parents and…
Fitness, Friendship, and Fun: University Sponsored Community PE Program
ERIC Educational Resources Information Center
Stanley, Wendi Wilcox; De Marco, George Mario Paul; Laubach, Lloyd L.; Daprano, Corinne M.
2006-01-01
The purpose of this article is to describe that program, called Fitness, Friendship, and Fun. It is only one of a series of community based, physical education service learning programs. These programs are sponsored by the University of Dayton Health and Sport Science Department in collaboration with a neighboring professional development school,…
Exploring the Engagement Effects of Visual Programming Language for Data Structure Courses
ERIC Educational Resources Information Center
Chang, Chih-Kai; Yang, Ya-Fei; Tsai, Yu-Tzu
2017-01-01
Previous research indicates that understanding the state of learning motivation enables researchers to deeply understand students' learning processes. Studies have shown that visual programming languages use graphical code, enabling learners to learn effectively, improve learning effectiveness, increase learning fun, and offering various other…
ERIC Educational Resources Information Center
Ravn, Ib
2007-01-01
Purpose: The purpose of this paper is to call attention to the fact that conferences for professionals rely on massive one-way communication and hence produce little learning for delegates--and to introduce an alternative, the "learning conference", that involves delegates in fun and productive learning processes.…
Using Cooperative Structures to Promote Deep Learning
ERIC Educational Resources Information Center
Millis, Barbara J.
2014-01-01
The author explores concrete ways to help students learn more and have fun doing it while they support each other's learning. The article specifically shows the relationships between cooperative learning and deep learning. Readers will become familiar with the tenets of cooperative learning and its power to enhance learning--even more so when…
Disc Activities in Physical Education: A Comprehensive Approach
ERIC Educational Resources Information Center
Cramer, Stanley J.
2017-01-01
Nearly everyone who throws a disc associates the activity with fun. Over the years, multiple disc games and activities have been invented, combining fun and learning. These are games that many individuals are likely to continue playing long after they have left school and are worthy of being included in a contemporary physical education program.…
Health and Nutrition Curriculum. Informative and Fun for K-8!
ERIC Educational Resources Information Center
National Heart Savers Association, Omaha, NE.
This health and nutrition curriculum for students in grades K-8 teaches students good health habits in order to improve their quality of life. The curriculum consists of a series of activity sheets that offer entertaining and educational activities designed to motivate students to learn while they have fun. Each activity sheet contains a…
Serious Fun: Using Toys to Demonstrate Fluid Mechanics Principles
ERIC Educational Resources Information Center
Saviz, Camilla M.; Shakerin, Said
2014-01-01
Many students have owned or seen fluids toys in which two immiscible fluids within a closed container can be tilted to generate waves. These types of inexpensive and readily available toys are fun to play with, but they are also useful for provoking student learning about fluid properties or complex fluid behavior, including drop formation and…
"Bringing Life to Learning": A Study of Active Learning in Hospitality Education
ERIC Educational Resources Information Center
Chau, Salott; Cheung, Catherine
2017-01-01
Active learning connects students to the real life situations they will encounter in their future jobs. In hospitality education, active learning implements various lively, fun activities to introduce practical scenarios students may experience in their hospitality careers. This study identifies 18 essential active-learning items of hospitality…
Educational Videogames: Concept, Design And Evaluation
NASA Astrophysics Data System (ADS)
Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.
2013-12-01
Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide range of backgrounds. Overall we find that designing educational games is a constant balancing act to ensure the player is engaged and has fun while at the same time learning important concepts.
Creativity in Medical Education: The Value of Having Medical Students Make Stuff.
Green, Michael J; Myers, Kimberly; Watson, Katie; Czerwiec, M K; Shapiro, Dan; Draus, Stephanie
2016-12-01
What is the value of having medical students engage in creative production as part of their learning? Creating something new requires medical students to take risks and even to fail--something they tend to be neither accustomed to nor comfortable with doing. "Making stuff" can help students prepare for such failures in a controlled environment that doesn't threaten their professional identities. Furthermore, doing so can facilitate students becoming resilient and creative problem-solvers who strive to find new ways to address vexing questions. Though creating something new can be fun, this is not the main outcome of interest. Rather, the principle reason we recommend devoting precious curricular time to creative endeavors is because it helps medical students become better doctors.
Games To Play with Babies. (Revised and Expanded).
ERIC Educational Resources Information Center
Silberg, Jackie
Aimed at parents with infants, this book is a collection of 250 simple, fun-filled games that can be played with children up to the age of 1. The games have been categorized into the following eight types: (1) growing and learning games; (2) special bonding games; (3) kitchen games; (4) laughing and having fun games; (5) art and singing games; (6)…
ERIC Educational Resources Information Center
Kimble-Ellis, Sonya
Puzzles, games, and activities provide perfect opportunities for students to work in groups, interact, communicate with each other, and discuss strategies. The activities, games, and puzzles contained in this book are designed to help students learn mathematics in a fun yet challenging way. The activities are designed to encourage students to…
NASA Astrophysics Data System (ADS)
2010-05-01
Teaching: The epiSTEMe project: KS3 maths and science improvement Field trip: Pupils learn physics in a stately home Conference: ShowPhysics welcomes fun in Europe Student numbers: Physics numbers increase in UK Tournament: Physics tournament travels to Singapore Particle physics: Hadron Collider sets new record Astronomy: Take your classroom into space Forthcoming Events
TYCTWD Continues to Make Science Fun for Kids | Poster
One of the most popular new programs at Take Your Child to Work Day (TYCTWD) this year was “Who’s Blood Is It,” where children learned about different blood types and used that information to solve a mystery. The 19th annual event, held June 24, attracted 150 children and their parents, and featured 26 programs and hub activities. Kids had a chance to design a rocket and launch it into the air, try their hands at the dunk tank target, stay cool by enjoying some ice cream made with liquid nitrogen, and decorate paper animals with lemon juice or ...
A qualitative study of student responses to body painting.
Finn, Gabrielle M; McLachlan, John C
2010-01-01
One hundred and thirty-three preclinical medical students participated in 24 focus groups over the period 2007-2009 at Durham University. Focus groups were conducted to ascertain whether or not medical students found body painting anatomical structures to be an educationally beneficial learning activity. Data were analyzed using a grounded theory approach. Five principal themes emerged: (1) body painting as a fun learning activity, (2) body painting promoting retention of knowledge, (3) factors contributing to the memorability of body painting, (4) removal from comfort zone, and (5) the impact of body painting on students' future clinical practice. Students perceive body painting to be a fun learning activity, which aids their retention of the anatomical knowledge acquired during the session. Sensory factors, such as visual stimuli, especially color, and the tactile nature of the activity, promote recall. Students' preference for painting a peer or being painted is often dependent upon their learning style, but there are educational benefits for both roles. The moderate amounts of undressing involved encouraging students to consider issues surrounding body image; this informs their attitudes towards future patients. Body painting is a useful adjunct to traditional anatomy and clinical skills teaching. The fun element involved in the delivery of this teaching defuses the often formal academic context, which in turn promotes a positive learning environment. Copyright 2009 American Association of Anatomists.
ERIC Educational Resources Information Center
Pittinsky, Todd L.; Diamante, Nicole
2015-01-01
The United States education system must improve its ability to produce scientists, engineers, and programmers. Despite numerous national, state, and local efforts to make the study of STEM (science, technology, engineering, and mathematics) subjects more fun in K-12, initial interest in those subjects drops off precipitously in middle and later…
Young Idea People Mix with Old Idea People to Make the World Better
NASA Astrophysics Data System (ADS)
Hall, M.
2017-12-01
Groups of young idea people come to eat, drink, and talk about new ideas that old idea people are working on to change the world for the better. The ideas may fix our body and mind, make our lives easier or harder, and more. The young idea people lead, learn, listen and act, so they can become old idea people. The young idea people scare the old idea people because their ideas are different. And, sometimes, the young idea people have new ideas that the old idea people have not thought about. When this happens it makes the old idea people happy and better at their work. The old idea people get to go places and share their ideas around the world. They make good money and have fun lives. They write about their work and can be well known, or not. The young idea people learn from the old idea people how they can be like them. Together the young and old idea people build things and talk about crazy ideas that may come to be. Sometimes the old idea people talk too much and don't listen. They use big words that can be hard to understand. But, the young idea people help them learn to use known words so everyone learns. We know the young idea people learn and grow from this act and they grow happier about their life. We also know that the old idea people get happy that the young idea people are so bright.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Exercise environment for Introduction to Cyber Technologies class. This software is essentially a collection of short scripts, configuration files, and small executables that form the exercise component of the Sandia Cyber Technologies Academy's Introduction to Cyber Technologies class. It builds upon other open-source technologies, such as Debian Linux and minimega, to provide comprehensive Linux and networking exercises that make learning these topics exciting and fun. Sample exercises: a pre-built set of home directories the student must navigate through to learn about privilege escalation, the creation of a virtual network playground designed to teach the student about the resiliency of themore » Internet, and a two-hour Capture the Flag challenge for the final lesson. There are approximately thirty (30) exercises included for the students to complete as part of the course.« less
Learning Clicks: Year End Report 2008/2009
ERIC Educational Resources Information Center
Alberta Advanced Education and Technology, 2009
2009-01-01
Learning Clicks was developed in 2003 as an interactive, fun way for Alberta students to learn about these opportunities. Learning Clicks is a program designed to support Strategy 2.4 in Alberta Advanced Education and Technology's 2007-10 Business Plan. The 2008/2009 season was the 5th year of the Learning Clicks program. This paper offers a…
ERIC Educational Resources Information Center
Chen, Nian-Shing; Quadir, Benazir; Teng, Daniel C.
2011-01-01
Early school years are an important period to lay out the foundation for learning a second language. In addition to mastering the basic language skills and keeping the learning process fun, promoting a lifelong learning habit should also be emphasised. Motivating elementary school students to learn English and avoiding misconceptions associated…
ERIC Educational Resources Information Center
Tang, Stephen; Hanneghan, Martin
2011-01-01
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
A Framework for Collaborative and Convenient Learning on Cloud Computing Platforms
ERIC Educational Resources Information Center
Sharma, Deepika; Kumar, Vikas
2017-01-01
The depth of learning resides in collaborative work with more engagement and fun. Technology can enhance collaboration with a higher level of convenience and cloud computing can facilitate this in a cost effective and scalable manner. However, to deploy a successful online learning environment, elementary components of learning pedagogy must be…
Problem-Based Educational Game Becomes Student-Centered Learning Environment
ERIC Educational Resources Information Center
Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee
2013-01-01
Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…
Teaching flood risk management to secondary school students via the web
NASA Astrophysics Data System (ADS)
Junier, S.
2009-04-01
Websites are getting increasingly important as a means to inform different groups in society about a large range of subjects. Especially young people use the internet frequently as a source of knowledge. When asked to develop educational material about flood risk management, we therefore chose to develop a website. Junior Floodsite, part of the larger Floodsite project, is developed for secondary school students around 15 or 16 years old, and their teachers, in all countries in Europe. Websites are common, but not for an audience and purpose like this. We asked a group of teachers and students to advise us and test the material we developed. Although children this age use the web a lot, this does not mean that anything you put on, will be used. To reach secondary school children about natural hazards such as floods, is not an easy thing. Amongst the masses of fun things to do on the internet, flood risk management will not stand out automatically. For students it had to be interesting, fun and useful. But not every student wants the same thing. Teachers informed us that for them it is important that the material fits seamlessly into the curriculum. They will then more readily employ the material. But in every country the curriculum is different (and even within countries they differ) and we could not make material for each individual country. To tackle these problems we decided to take a dual approach. On the one hand, we made the website flexible and modular with blocks of information and also activities like assignments, a virtual tour in Google Earth and games. Students and teachers can use those parts that they find interesting, fun or useful. On the other hand, we developed sets of structured lessons that teachers can directly put to use in their classrooms. The material on the website is written in English because most European students learn that language in school, but besides that it is also available in Dutch. Translations into other languages is welcomed, because we realise a foreign language can pose a barrier to using the material and learning from it. In the Floodsite project we have risen to the challenge of making an educational website on flood risk management for teenagers in Europe. This contribution will discuss both the process of development of the website and the first results of the evaluation of the effect the website has on teaching and learning about flood risk management.
Making Physics Fun: Key Concepts, Classroom Activities, and Everyday Examples, Grades K-8
ERIC Educational Resources Information Center
Prigo, Robert
2007-01-01
Teaching physical science in the elementary and middle grades can be challenging for busy teachers faced with growing science demands and limited classroom resources. Robert Prigo provides fun and engaging activities using safe, available materials that educators can easily incorporate into lesson plans. Extensive examples, sample inquiry…
ERIC Educational Resources Information Center
Rusman
2016-01-01
E-learning is a general term used to refer to computer-enhanced learning based that facilitates whoever, wherever, and whenever the person is to be able to learn more fun, easier and cheaper by using Internet. In other words, E-learning is the use of network technologies to create, foster, deliver, and facilitate learning, anytime and anywhere. It…
Building Effective Programs for Summer Learning.
ERIC Educational Resources Information Center
Johnson, Peter
Summer learning comes from reading books, singing songs, playing games, listening to stories, taking trips, and all kinds of other fun activities that kids rarely realize are actually good for them. However, this kind of summer learning can be more difficult for children of low-income and other disadvantaged families. Careful analysis of…
It All Adds Up: Learning Early Math through Play and Games
ERIC Educational Resources Information Center
Ramani, Geetha B.; Eason, Sarah H.
2015-01-01
Playing and learning mathematics do not have to be mutually exclusive activities, especially in kindergarten. Play and games can give young children opportunities to learn and develop foundational math skills that are aligned with Common Core standards for mathematics through age-appropriate, fun, and engaging activities.
High Ability Students' Voice on Learning Motivation
ERIC Educational Resources Information Center
Garn, Alex C.; Jolly, Jennifer L.
2014-01-01
This study used a self-determination theory lens to investigate high ability learners' motivational experiences. Participants were 15 high ability youth involved in a summer learning camp for gifted students. Two major themes emerged from qualitative data analysis: (a) "The Fun Factor of Learning" and (b) "The Rewards and Pressures…
Extracurricular School Clubs: A Time for Fun and Learning
ERIC Educational Resources Information Center
Pence, Alicia R.; Dymond, Stacy K.
2015-01-01
Inclusion in school clubs affords students with severe disabilities learning opportunities as well as a natural context for addressing curricula. These learning opportunities expand the number of settings in which students can practice, master, and generalize skills associated with priority IEP objectives. Teaching skills within natural activities…
Buday, Richard; Baranowski, Tom; Thompson, Debbe
2012-08-01
Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. "How can serious videogames attract and maintain players," the argument goes, "if they aren't as much fun as commercial titles, or even any fun at all?" This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected.
Learning with Serious Games: Is Fun Playing the Game a Predictor of Learning Success?
ERIC Educational Resources Information Center
Iten, Nina; Petko, Dominik
2016-01-01
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment,…
ERIC Educational Resources Information Center
Jaelani, Anton; Putri, Ratu Ilma Indra; Hartono, Yusuf
2013-01-01
Understanding of measuring time has difficulty for children because it is intangible. Standard units often used directly by teacher for learning time measurement. Many researches involved games in designing learning material to facilitate fun and meaningful learning for children. For this reason, learning of time measurement that connects with…
ERIC Educational Resources Information Center
Sedig, Kamran
2008-01-01
Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…
How do students implement collaborative testing in real-world contexts?
Wissman, Kathryn T; Rawson, Katherine A
2016-01-01
Recent research has explored the effects of collaborative testing, showing costs and benefits during learning and for subsequent memory. However, no prior research is informative about whether and how students use collaborative testing in real-world contexts. Accordingly, the primary purpose of the current research was to explore the extent to which students use collaborative testing during self-regulated learning. We conducted three surveys (n = 692 across three samples) asking students about their use of collaborative testing, with a particular interest in conditions under which students report implementing collaborative testing. Among the key outcomes, a majority of students reported using collaborative testing when studying in a group. Additionally, students reported that key term definitions are the material most often used during collaborative testing. Students are also more motivated to use testing and believe testing is more effective and more fun when implemented in a group versus alone. Outcomes also shed light on metacognitive components of collaborative testing, with the student asking (versus answering) the question making the monitoring judgement whereas both students make the control decision about when to terminate practice. We discuss ways in which the collaborative memory literature can be extended to support more successful student learning.
Vowel Diphthongs. Fun with Phonics! Book 10. Grades 1-2.
ERIC Educational Resources Information Center
Daniel, Claire
This book provides hands-on activities for grades 1-2 that make phonics instruction easy and fun for teachers and children in the classroom. The book offers methods for practice, reinforcement, and assessment of phonics skills. A poem is used to introduce the phonics element of this book, vowel diphthongs. The poem is duplicated so children can…
Creating Chicago History: Making Outreach Craft Activities Meaningful
ERIC Educational Resources Information Center
Karp, Madeline
2012-01-01
When it comes to having a traveling outreach activity for a museum, a craft can seem like the perfect solution. It can seemingly be all things at once--educational, quick and fun. But, if poorly constructed, crafts can also have serious fallbacks. Using the Chicago History Museum and the Millennium Park Family Fun Festival as a case study, this…
ERIC Educational Resources Information Center
Hardwick, Jean C.; Kerchner, Michael; Lom, Barbara; Ramirez, Julio J.; Wiertelak, Eric P.
2006-01-01
This article features the organization Faculty for Undergraduate Neuroscience. FUN was established by a group of neuroscientists dedicated to innovation and excellence in undergraduate neuroscience education and research. In the years since its inception, FUN has grown into a dynamic organization making a significant impact on the quality of…
Artist Trading Cards: Connecting with Other Communities
ERIC Educational Resources Information Center
Bovio, Deborah
2011-01-01
Creating and exchanging Artist Trading Cards (ATCs) has been a rapidly growing trend. These miniature works of art are fun to make--and even more fun to share. The intrigue of developing these handmade treasures begins with the intent of creating art simply for the love of art. In this article, the author describes how her students made their…
How psychological science informs the teaching of reading.
Rayner, K; Foorman, B R; Perfetti, C A; Pesetsky, D; Seidenberg, M S
2001-11-01
This monograph discusses research, theory, and practice relevant to how children learn to read English. After an initial overview of writing systems, the discussion summarizes research from developmental psychology on children's language competency when they enter school and on the nature of early reading development. Subsequent sections review theories of learning to read, the characteristics of children who do not learn to read (i.e., who have developmental dyslexia), research from cognitive psychology and cognitive neuroscience on skilled reading, and connectionist models of learning to read. The implications of the research findings for learning to read and teaching reading are discussed. Next, the primary methods used to teach reading (phonics and whole language) are summarized. The final section reviews laboratory and classroom studies on teaching reading. From these different sources of evidence, two inescapable conclusions emerge: (a) Mastering the alphabetic principle (that written symbols are associated with phonemes) is essential to becoming proficient in the skill of reading, and (b) methods that teach this principle directly are more effective than those that do not (especially for children who are at risk in some way for having difficulty learning to read). Using whole-language activities to supplement phonics instruction does help make reading fun and meaningful for children, but ultimately, phonics instruction is critically important because it helps beginning readers understand the alphabetic principle and learn new words. Thus, elementary-school teachers who make the alphabetic principle explicit are most effective in helping their students become skilled, independent readers.
"Yes! We Are Playing a Game, and It's Going to Be Fun!"
ERIC Educational Resources Information Center
Barrett, Kelly
2012-01-01
Games are for playing, more often than not playing a game is a social experience, it is fun, and we all enjoy playing games. Play and playing are ways in which we learn, so how often are games part of the normal activity of the mathematics classroom? The answer, in most cases, has to be--not often. Is it that games just don't seem to fulfil the…
Imagine the Universe! Version 3. [CD-ROM].
ERIC Educational Resources Information Center
Whitlock, Laura; Bene, Meredith; Granger, Kara
This CD-ROM contains four astronomy and space science learning center sites individually captured from the World Wide Web in January of 1999. Each site contains its own learning adventure full of facts, fun, music, beautiful images, movies, and excitement. Space science learning sites include: (1) Imagine the Universe! geared for ages 14 and up…
Learning Outdoors: Leader Guide, Grade 3. 4-H Discovery.
ERIC Educational Resources Information Center
Abell, John R.; Newman, Jerry A.
The United States has a rich natural resource heritage. It is important to educate students in the principles of conservation so that these natural resources may endure for generations. This guide is designed to help leaders to learn to organize groups of children and conduct successful meetings; provide fun, safe, outdoor learning experiences for…
Serious Fun: Viewing Hobbyist Activities through a Learning Lens
ERIC Educational Resources Information Center
Liu, Chi-Chang; Falk, John H.
2014-01-01
This paper reviews a wide range of literature applicable to understanding why and how hobbyists learn. Of particular importance appear to be theories such as situated learning and communities of practice, but insights from the cognitive sciences related to expertise, motivation, and interest also emerged as important. The boundaries between formal…
Assessing Students' Learning of Internal Controls: Closing the Loop
ERIC Educational Resources Information Center
Amer, T. S.; Mohrweis, Lawrence C.
2009-01-01
This study describes the multifaceted components of an assessment process. The paper explains a novel approach in which an advisory council participated in a "fun," hands-on activity to rank-order learning outcomes. The top ranked learning competency, as identified by the advisory council, was the need for students to gain a better…
A study of students' motivation using the augmented reality science textbook
NASA Astrophysics Data System (ADS)
Gopalan, Valarmathie; Zulkifli, Abdul Nasir; Bakar, Juliana Aida Abu
2016-08-01
Science plays a major role in assisting Malaysia to achieve the developed nation status by 2020. However, over a few decades, Malaysia is facing a downward trend in the number of students pursuing careers and higher education in science related fields. Since school is the first platform where students learn science, a new learning approach needs to be introduced to motivate them towards science learning. The aim of this study is to determine whether the intervention of the enhanced science textbook using augmented reality contributes to the learning process of lower secondary school students in science. The study was carried out among a sample of 70 lower secondary school students. Pearson Correlation and Regression analyses were used to determine the effects of ease of use, engaging, enjoyment and fun on students' motivation in using the augmented reality science textbook for science learning. The results provide empirical support for the positive and statistically significant relationship between engaging, enjoyment and fun and students' motivation for science learning. However, Ease of use is not significant but positively correlated to Motivation.
Serious but Fun, Self-Directed yet Social: Blogging as a Form of Lifelong Learning
ERIC Educational Resources Information Center
Harju, Vilhelmiina; Pehkonen, Leila; Niemi, Hannele
2016-01-01
The article explores the role of digital media in supporting lifelong learning. In particular, it focuses on bloggers who write their blogs voluntarily in their own free time. The aim is to examine how lifelong learning--viewed as self-directed, nonformal learning and active participation that evolves from a desire for self-actualization--occurs…
Promoting Social and Emotional Learning with Games: "It's Fun and We Learn Things"
ERIC Educational Resources Information Center
Hromek, Robyn; Roffey, Sue
2009-01-01
This article has two broad objectives: (a) It reviews the theoretical and practical literature on the use of games to facilitate social and emotional learning (SEL). (b) Based on this review, it argues that games are a powerful way of developing social and emotional learning in young people. In addition, we draw on our collective experience as…
The effect of playing a science center-based mobile game: Affective outcomes and gender differences
NASA Astrophysics Data System (ADS)
Atwood-Blaine, Dana
Situated in a hands-on science center, The Great STEM Caper was a collaborative mobile game built on the ARIS platform that was designed to engage 5th-9th grade players in NGSS science and engineering practices while they interacted with various exhibits. Same gender partners sharing one iPad would search for QR codes placed at specific exhibits; scanning a code within the game would launch a challenge for that exhibit. The primary hypothesis was that in- game victories would be equivalent to "mastery experiences" as described by Bandura (1997) and would result in increased science self-efficacy. Gender differences in gameplay behaviors and perceptions were also studied. The study included two groups, one that played the game during their visit and one that explored the science center in the traditional way. The Motivation to Learn Science Questionnaire was administered to participants in both groups both before and after their visit to the science center. Participants wore head-mounted GoPro cameras to record their interactions within the physical and social environment. No differences in affective outcomes were found between the game and comparison groups or between boys and girls in the game group. The MLSQ was unable to measure any significant change in science self-efficacy, interest and enjoyment of science, or overall motivation to learn science in either group. However, girls outperformed boys on every measure of game achievement. Lazzaro's (2004) four types of fun were found to be a good fit for describing the gender differences in game perceptions and behaviors. Girls tended to enjoy hard fun and collaborative people fun while boys enjoyed easy fun and competitive people fun. While boys associated game achievement with enjoyment and victory, girls perceived their game achievement as difficult, rather than enjoyable or victorious.
Keeping the Bootcamp Fun Alive!
This product is a blog post that outlines a course conducted to build on skills learned in a Software Carpentry Bootcamp co-hosted by AED researcher, Jeff Hollister. The post provides details on the course and some lessons learned that will be implemented in future iterations of...
Quantifying Qualitative Learning.
ERIC Educational Resources Information Center
Bogus, Barbara
1995-01-01
A teacher at an alternative school for at-risk students discusses the development of student assessment that increases students' self-esteem, convinces students that learning is fun, and prepares students to return to traditional school settings. She found that allowing students to participate in the assessment process successfully quantified the…
FUNdamentals: A Research-Based, Phonics Tutorial Learn To Read Program. [Educational Kit].
ERIC Educational Resources Information Center
Eller, Jeanie
FUNdamentals puts the "FUN" back in learning for all age groups. FUNdamentals is an intensive, systematic phonics learn-to-read program that helps improve comprehension, spelling, and penmanship. It is designed for use by every age group. Formulated for use with learners from preschool through adult ages, FUNdamentals is the key to…
Striking the Right Balance in Summer Learning for Special Needs Students
ERIC Educational Resources Information Center
Zipperer, Holly
2011-01-01
Parents of special needs children know how hard their children work to master new skills. It can be heartrending when hard-won progress evaporates. Summer can present a particular dilemma to those with learning challenges. The freedom, recreation, and fun is something everybody looks forward to, but this break from learning can result in the loss…
Using Summer Programs To Explore the Relationship between Time and Learning.
ERIC Educational Resources Information Center
DeBlois, Robert
1997-01-01
Notes that it is not known whether more time spent in school increases children's learning. Suggests that instead of running the "assembly line" for more hours, educators might try a summer program based on enrichment and fun-time activities as an alternative way to discover whether more learning time would be a good investment. An important…
The Transfer of Learning from Play Practices to Game Play in Young Adult Soccer Players
ERIC Educational Resources Information Center
Holt, Josh E.; Ward, Phillip; Wallhead, Tristan L.
2006-01-01
Background: Physical educators and coaches face an ongoing problem of presenting fun and enjoyable practices that also provide efficient learning of technical and tactical sports skills. Effective instruction also promotes the transfer of learning from practice tasks to the real game. Play Practice (PP) describes a structure for teaching sports…
Virtual Games for Real Learning: Learning Online with Serious Fun.
ERIC Educational Resources Information Center
Jasinski, Marie; Thiagarajan, Sivasailam
2000-01-01
Focuses on the use of e-mail games for learning. Discusses terminology; reasons for using virtual games; promoting person-to-person interaction online; how to play an e-mail game, including three examples of specific games; player reactions; design components; the functions for facilitating an e-mail game; and the game as an excuse for debriefing.…
ERIC Educational Resources Information Center
Luengvilai, Chainarong; Yodmongkol, Pitipong
2016-01-01
Legal justice in Thailand has been shifted to restorative justice for reasons. But Thai law schools have not been changed to promote lawyering skill learning opportunities due to various obstacles and limitations caused by existing legal educational policies, law curriculum's structure, knowledgeable instructors, and learners' characteristics. As…
NASA Astrophysics Data System (ADS)
Chen, K. H.; Liang, W. T.; Wu, Y. F.; Yen, E.
2014-12-01
To prevent the future threats of natural disaster, it is important to understand how the disaster happened, why lives were lost, and what lessons have been learned. By that, the attitude of society toward natural disaster can be transformed from training to learning. The citizen-seismologists-in-Taiwan project is designed to elevate the quality of earthquake science education by means of incorporating earthquake/tsunami stories and near-real time earthquake games competition into the traditional curricula in schools. Through pilot of courses and professional development workshops, we have worked closely with teachers from elementary, junior high, and senior high schools, to design workable teaching plans through a practical operation of seismic monitoring at home or school. We will introduce how the 9-years-old do P- and S-wave picking and measure seismic intensity through interactive learning platform, how do scientists and school teachers work together, and how do we create an environment to facilitate continuous learning (i.e., near-real time earthquake games competition), to make earthquake science fun.
Baranowski, Tom; Thompson, Debbe
2012-01-01
Abstract Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious videogames can be effective. Support for serious videogames, however, is not universal. An informal Web search reveals numerous skeptics. Critics question serious videogames' entertainment value and, thus, their viability. “How can serious videogames attract and maintain players,” the argument goes, “if they aren't as much fun as commercial titles, or even any fun at all?” This article examines the argument that, to be effective, serious videogames should be overtly fun and comparable to commercial off-the-shelf videogames. It explores differences between game developer- and researcher-led projects and discusses ways serious videogames can avoid boring and alienating players. It concludes that direct comparisons between serious and commercial game entertainment values may be misdirected. PMID:24761316
Math and science illiteracy: Social and economic impacts
DOE Office of Scientific and Technical Information (OSTI.GOV)
Williams, J.L.
1994-05-01
Today`s highly competitive global economy is being driven by increasingly rapid technological development. This paper explores the problems of math and science illiteracy in the United States and the potential impact on our economic survival in this environment during the next century. Established educational methods that reward task performance, emphasize passive lecture, and fail to demonstrate relevance to real life are partly to blame. Social norms, stereotypes, and race and gender bias also have an impact. To address this crisis, we need to question the philosophy of an educational system that values task over concept. Many schools have already initiatedmore » programs at all grade levels to make math and science learning more relevant, stimulating, and fun. Teaching methods that integrate math and science learning with teamwork, social context, and other academic subjects promote the development of higher-order thinking skills and help students see math and science as necessary skills.« less
Intergenerational groups and emerging science: How can museums facilitate learning?
NASA Astrophysics Data System (ADS)
Holm, Jessica
New research in science and technology is emerging today at a faster pace than ever, and staying informed can be challenging for the public, especially families with younger children. Museums are already a resource to promote science literacy, and museum educators are trained to make all kinds of scientific ideas accessible to a variety of audiences. Unfortunately, because emerging science is fast-paced and ever-changing, many museums -- especially smaller institutions -- do not have the staff or budgetary resources to present this research to a wide audience. This study surveyed current literature in museum education and science learning, and current museum professionals from a range of institutions, to create a gallery guide that is flexible and easy to update for a museum, and that provides a fun and educational tool for family visitors. The study also includes a protocol to assist museum educators in collaborating with the researchers providing the science content.
A Fun Alternative: Using Instructional Games to Foster Student Learning.
ERIC Educational Resources Information Center
Blum, H. Timothy; Yocom, Dorothy Jean
1996-01-01
This article provides guidelines for designing effective instructional games for all students, including students with disabilities or other special learning needs. The benefits of instructional games, including student motivation and the ability of games to facilitate individualized instruction, are discussed. Sample instructional games,…
The After-School Alternatives.
ERIC Educational Resources Information Center
Pekow, Charles
1998-01-01
Three companies (Voyager Expanded Learning, Mindsurf, and EXPLORE) have introduced after-school programs that emphasize stress-free academic enrichment activities. The companies differ, but share a fun-learning concept, maintain low staff-child ratios of about 1:8, and serve grades K-8. The operative words are flexibility and affordability. Some…
Proceedings for Lunch and Learn: Making science fun and exciting through social media
DOE Office of Scientific and Technical Information (OSTI.GOV)
Biron, Lauren; Haffner, Julie; Nellist, Clara
Social media channels are vital for outreach and offer huge opportunities for scientists to directly engage with the public using nontraditional methods – including lots of creativity and humor. The physics community’s presence is growing more significant, and this session (designed for early career researchers) provided a lively discussion with experts in the domain. We covered how to best use social media to raise public awareness of science, share excitement and progress, and cultivate support from followers. We also discussed some of the thornier issues in social media, such as capturing the complexity of both the scientific process and themore » science itself.« less
Soil science is way more fun than a proper job (Philippe Duchaufour Medal Lecture)
NASA Astrophysics Data System (ADS)
Smith, Pete
2017-04-01
Having now worked in soil science and climate change for over 20 years, I find myself giving one of the "old man / old woman" lectures at the EGU2017. You probably get picked to do this when your peers think that you are about to die soon, so I had better make the most of my time left! We are very fortunate to have a career in science, and to belong to the soils, and the wider, biogeosciences communities. If ever you get fed up with your teaching load, with your experiment that won't work, your model that you can't get running, or your paper that reviewers do not realise for the gem that you know it is, remember that we could be doing a 9 to 5 job, stuck in an office, with no opportunities to meet, talk and have fun with others from around the world with whom we share the same passion. I hope you enjoy your research careers and the time you spend with your work friends as much as I have. In this presentation I will reflect on how much I have learned about soils, climate, and the politics of how things get done over the past 20 years, and I will pick out some changes in our understanding of soils, and their role in the world as I go. I will draw on examples not only from my own work, but those of others, and will reflect on the some of the fun I have had while doing this "job".
Engaging Focus Group Methodology: The 4-H Middle School-Aged Youth Learning and Leading Study
ERIC Educational Resources Information Center
Scott, Siri; Grant, Samantha; Nippolt, Pamela Larson
2015-01-01
With young people, discussing complex issues such as learning and leading in a focus group can be a challenge. To help prime youth for the discussion, we created a focus group approach that featured a fun, interactive activity. This article includes a description of the focus group activity, lessons learned, and suggestions for additional…
Baby and Toddler Learning Fun: 50 Interactive and Developmental Activities To Enjoy with Your Child.
ERIC Educational Resources Information Center
Goldberg, Sally
Based on the view that almost every interaction a parent has with an infant is an opportunity to help the baby learn more about the world, this book provides parents with simple and effective ways to enrich their infant's environment and to boost their childs language, motor, and social skills. Introductory remarks describe the learning areas…
ERIC Educational Resources Information Center
Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten
2009-01-01
Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…
Metrics for Learning from Simulations (and Perhaps Games)
ERIC Educational Resources Information Center
Rushby, Nick
2016-01-01
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Sleep for Kids: Games and Puzzles
Games and Puzzles These games and puzzles can help you learn more about sleep! Learn about sleep with this fun crossword puzzle! Test your memory ... can't sleep? • dreams • • bring out the stars • games and puzzles • pj bear booklet • • home • about us • ...
Using Elephant's Toothpaste as an Engaging and Flexible Curriculum Alignment Project
ERIC Educational Resources Information Center
Eldridge, Daniel S.
2015-01-01
There is an increasing focus across all educational sectors to ensure that learning objectives are aligned with learning activities and assessments. An attractive approach previously published is that of curriculum alignment projects. This paper discusses the use of the fun and famous "Elephant's Toothpaste" experiment as a customizable…
Immersive Protein Gaming for Bio Edutainment
ERIC Educational Resources Information Center
Cai, Yiyu; Lu, Baifang; Zheng, Jianmin; Li, Lin
2006-01-01
Games have long been used as a tool for teaching important subject matter, from concept building to problem solving. Through fun learning, students may further develop their curiosities and interest in their study. This article addresses the issue of learning biomolecular structures by virtual reality gaming. A bio edutainment solution featuring…
ERIC Educational Resources Information Center
Avila, Cheryl L.; Ortiz, Enrique
2012-01-01
Learning mathematics is challenging. It requires discipline, logic, precision, perseverance, and accuracy. It can also be fun. When mathematics is set in a context that inspires students to want to solve interesting problems, students will have an intrinsic desire to learn the necessary skills to accomplish a specific goal. The game of Crypto! was…
NASA Astrophysics Data System (ADS)
2001-01-01
Physics...fun? 'Physics is Fun' - it's a book, a course, a summer school... Physics, with a reputation for hard maths, nonsensical equations and crazy teachers living with a permanent bad hair day, yes, PHYSICS IS FUN! Maybe if we say it often enough our students will believe us. PHYSICS IS FUN! Keep saying it, and try to believe it. But we are scientists, and we have to look at the evidence and acknowledge the truth: when most people recall the fun times they had at school-how many think about their physics classes? Try asking them. Let's face it - although our students enjoy our exciting demonstrations, the well-structured development of concepts in our classes, and the cooperative and supportive atmosphere of our classrooms and laboratories, even when they find that their physics teachers are the most kind, considerate and approachable of people, even then, when we've done all we can to make physics pleasant, fun and exciting, our students have to fathom out physics... and that can be hard! 'Physics isn't fun in the trivial sense, it's hard work: but you get a fantastic sense of achievement when you make progress.' This is my counsel to most young people who come to discuss whether or not to opt for physics. We try our best to make the material accessible and interesting, but at the end of the day, struggling with something that intially you can't do, but eventually you can do, is part of developing in physics. But what about the teachers? November's meeting of physics teachers from across Europe, Physics on Stage, featured many of the best innovations in physics teaching from the 22 countries which sent delegations (see News). It is probably no surprise, but we need to take note that the most popular stands, talks and lectures were the ones which were most fun. And there is lots of fun to be had doing physics. Whether it is toys, music, poetry, or simply talking about the symmetry in particle physics-the most popular stands, workshops and lectures were those where teachers could enjoy the fun in physics again. Even physics teachers are human! It is so easy to get bogged down in the drudge of everyday teaching and forget the students, let alone ourselves. But if you think back to the good teachers you had at school - weren't they the ones who were enjoying themselves, and maybe not perfectly organized. There has to be a moment at which a good teacher says 'I'm going to do this, because I want to... it's fun physics!' No other justification is needed. Our new look for 2001 So here is the first issue of the new-look Physics Education - and we sincerely hope that you enjoy it. The Editorial Board and the publishing team have been working hard for the past few months to keep the best of the old format, but to make a fresher, more user-friendly publication. As incoming Editor I must acknowledge the excellent work done by Ken Dobson and Jill Membrey, the outgoing team. It is a tough act to follow, but a challenge I am privileged to undertake. As a physics teacher I know how difficult it can be to stay inspired and up-to-date, so as Editor of Physics Education I want to support your professional development as much as possible. Starting with support for student teachers (see Starting Out), through to teachers in charge of equipment and budgets (see Technical Trimmings and Reviews): we want to share good practice. Finally, let's laugh at ourselves-don't miss Signing Off: a humorous look at physics teaching. I've really enjoyed working on this new format, and I hope that you enjoy the read. Please give us lots of feedback and send in your own contributions. I'm very pleased that our first issue has two special features: to me they represent the potential and the purpose of physics education. Sport is an exciting growth area of science in which increasing numbers of students want to understand the basic laws of motion and the application of sophisticated technology; and communicating physics - well that's not just fun, it's fundamental. EditorDr Kerry Parker
NASA Astrophysics Data System (ADS)
2005-05-01
WE RECOMMEND Private Universe and Minds of Our Own This DVD for teachers addresses challenges faced in the classroom. EasySenseLink and EasySense Flash Logger These two dataloggers are fast, versatile and inexpensive. The Butthead Game, Space Rifle and Disc Shooter Together, these toys can be used to explain the photoelectric effect. Resistance and thickness boards These high-quality, value-for-money boards produce excellent results. WORTH A LOOK Einstein A to Z A useful and well researched text about EinsteinÂ's life and work. Einstein Alive Depending on how it is lit, this display can look concave or convex. Phyzzing Through Physics As PowerPoint presentations go, this one is useful and good value. HANDLE WITH CARE Pressure toadstools An overpriced tool that you could make yourself using dowelling. Parallel and series boards Easily damaged, these boards are best used in demonstrations only. WEB WATCH Educational websites that make electricity fun to learn. Applets website: an online gem for teachers.
Using gaming to help nursing students understand ethics.
Metcalf, Barbara L; Yankou, Dawn
2003-05-01
The authors developed an ethics game that uses specially designed ethical situations for students to consider. Two students argue a course of action based on the scenario and defend that action using content discussed in class. Substantive issues include decision-making models, values as they pertain to the situation, professional responsibilities, ethical principles, social expectations, and legal requirements. Points are awarded based on how compelling each argument is. All students have an opportunity to participate. The benefits of using the game are that students gain confidence in their ability to defend an ethical decision, are able to see ethical situations from more than one perspective, and have an opportunity to clarify values. In addition, ethical principles and decision-making models are brought to life in a fun way. Difficulties involved in using the game include class size and limited time between the students learning course content and using it in the game.
Physical Activity | NIH MedlinePlus the Magazine
... pdf Child Nutrition: https://medlineplus.gov/childnutrition.html Secrets to Making School Lunches Kids Won't Want ... gov/health/educational/wecan/news-events/matte14.htm Secrets to Making Healthy and Fun School Lunches: http:// ...
Hahn-Markowitz, Jeri; Berger, Itai; Manor, Iris; Maeir, Adina
2018-03-01
The family context of children with ADHD plays a role in intervention outcomes, especially when parents are involved in treatment. Parental participation in evidence-based treatment for ADHD may play a role in improving their own parenting self-efficacy (PSE) as well as child outcomes. This study examined the impact of Cognitive-Functional (Cog-Fun) intervention in occupational therapy (OT) for school-aged children with ADHD, on PSE. In this randomized controlled trial with crossover design, 107 children were allocated to intervention and waitlist control groups. Intervention participants (n = 50) received Cog-Fun after baseline assessment and waitlist controls (n = 49) received treatment 3 months later. Intervention participants received 3-month follow-up assessment. Treatment included 10 parent-child Cog-Fun weekly sessions. PSE was assessed with the Tool to measure Parenting Self-Efficacy (TOPSE). All children who began treatment completed it. Mixed ANOVA revealed significant Time x Group interaction effects on TOPSE scales of Play and Enjoyment, Control, Self-Acceptance, Knowledge and Learning and Total score, which showed significant improvement with moderate treatment effects for the intervention group. Results were replicated in the control group after crossover. The findings of this study suggest that Cog-Fun OT intervention may be effective for improving aspects of PSE among parents of children with ADHD.
ERIC Educational Resources Information Center
Hua, Congchao; Li, Bin
2015-01-01
Popular culture materials are generally believed to have positive effects on L2 learning. This study examined the effectiveness of popular culture materials in enhancing Hong Kong EFL students' grammar learning. In a quasi-experimental design, 20 secondary school students were taught grammar in two ways: with the use of popular culture materials,…
ERIC Educational Resources Information Center
Tham, Raymond; Tham, Lesley
2014-01-01
The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in…
Robotics Workshop for High School and College Instructors
NASA Astrophysics Data System (ADS)
Holberg, Kathy; Reimers, Peggy
2010-03-01
Twenty-first century learners need critical thinking and effective communications skills. Practicing higher level cognitive skills are fun and engaging for students and teachers using LEGO Robotics. Come delve into the latest robotics technology from LEGO Education. Participants will construct and program robots with the new Technic Building System and NXT-G programming software. Attendees will take back instructional strategies and ideas on how to implement robotics into their classroom, school or district. Come, connect, explore, learn, enhance and have fun. Limited to 18 participants - 3 hours - Cost: 2.00
Appropriate Instructional Practices in Elementary Physical Education
ERIC Educational Resources Information Center
Subramaniam, Prithwi Raj
2011-01-01
Teaching and learning in physical education at the elementary level should be a time filled with excitement and fun for both teachers and students. Children by nature are inquisitive and bring an abundance of energy into the learning environment. Physical educators who are able to harness this student energy in positive ways are able to…
"Disorienting, Fun or Meaningful?": Looking beyond the Boundaries of the Museum
ERIC Educational Resources Information Center
Birmingham, Daniel
2016-01-01
A growing body of research highlights how informal science learning environments (ISLE's) can alter modes of participation in science for youth who are traditionally marginalized in science (Calabrese Barton and Tan in "J Learn Sci" 19(2):187-229, 2010). While these findings reveal successful examples of ISLE's potential to bridge…
Learn and Play in the Garden: Games, Crafts, and Activities for Children.
ERIC Educational Resources Information Center
Herd, Meg
This book features activities, games, and crafts about gardening for children aged 6 to 12. The organization of the book is based on the seasons and the activities emphasize learning through fun. The spring section includes: (1) "Creating Your Own Vegetable Garden"; (2) "Safe Spraying"; (3) "What to Grow"; (4)…
Observation Projects: People-Watching for Fun and Learning.
ERIC Educational Resources Information Center
Litterst, Judith K.
In keeping with the trend toward active, participative learning, observation projects for speech communication students can allow them to experiment with designing and carrying out a study of human communication. Students can be encouraged to look at the dynamics of a church congregation, a courtroom, a pre-game football huddle, or an office, and…
NASA Astrophysics Data System (ADS)
Campos, Helena; Moreira, Rute
2016-04-01
This article is based on an experiment using the game 'Caminhando e Calculando' (Moving and Calculating) in order to analyse the potential of the game as an educational resource for the teaching and learning of mathematics in Portuguese middle schools, where most students are 10 or 11 years old. Students' data obtained during the games will be used to analyse the different options used for solving the game, identifying its potential and its weaknesses. We start with a theoretical analysis of games as an inherent element of human culture. Combining our innate desire for fun with the different types of teaching and learning styles allows for fun and knowledge to be combined into more efficient and meaningful types of knowledge. Playing games are a primordial aspect of what it means to be a child and they develop within a motivating environment; therefore, not to take advantage of games as a learning resource would be to neglect an important asset. With regard to mathematics, emphasis will be given to the advantages that this teaching and learning tool provides for certain mathematical processes, such as problem-solving.
Is It True That "Blonds Have More Fun"?
ERIC Educational Resources Information Center
Bonsangue, Martin V.
1992-01-01
Describes the model for decision making used in inferential statistics and real-world applications that parallel the statistical model. Discusses two activities that ask students to write about a personal decision-making experience and create a mock trial in which the class makes the decision of guilt or innocence. (MDH)
ERIC Educational Resources Information Center
Dana, Thomas M.; And Others
1993-01-01
Presents a unit of three lessons to teach Newton's Laws of Motion. After rotating through learning centers, answering questions, and recording observations, students are asked to generate a "class law" that explains the scientific phenomenon they observed. (MDH)
Using a Mobile Gaming App to Enhance Accounting Education
ERIC Educational Resources Information Center
Seow, Poh-Sun; Wong, Suay-Peng
2016-01-01
The authors describe the first mobile gaming app for learning accounting, Accounting Challenge (ACE). On September 30, 2016, ACE had been downloaded 23,230 times, spanning 90 countries, and had won three international teaching awards. The app was motivated by the aim to empower students to learn accounting in a fun way, outside of the classroom.…
The Octet Rules: A Dating Game for Atoms
ERIC Educational Resources Information Center
Welborn, Jennifer
2004-01-01
To develop student interest in the periodic table, the author developed a simple, but fun, role-playing activity. This play is used after students have learned the basic structure of atoms and the general layout of the periodic table. It also comes after students have learned the basics of ionic and covalent bonding. The basic idea of bonding is…
Methane Bubble Flame Tower--A Spectacularly Engaging Way to Teach Density
ERIC Educational Resources Information Center
Sandoval, Christopher
2012-01-01
This article presents a demonstration using methane bubble flame tower that offers a fun and relatively cheap way of demonstrating what happens when there is a density difference. Teachers can do this as a predict-observe-explain demonstration after the students have learned about density to extend their learning and get into some higher order…
ERIC Educational Resources Information Center
Jason, Hilliard
2007-01-01
Few medical faculty members are adequately prepared for their instructional responsibilities. Our educational traditions were established before we had research-based understandings of the teaching-learning process and before brain research began informing our understandings of how humans achieve lasting learning. Yet, there are several advantages…
Learning Medical Microbiology and Infectious Diseases by Means of a Board Game: Can It Work?
ERIC Educational Resources Information Center
Struwig, Magdalena C.; Beylefeld, Adriana A.; Joubert, Georgina
2014-01-01
Innovative teaching and learning is increasingly becoming part of medical education. We report the evaluation of a medical microbiology board game, Med Micro Fun With Facts (MMFWF), based on Trivial Pursuit™ principles. The game was developed to stimulate medical students' interest in microbiology and expose students to the subject content of an…
Outdoor Class Project: The Potential Benefits to Foster EFL Students' Language Proficiency
ERIC Educational Resources Information Center
Fajaria, Indah
2013-01-01
There are such myriad ideas upon English teaching-learning process. Everybody can share each fabulous idea through various media. One of fun English learnings that can motivate EFL students' eagerness to practice English easily is an outdoor class activity. This project could sometimes deals with an outbound activities which provide the numerous…
Our Compulsory Goals: Effective Teaching and Meaningful Learning through Powerful Cultural Tools
ERIC Educational Resources Information Center
Wilhelm, Jeffrey D., Ed.
2012-01-01
Wilhelm asks, "But are new literacies just fun?" Then he immediately answers, "Absolutely not--if we as teachers provide the right context and conditions of their use." Offering research-based advice on incorporating technology to increase motivation and deepen learning, Wilhelm boils it down to this bottom line: it's engaged, substantive,…
Search Family Open House Join us for an afternoon of science fun. The Fermilab Family Open House is a party for children of all ages to learn about the world of physics. The Open House is supported by Open House? Check out our YouTube video to learn more! Explore physics concepts with hands-on
Fun cube based brain gym cognitive function assessment system.
Zhang, Tao; Lin, Chung-Chih; Yu, Tsang-Chu; Sun, Jing; Hsu, Wen-Chuin; Wong, Alice May-Kuen
2017-05-01
The aim of this study is to design and develop a fun cube (FC) based brain gym (BG) cognitive function assessment system using the wireless sensor network and multimedia technologies. The system comprised (1) interaction devices, FCs and a workstation used as interactive tools for collecting and transferring data to the server, (2) a BG information management system responsible for managing the cognitive games and storing test results, and (3) a feedback system used for conducting the analysis of cognitive functions to assist caregivers in screening high risk groups with mild cognitive impairment. Three kinds of experiments were performed to evaluate the developed FC-based BG cognitive function assessment system. The experimental results showed that the Pearson correlation coefficient between the system's evaluation outcomes and the traditional Montreal Cognitive Assessment scores was 0.83. The average Technology Acceptance Model 2 score was close to six for 31 elderly subjects. Most subjects considered that the brain games are interesting and the FC human-machine interface is easy to learn and operate. The control group and the cognitive impairment group had statistically significant difference with respect to the accuracy of and the time taken for the brain cognitive function assessment games, including Animal Naming, Color Search, Trail Making Test, Change Blindness, and Forward / Backward Digit Span. Copyright © 2017 Elsevier Ltd. All rights reserved.
Putting program evaluation into practice: enhancing the Girls Just Wanna Have Fun program.
Bean, Corliss N; Kendellen, Kelsey; Halsall, Tanya; Forneris, Tanya
2015-04-01
In recent years there has been a call for increased community physical activity and sport programs for female youth that are deliberately structured to foster positive developmental outcomes. In addition, researchers have recognized the need to empirically evaluate such programs to ensure that youth are provided with optimal opportunities to thrive. This study represents a utilization-focused evaluation of Girls Just Wanna Have Fun, a female-only physical activity-based life skills community program. A utilization-focused evaluation is particularly important when the evaluation is to help stakeholders utilize the findings in practice. The purpose of this study was twofold: (a) to gain an understanding of the ongoing successes and challenges after year two of program implementation and (b) to examine how the adaptations made based on feedback from the first year evaluation were perceived as impacting the program. From interviews with youth participants and program leaders, three main themes with eight sub-themes emerged. The main themes were: (a) applying lessons learned can make a significant difference, (b) continually implementing successful strategies, and (c) ongoing challenges. Overall, this evaluation represents an important step in understanding how to improve program delivery to better meet the needs of the participants in community-based programming. Copyright © 2014 Elsevier Ltd. All rights reserved.
Simultaneous anatomical sketching as learning by doing method of teaching human anatomy.
Noorafshan, Ali; Hoseini, Leila; Amini, Mitra; Dehghani, Mohammad-Reza; Kojuri, Javad; Bazrafkan, Leila
2014-01-01
Learning by lecture is a passive experience. Many innovative techniques have been presented to stimulate students to assume a more active attitude toward learning. In this study, simultaneous sketch drawing, as an interactive learning technique was applied to teach anatomy to the medical students. We reconstructed a fun interactive model of teaching anatomy as simultaneous anatomic sketching. To test the model's instruction effectiveness, we conducted a quasi- experimental study and then the students were asked to write their learning experiences in their portfolio, also their view was evaluated by a questionnaire. The results of portfolio evaluation revealed that students believed that this method leads to deep learning and understanding anatomical subjects better. Evaluation of the students' views on this teaching approach was showed that, more than 80% of the students were agreed or completely agreed with this statement that leaning anatomy concepts are easier and the class is less boring with this method. More than 60% of the students were agreed or completely agreed to sketch anatomical figures with professor simultaneously. They also found the sketching make anatomy more attractive and it reduced the time for learning anatomy. These number of students were agree or completely agree that the method help them learning anatomical concept in anatomy laboratory. More than 80% of the students found the simultaneous sketching is a good method for learning anatomy overall. Sketch drawing, as an interactive learning technique, is an attractive for students to learn anatomy.
Simultaneous anatomical sketching as learning by doing method of teaching human anatomy
Noorafshan, Ali; Hoseini, Leila; Amini, Mitra; Dehghani, Mohammad-Reza; Kojuri, Javad; Bazrafkan, Leila
2014-01-01
Objective: Learning by lecture is a passive experience. Many innovative techniques have been presented to stimulate students to assume a more active attitude toward learning. In this study, simultaneous sketch drawing, as an interactive learning technique was applied to teach anatomy to the medical students. Materials and Methods: We reconstructed a fun interactive model of teaching anatomy as simultaneous anatomic sketching. To test the model's instruction effectiveness, we conducted a quasi- experimental study and then the students were asked to write their learning experiences in their portfolio, also their view was evaluated by a questionnaire. Results: The results of portfolio evaluation revealed that students believed that this method leads to deep learning and understanding anatomical subjects better. Evaluation of the students’ views on this teaching approach was showed that, more than 80% of the students were agreed or completely agreed with this statement that leaning anatomy concepts are easier and the class is less boring with this method. More than 60% of the students were agreed or completely agreed to sketch anatomical figures with professor simultaneously. They also found the sketching make anatomy more attractive and it reduced the time for learning anatomy. These number of students were agree or completely agree that the method help them learning anatomical concept in anatomy laboratory. More than 80% of the students found the simultaneous sketching is a good method for learning anatomy overall. Conclusion: Sketch drawing, as an interactive learning technique, is an attractive for students to learn anatomy. PMID:25013843
NASA Astrophysics Data System (ADS)
Speyerer, E. J.; Ferrari, K. A.; Lowes, L. L.; Raad, P. E.; Cuevas, T.; Purdy, J. A.
2006-03-01
With advances in computers, graphics, and especially video games, manned space exploration can become real, by creating a safe, fun learning environment that allows players to explore the solar system from the comfort of their personal computers.
... Sign up for a charity event. Charity events offer you the chance to walk, ski, run, or bike for a good cause. Not only are these events fun, but training for them can help keep your motivation up. ...
Gross Motor Activities: Movement for Fun and Learning.
ERIC Educational Resources Information Center
Lowenthal, Barbara
1983-01-01
Examples are provided of ways in which gross motor activities are integrated into mathematics, language arts, social studies, art, and music and creative movement concepts for preschool- and primary-age children with special needs. (CL)
Chan, Cecilia; Ha, Amy; Ng, Johan Y Y
2016-01-01
Assessment for learning has been identified as an effective strategy to help children learn more effectively. Developing children to master basic movement skills in primary school requires formative assessments to inform instruction and learning. This study reports the rationale and methods for an assessment-based intervention that emphasizes fun, mastery and support (A + FMS) designed to improve fundamental movement skill (FMS) proficiency of primary schoolchildren. Utilizing a cluster randomized controlled trial, the A + FMS intervention was designed to improve FMS proficiency of Hong Kong Chinese schoolchildren. A target sample of 282 students or more from 10 Grade 3 classes (from five schools) will be recruited and randomly assigned into an experimental group or a wait-list control group. Competence motivation theory provided a framework for the intervention that emphasizes fun activities to develop basic fundamentals, improving mastery of movement, and providing support for teaching and learning skills. Primary outcome measures are the raw scores of six objectively measured FMS (i.e., jump, hop, skip, dribble, catch, and overhand throw). Secondary outcomes include self-reported measures: enjoyment in physical education, perceived physical competence, perceived skill competence, and perceived social support. Teachers in the experimental group are required to attend a six-h training workshop and integrate 550 min of assessment for learning strategies into their physical education lessons. Resources such as videos, skills checklists, and equipment will also be provided to support children to accumulate extra learning and practice time after school. The rate of changes in primary and secondary outcomes across the experimental and control groups will be compared to determine the effectiveness of the program. The A + FMS is an innovative school-based intervention targeting improvements in movement mastery by supporting physical education teachers in FMS instruction and assessment practices. The findings from the study may be used to guide pre-service teacher education and continuous professional development in FMS teaching and assessment. Trial registration CUHK_CCRB00479.
An iPhone Game with GOES-R Insight
NASA Astrophysics Data System (ADS)
Fitzpatrick, A. J.; Fisher, D. K.; Leon, N.; Space Place Team
2011-12-01
Our team developed a game, "Satellite Insight," for iPhone, iPod, or iPad. The game highlights the environmental and weather data-gathering potential of the next generation GOES-R satellite. We aimed to create a game that would have educational value, feature a real NOAA mission, and increase awareness of the GOES satellites and especially of the societal benefits deriving from this next generation of technology. We also wanted to reach a different, broader audience of a wider age range than we normally target with our NASA (spaceplace.nasa.gov) and NOAA (scijinks.gov) websites for kids. Oh . . . and we wanted the game to be fun. Although we had developed many fun and educational Flash games hosted on our Space Place and SciJinks Weather Laboratory websites for kids, developing an iOS game presented some different challenges: (1) players are usually interested in playing only very short games, under two minutes; (2) we wanted the game to appeal to a range of ages; and (3) the small touch screen requires a totally different type of interface design. The game is about gathering and storing different types of data collected by GOES-R, with the data rate increasing rapidly while you try to keep up. Six different types (colors, with different symbols) of tiles drop down from the top of a grid and collect in the columns. Touch any block that is in a group of three or more like blocks, then touch the GOES-R satellite icon below the grid to "save" the data and clear the selected blocks off the grid. If more than two columns completely fill up, the game is over. The "data rate" speeds up quickly, making it more challenging to keep the grid from overflowing. "Power-up" symbols appear periodically, which, when touched, do helpful things, such as clear out your tallest column. Players try to beat their own best "survival" time. The first lesson we learned in developing this game was to make sure the game play concept was simple and feasible to implement. Our first idea, in which the player combined raw data types to create processed GOES-R data products, turned out to require human invention of each and every game scenario. It would have been way too labor intensive to create enough of them to keep the game interesting. The second lesson we learned was the need to simplify the science. We had to come up with a much simplified set of data to represent the numerous and sophisticated data types collected by GOES-R's six major instruments. The third lesson was that the interface must take into account that the user's two thumbs cover about 25% of the screen, thus elements must placed and spaced accordingly. And the fourth lesson was that game behavior may need to be modified or enhanced (with "power-ups" and rate adjustments, for example) to make the game fun.
ERIC Educational Resources Information Center
Arns, Jennifer
2008-01-01
In most cases, memorable learning opportunities are fun, collaborative, and influential. Jennifer Arns, instructional programs director for the Organization for Education Technology and Curriculum, outlines the EdTech Professional Development Cadre, a refreshing and engaging PD approach. (Contains 3 resources.)
New Year's Reading Resolutions.
ERIC Educational Resources Information Center
Bates, Nancy; And Others
1988-01-01
Activities to enhance reading with listening, thinking, writing, and fun are suggested. Topics include celebrate Reading Week, superbowl reading, book buddies, biography binge, laughing and learning, oral reading, reading sweepstakes, idea lists, fairy tale showdown, and parent reading tips. (MT)
ERIC Educational Resources Information Center
Bryant, Peter; Coombs, Antony; Pazio, Monika
2014-01-01
Recognising and responding to behaviours and patterns of resistance is critical to the successful implementation of technology-enhanced learning strategies at higher education institutions. At institutional, academic and student levels, resistance manifests itself in a variety of forms, at best supporting a critical culture and at worst creating…
Do-It-Yourself Early Learning: Easy and Fun Activities from Everyday Home Center Materials
ERIC Educational Resources Information Center
Johnson, Jeff A.; Johnson, Tasha A.
2006-01-01
Learning through play is as natural and important for young children as breathing. With this book, parents and teachers can create toys that help children become more confident, develop their intellect, and encourage play and exploration--all with materials easily found at the local hardware store or home center. Written by two experienced family…
ERIC Educational Resources Information Center
Charsky, Dennis; Ressler, William
2011-01-01
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Partnering with Parents: Using Cap Kits to Support Learning Activities at Home
ERIC Educational Resources Information Center
Sanderson, Donna
2017-01-01
The idea of using plastic bottle caps to enhance children's literacy and math skills was introduced in a pre-kindergarten methods and field class at West Chester University. We wanted an essentially cost-free way to create fun, hands-on, educational games for young students to learn basic skills supporting the Common Core State Standards (adopted…
ChemOkey: A Game to Reinforce Nomenclature
ERIC Educational Resources Information Center
Kavak, Nusret
2012-01-01
Learning the symbolic language of chemistry is a difficult task that can be frustrating for students. This article introduces a game, ChemOkey, that can help students learn the names and symbols of common ions and their compounds in a fun environment. ChemOkey, a game similar to Rummikub, is played with a set of 106 plastic or wooden tiles. The…
ERIC Educational Resources Information Center
Leavy, Aisling M.; Hannigan, Ailish; Fitzmaurice, Olivia
2013-01-01
Most research into prospective secondary mathematics teachers' attitudes towards statistics indicates generally positive attitudes but a perception that statistics is difficult to learn. These perceptions of statistics as a difficult subject to learn may impact the approaches of prospective teachers to teaching statistics and in turn their…
Disorientating, fun or meaningful? Disadvantaged families' experiences of a science museum visit
NASA Astrophysics Data System (ADS)
Archer, Louise; Dawson, Emily; Seakins, Amy; Wong, Billy
2016-12-01
It is widely agreed that there is a need to increase and widen science participation. Informal science learning environments (ISLEs), such as science museums, may provide valuable spaces within which to engage visitors—yet the visitor profile of science museums remains narrow. This paper seeks to understand the experiences of socially disadvantaged families within such spaces. Using a Bourdieusian analytic lens, we analyse qualitative data from a small study conducted with ten parents and ten children from an urban school who visited a large science museum. Data includes pre- and post-interviews, audio recordings and visit fieldnotes. We characterised families' experiences as falling into three discourses, as `disorientating', `fun' or `meaningful' visits. Analysis identifies how the families' experiences, and the likelihood of deriving science learning from the visit, were shaped through interactions of habitus and capital. Implications for improving equity and inclusion within ISLEs are discussed.
FunShift: a database of function shift analysis on protein subfamilies
Abhiman, Saraswathi; Sonnhammer, Erik L. L.
2005-01-01
Members of a protein family normally have a general biochemical function in common, but frequently one or more subgroups have evolved a slightly different function, such as different substrate specificity. It is important to detect such function shifts for a more accurate functional annotation. The FunShift database described here is a compilation of function shift analysis performed between subfamilies in protein families. It consists of two main components: (i) subfamilies derived from protein domain families and (ii) pairwise subfamily comparisons analyzed for function shift. The present release, FunShift 12, was derived from Pfam 12 and consists of 151 934 subfamilies derived from 7300 families. We carried out function shift analysis by two complementary methods on families with up to 500 members. From a total of 179 210 subfamily pairs, 62 384 were predicted to be functionally shifted in 2881 families. Each subfamily pair is provided with a markup of probable functional specificity-determining sites. Tools for searching and exploring the data are provided to make this database a valuable resource for protein function annotation. Knowledge of these functionally important sites will be useful for experimental biologists performing functional mutation studies. FunShift is available at http://FunShift.cgb.ki.se. PMID:15608176
ERIC Educational Resources Information Center
Broderick, Kathy
1998-01-01
These new paperbacks and recent paperback reprints present simple and complex math concepts as engaging, challenging puzzles and can make math fun for children from preschool through primary grades. (Author/AEF)
Six to Ten Digits Multiplication Fun Learning Using Puppet Prototype
NASA Astrophysics Data System (ADS)
Islamiah Rosli, D.'oria; Ali, Azita; Peng, Lim Soo; Sujardi, Imam; Usodo, Budi; Adie Perdana, Fengky
2017-01-01
Logic and technical subjects require students to understand basic knowledge in mathematic. For instance, addition, minus, division and multiplication operations need to be mastered by students due to mathematic complexity as the learning mathematic grows higher. Weak foundation in mathematic also contribute to high failure rate in mathematic subjects in schools. In fact, students in primary schools are struggling to learn mathematic because they need to memorize formulas, multiplication or division operations. To date, this study will develop a puppet prototyping for learning mathematic for six to ten digits multiplication. Ten participants involved in the process of developing the prototype in this study. Students involved in the study were those from the intermediate class students whilst teachers were selected based on their vast knowledge and experiences and have more than five years of experience in teaching mathematic. Close participatory analysis will be used in the prototyping process as to fulfil the requirements of the students and teachers whom will use the puppet in learning six to ten digit multiplication in mathematic. Findings showed that, the students had a great time and fun learning experience in learning multiplication and they able to understand the concept of multiplication using puppet. Colour and materials of the puppet also help to attract student attention during learning. Additionally, students able to visualized and able to calculate accurate multiplication value and the puppet help them to recall in multiplying and adding the digits accordingly.
NASA Astrophysics Data System (ADS)
Courville, Z.; Haynes, R.; DeFrancis, G.; Koh, S.; Ringelberg, D.
2012-12-01
Outreach informed by scientific research plays an important role in fostering interest in science by making science and scientists accessible, fun, and interesting. Developing an interest in science in young, elementary-aged students through outreach is a rewarding endeavor for researchers, in that audiences are usually receptive, requirements for broader impacts are met, and bonds are formed between researchers and members of their local and surrounding communities. Promoting such interest among young students is imperative not only for an individual researcher's own self interest, but also for the strength of American science and innovation moving forward, and is the responsibility of the current generation of scientists. Developing genuine and successful inquiry-based, hands-on activities for elementary-aged students is outside the expertise of many researchers. Partnering with an informal education learning center (i.e. science museum or after-school program) provides researchers with the expertise they might be lacking in such endeavors. Here, we present a series of polar-, engineering- and microbiology-themed hands-on activities that have been developed by researchers at a government lab in partnership with a local science museum. Through a series of workshops, the science education staff at the museum provided researchers with background and instruction on inquiry and hands-on activities, and then collaborated with the researchers to develop activities which were later demonstrated at the museum to museum-goers. Education staff provided feedback about the presentation of the activities for further refinement. The program provided an opportunity for researchers to develop fun, on-target and age-appropriate science activities for elementary-aged students, an audience for outreach, and enabled general public audiences the chance to interact with researchers and scientists in an informal setting.
Creating a Healthier Life: A Step-By-Step Guide to Wellness
... activities—from learning about current events to organizing game nights in your home or community center—you ... you keeping your mind sharp by playing brain games, mind teasers, or fun memory-enhancing games? • Have ...
Space Flight. Teacher Resources.
ERIC Educational Resources Information Center
2001
This teacher's guide contains information, lesson plans, and diverse student learning activities focusing on space flight. The guide is divided into seven sections: (1) "Drawing Activities" (Future Flight; Space Fun; Mission: Draw); (2) "Geography" (Space Places); (3) "History" (Space and Time); (4)…
ERIC Educational Resources Information Center
Markle, Sandra
1988-01-01
Kite flying as a fun class project is proposed as a way of letting students apply what they've learned about air. A design for a kite made from a trash bag is provided, as are kite flying tips and resources. (MT)
Make Celebrations Fun, Healthy, and Active: 10 Tips to Creating Healthy, Active Events
United States Department of Agriculture 10 tips Nutrition Education Series MyPlate MyWins Based on the Dietary Guidelines for Americans Make celebrations ... out some of the recipes on WhatsCooking.fns.usda.gov. 8 Keep it simple Have others participate ...
Helping Your Child Get Ready for School, with Activities for Children from Birth through Age 5.
ERIC Educational Resources Information Center
Paulu, Nancy; Greene, Wilma P., Ed.
This booklet suggests ways for parents to help their preschool children grow, develop, and have fun learning. A brief opening section called "Learning Begins Early" provides a general context for the book. The second section, on what it means to be ready for school, describes the qualities and skills that youngsters need to get a good start in…
ERIC Educational Resources Information Center
Long, Ju
2007-01-01
Improving learning effectiveness has always been a constant challenge in software education and training. One of the primary tasks educators face is to motivate learners to perform to their best abilities. Using computer games is one means to encourage learners to learn (Klawe, 1994). When games are used in general education, they could enhance…
ERIC Educational Resources Information Center
Bennedsen, Jens; Caspersen, Michael E.
2008-01-01
In order to better understand predictors of success and, when possible, improve the design of the first year computer science courses at university to increase the likelihood of success, we study a number of factors that may potentially indicate students' computer science aptitude. Based on findings in general education, we have studied the…
Learning from Fables: Moral Values in Three Selected English Stories
ERIC Educational Resources Information Center
Abrar, Mukhlash
2016-01-01
Fable is not just a fun story, but it certainly has the moral lesson(s) inside of the storyline. This research tries to portray ethical value(s) in three selected English fable stories as well as to let the readers know that they can learn something from the fables. With this study, the researcher also correlated the value(s) to real life and…
"Who's There?": Shakespeare and the Dragon of Autism
ERIC Educational Resources Information Center
Renino, Christopher
2009-01-01
Dan recently turned 13; Nick will soon be 12. Both boys are smart and fun; both are loving, write like angels, like to learn, and want friends; both are autistic and hope to learn to speak. They find it challenging to relate to and function in this world, and they work hard to improve their abilities to do so. Last fall, Nick and Dan became…
ERIC Educational Resources Information Center
Savin-Baden, Maggi
2010-01-01
This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or…
ERIC Educational Resources Information Center
Crook, Shirley, Ed.
As part of an effort to encourage Hispanic parents to help their children in school, this home learning guide, which can also be obtained in taped versions, provides parents with learning activities with which to engage their children. Based on research findings, the activities are divided into the following categories: curriculum of the home,…
McAllister, Margaret; Levett-Jones, Tracy; Downer, Teresa; Harrison, Penelope; Harvey, Theresa; Reid-Searl, Kerry; Lynch, Kathy; Arthur, Carol; Layh, Janice; Calleja, Pauline
2013-11-01
Simulation in nursing is a flourishing area for nurse educators' practice. Defined as learning that amplifies, mimics or replaces real-life clinical situations, simulation aims to give students opportunity to reason through a clinical problem and make decisions, without the potential for harming actual patients. Educators in nursing are contributing to simulation learning in diverse and creative ways. Yet much of their craft is not being widely disseminated because educators are not always confident in publishing their work. This paper aims to stimulate creative development in simulation by providing short summaries, or snapshots, of diverse approaches that nurse educators are using. The objective is to inspire others to share other ideas in development or in practice that are improving learning for nursing students and practitioners, so that simulation scholarship is advanced. The snapshots presented range from approaches that: better support educators to attend to the whole process of simulation education, give students quick access to short skill-based videos, orientate students to the laboratory environment, harness the power of the group to develop documentation skills, use simulation to enrich lectures, develop multidisciplinary knowledge, and finally, which teach therapeutic communication with children in a fun and imaginative way. Copyright © 2013 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Ernawati, D.; Ikhsan, J.
2017-02-01
The development of 3D technology provides more advantages in education sectors. In chemistry, the 3D technology makes chemistry objects look more tangible. This research developed a monograph titled “Augmented Chemistry: Hydrocarbon” as learning enrichment materials. The development model consisted of 5 steps, which were the adaptation of the ADDIE model. The 3D objects of chemistry were built using the computer applications of Chem Sketch, and Google Sketch Up with AR Plugin. The 3D objects were displayed by relevant markers on the texts of the monograph from which the visualizations of the 3D objects appeared when they were captured by digital camera of laptop or smartphone, and were possibly viewed with free-rotation. Not only were 3D chemistry objects included in the monograph, but also graphics, videos, audios, and animations, which facilitated more fun learning for readers of the monograph. After the reviews by the experts of subject matter, of media, of instruction, and by peers, the monograph was revised, and then rated by chemistry teachers. The analysis of the data showed that the monograph titled “Augmented Chemistry: Hydrocarbon” was in the criteria of very good for the enrichment materials of Chemistry learning.
New strategies to strengthen the soil science knowledge of student during field activities
NASA Astrophysics Data System (ADS)
Benito, Marta; Hontoria, Chiquinquirá; Masaguer, Alberto; Diéguez, Carmen; Almorox, Javier; Pérez, Juana; Santano, Jesús; Mariscal, Ignacio; Gutiérrez, Jesús; Moliner, Ana
2013-04-01
Soil Science can be considered a discipline that serves as a fundamental base for other disciplines such as ecology, agronomy, plant production, etc. In order to demonstrate the relevance and connection to real world it is important to develop field and practical activities. Field activities help student to comprehend soil as part of the landscape and the natural ecosystems. These activities also help them to realize the importance of historical soil use on the quality of todaýs soil and landscapes. It is well known that fieldwork practices are essential to strengthen the soil science knowledge of students and their learning process. These fieldwork practices involve doing a physical activity rather than passively attending lectures or watching demonstrations. The simple visual and tactile observations in the field could be used to predict soil behavior and these direct observations are best made in the field. Students who learned in the field using an active work are more motivated, have more positive attitudes, and place more value in their work than those that learn passively. Therefore, when scheduling the coursework an important time is assigned to field work, which sometimes is not sufficiently profited from the standpoint of student learning taking into consideration the economic effort involved. We are aware that part of the students are simple spectators in the field so we encourage their participation by making them responsible for obtaining part of the information about the place and the types of soils that will be visited. On the other hand, we will invite the students to do some game based exercises, which are fun and force them to work in groups and to pay attention to explanations. Our objective is to present the information in a more attractive way, making the learning of soil profile description and easier task. The exercises that we propose are both field and problem-based learning to make sure that the knowledge is more memorable (non-stop learning). Fieldwork is amenable to different strategies for enhancing feedback and for providing assessments and this work presents several of them.
Geometric House: A Beginning Lesson for First-Graders
ERIC Educational Resources Information Center
Joyce, Teri Dexheimer
2009-01-01
This article describes a lesson for first-grade art students. The lesson introduces geometric shapes in a fun and unique way. Students will learn the art elements of shape, texture, pattern, and space. They will also develop their skills in cutting and gluing.
ERIC Educational Resources Information Center
Nolan, William T.; Gish, Thaddeus J.
1996-01-01
Presents 6 short experiments with liquid nitrogen that 12- and 13-year-old students can safely perform under close supervision. Helps the students in learning a number of basic chemical principles while spurring their curiosity and showing them how much fun chemistry can be. (JRH)
ERIC Educational Resources Information Center
Elton-Chalcraft, Sally; Mills, Kären
2015-01-01
"It was the funnest week in the whole history of funnest weeks": our case study, the second phase in a three-phase research project, evaluates the successes and limitations of creative teaching and learning during the "The Creative and Effective Curriculum" module for PGCE primary student teachers which includes a one-week…
The Periodic Table. Physical Science in Action[TM]. Schlessinger Science Library. [Videotape].
ERIC Educational Resources Information Center
2000
Kids know that when they are lost, they look at a map to find their way. It's no different in the world of science, as they'll learn in The Periodic Table--a fun and engaging look at the road map of the elements. Young students will learn about key information included on the table, including atomic number, atomic mass and chemical symbol. They'll…
The Power of Positive Emotions
... in your day for joy, fun, friendship, relaxation, gratitude, and kindness. Make these things a habit and ... Teens Dealing With Difficult Emotions Choosing Your Mood Gratitude 3 Ways to Increase Positive Emotions Positive Emotions: ...
Making Psychology in the Schools Indispensable: Crisis Intervention for Fun and Profit.
ERIC Educational Resources Information Center
Aronin, Loeb
One of the first steps psychologists can take toward making themselves indispensable in the schools is to actively participate in the planning, implementation, and evaluation of crisis intervention teams. Unless effective crisis intervention strategies are instituted, the educational process comes to a standstill. School psychologists need to play…
ERIC Educational Resources Information Center
Keeler, Rusty
2007-01-01
Living Willow Huts are inexpensive to make, fun to plant, easy to grow, and make beautiful spaces for children. They involve planting dormant willow shoots in the ground and weaving them into shapes that will sprout and grow over time. People have been creating similar living architecture throughout the world for centuries in the forms of living…
Petersen, Margit Anne; Nørgaard, Lotte Stig; Traulsen, Janine M
2015-12-01
This article presents ethnographic data on the use of prescription stimulants for enhancement purposes by university students in New York City. The study shows that students find stimulants a helpful tool in preventing procrastination, particularly in relation to feeling disinterested, overloaded, or insecure. Using stimulants, students seek pleasure in the study situation, for example, to get rid of unpleasant states of mind or intensify an already existing excitement. The article illustrates the notion that enhancement strategies do not only concern productivity in the quantitative sense of bettering results, performances, and opportunities. Students also measure their own success in terms of the qualitative experience of working hard. The article further argues that taking an ethnographic approach facilitates the study of norms in the making, as students experience moral uncertainty-not because they improve study skills and results-but because they enhance the study experience, making work fun. The article thereby seeks to nuance simplistic neoliberal ideas of personhood.
Kids just wanna have fun: Children's experiences of a weight management programme.
Watson, Libby A; Baker, Martyn C; Chadwick, Paul M
2016-05-01
To explore children's accounts of their experiences of the UK's largest childhood obesity programme, MEND (Mind, Exercise, Nutrition...Do it!) (See www.mendprogramme.org). Semi-structured interviews were conducted with children who had completed the MEND obesity programme. Interviews were transcribed verbatim and analysed using Interpretative Phenomenological Analysis (IPA). Fourteen children spanning diverse areas of London comprised this study (eight male, six female), aged between 11 and 14 years and in secondary school. Participants were interviewed a year after completing one of the London-based MEND obesity programmes. This article focuses on the most common and striking theme to emerge from the original dataset (The complete analysis may be found in L. Watson, Unpublished doctoral thesis): Fun. Subthemes were: 'going with the flow'; active participation in activities that led to new experiences ('actually doing it' - seeing the fun side); the importance of others in the experience of fun ('you do games in unity' - 'it's not as fun on your own'). Children have fun when engaged in interactive and varied activities with opportunity for individual feedback and improvement. When designing childhood obesity programmes, conditions that optimise children's experience of fun should be emphasised over didactic and risk-heavy information pertaining to childhood obesity. What is already known on this subject? Continued growth in childhood obesity and its associated health problems, psychological effects, and economic burden make tackling childhood obesity a public health priority. Multicomponent lifestyle interventions to treat childhood obesity within the community have been shown to reduce overweight and obesity from pre- to post-treatment, increase self-esteem, and are found to be acceptable by parents. MEND is the most widely disseminated evidence-based programme of this kind in the United Kingdom. What does this study add? This study is the first qualitative study to explore the child's experience of attending MEND. The post-treatment maintenance period, where most behaviour change is consolidated (or not), is also captured in this study, with children interviewed at least 1 year post-treatment. Findings unearthed an unexpected and strong theme - that of 'fun' - integral to their experience during their time at MEND. Optimizing conditions for fun is imperative to children's (and adults'?) engagement with, and maintenance of, healthy lifestyle activities. © 2015 The British Psychological Society.
Competitive Sports: Helping Kids Play it Cool
... make friends. But it's not always fun and games out on the field or court. The pressure ... good and bad stress simply by noticing kids' game-time interactions. For example, is your child focused ...
More Fun with Singing Wineglasses.
ERIC Educational Resources Information Center
Planinsic, Gorazd
2000-01-01
Describes a method for visually demonstrating resonance in a wine glass on an overhead projector. Provides instructions for making a "howling" wine glass where two slightly different tones separated by an irritating interval sound alternately. (WRM)
USDA-ARS?s Scientific Manuscript database
Serious videogames use entertainment to teach, train, or change behavior. What began in the 1970s as tentative attempts to create learning software is now a recognized videogame genre and an emerging health science. Although more research is needed, a growing body of literature suggests serious vide...
ERIC Educational Resources Information Center
Pike, Lisa
2017-01-01
In this article, the author describes how a partnership was established to bring science and education majors together with elementary school children in an after-school STEM program. This partnership allowed preservice teachers and science majors to have fun with science and to learn science informally, in a nonclassroom, low-stress…
ERIC Educational Resources Information Center
Wrege, Rachael; And Others
1982-01-01
Describes the software modules produced by Texas Instruments for use with the TI-99/4A home computer. Among the modules described are: Personal Real Estate, Programing Aids, Home Financial Decisions, Music Maker, Weight Control and Nutrition, Early Learning Fun, and Tax/Investment Record Keeping. (JL)
ERIC Educational Resources Information Center
Asmus, Elaine Garbarino
2007-01-01
Individual students model specific amino acids and then, through dehydration synthesis, a class of students models a protein. The students clearly learn amino acid structure, primary, secondary, tertiary, and quaternary structure in proteins and the nature of the bonds maintaining a protein's shape. This activity is fun, concrete, inexpensive and…
Program helps pick site for renewable energy generation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Madison, Alison L.
Monthly economic diversity column for Tri-City Herald - excerpt pasted below: Sunshine and wind are two things we know well in the Tri-Cities area and beyond. My own backyard is a perpetual vortex of breezy fun, for example, to the point that it almost seems silly not to harness it for something useful. But I recently learned that when we're talking about building renewable energy generation capacity, it's not quite as simple as 'If you build it, they will come.' In fact, according to renewable energy expert and Pacific Northwest National Laboratory researcher John DeSteese, there are several criteria thatmore » make a piece of property suitable for this kind of development. DeSteese and his team recently completed an assessment regarding the use of specific land for renewable power generation through PNNL's Technology Assistance Program.« less
NASA Astrophysics Data System (ADS)
M, Ardiany; W, Wahyu; A, Supriatna
2017-09-01
The more students who feel less confident in learning, so doing things that are less responsible, such as brawl, drunkenness and others. So researchers need to do research related to student self efficacy in learning, in order to reduce unwanted things. This study aims to determine the effect of guided inquiry learning on improving self-efficacy of learners in the buffer solution topics. The method used is the mixed method which is the two group pretest postest design. The subjects of the study are 60 students of class XI AK in one of the SMKN in Bandung, consisting of 30 experimental class students and 30 control class students. The instruments used in this study mix method consist of self-efficacy questionnaire of pretest and posttest learners, interview guides, and observation sheet. Data analysis using t test with significant α = 0,05. Based on the result of inquiry of guided inquiry study, there is a significant improvement in self efficacy aspect of students in the topic of buffer solution. Data of pretest and posttest interview, observation, questionnaire showed significant result, that is improvement of experimental class with conventionally guided inquiry learning. The mean of self-efficacy of student learning there is significant difference of experiment class than control class equal to 0,047. There is a significant relationship between guided inquiry learning with self efficacy and guided inquiry learning. Each correlation value is 0.737. The learning process with guided inquiry is fun and challenging so that students can expose their ideas and opinions without being forced. From the results of questionnaires students showed an attitude of interest, sincerity and a good response of learning. While the results of questionnaires teachers showed that guided inquiry learning can make students learn actively, increased self-efficacy.
Successful learning of surgical liver anatomy in a computer-based teaching module.
Nickel, Felix; Hendrie, Jonathan D; Bruckner, Thomas; Kowalewski, Karl F; Kenngott, Hannes G; Müller-Stich, Beat P; Fischer, Lars
2016-12-01
To analyze factors influencing the learning of surgical liver anatomy in a computer-based teaching module (TM). Medical students in their third to fifth year of training (N [Formula: see text] 410) participated in three randomized trials, each with a different primary hypothesis, comparing two- (2D) and three-dimensional (3D) presentation modes in a TM for surgical liver anatomy. Computed tomography images were presented according to the study and allocation group. Students had to answer eleven questions on surgical liver anatomy and four evaluative questions. Scores and time taken to answer the questions were automatically recorded. Since the three studies used the same 15 questions in the TM, a pooled analysis was performed to compare learning factors across studies. 3D groups had higher scores (7.5 ± 1.7 vs. 5.6 ± 2.0; p < 0.001) and needed less time (503.5 ± 187.4 vs. 603.1 ± 246.7 s; p < 0.001) than 2D groups. Intensive training improved scores in 2D (p < 0.001). Men gave more correct answers than women, independent of presentation mode (7.2 ± 2.0 vs. 6.5 ± 2.1; p [Formula: see text] 0.003). An overall association was found between having fun and higher scores in 11 anatomical questions (p < 0.001). In subgroup analysis, 3D groups had more fun than 2D groups (84.7 vs. 65.1 %; p < 0.001). If given the option, more students in the 2D groups (58.9 %) would have preferred a 3D presentation than students in the 3D group (35.9 %) would have preferred 2D (p < 0.001). 3D was superior to 2D for learning of surgical liver anatomy. With training 2D showed similar results. Fun and gender were relevant factors for learning success.
ERIC Educational Resources Information Center
Marzetta, Katrina; Mason, Hillary; Wee, Bryan
2018-01-01
This study presents an 'education for sustainability' curricular model which promotes science learning in an elementary classroom through equity pedagogy. A total of 25 fourth-grade students from an urban, public school in Denver, Colorado participated in this mixed-methods study where concept maps were used as a tool for describing and assessing…
Z-DOC: a serious game for Z-plasty procedure training.
Shewaga, Robert; Knox, Aaron; Ng, Gary; Kapralos, Bill; Dubrowski, Adam
2013-01-01
We present Z-DOC, a (prototype) serious game for training plastic surgery residents the steps comprising the Z-plasty surgical procedure. Z-DOC employs touch-based interactions and promotes competition amongst multiple players/users thus promote engagement and motivation. It is hypothesized that by learning the Z-plasty procedure in an interactive, engaging, and fun gaming environment, trainees will have a much better understanding of the procedure than by traditional learning modalities.
Becoming the Star of Your District
ERIC Educational Resources Information Center
Becker, Daniel; Becker, Katherine
2011-01-01
Want to stand out? Be willing to take risks. Word gets around; kids compare notes. They learn who the fun teachers are and who does the most interesting stuff. In this article, the authors share strategies for managing the classroom, showcasing student work, dressing for success, and more.
ERIC Educational Resources Information Center
Vail, Kathleen
1998-01-01
Some teachers believe that children will not learn unless they are entertained. However, in "Talented Teenagers: The Roots of Success and Failure," Mihaly Csikszentmihalyi reports that teens are most interested in school when the classes are demanding and they can stretch their brain power. Only entertaining students will prepare them…
Learning with Calculator Games
ERIC Educational Resources Information Center
Frahm, Bruce
2013-01-01
Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…
ERIC Educational Resources Information Center
Jackson, Julie; Dickinson, Gail; Horton, Danielle
2010-01-01
Field-note poetry is the product of the authors' efforts to combine current research in learning and cognition with integrated geoscience and language arts activities. In this article, they present a fun and effective activity that teaches students how to record detailed field notes and sensory observations that become the framework and…
ERIC Educational Resources Information Center
Williamson, Sue
2000-01-01
Believes that music teachers should reassess their views toward adolescent behavior in the music classroom by learning to see their behavior in a positive light. Describes teaching strategies that build on four adolescent behaviors: (1) desire for peer acceptance; (2) abundant energy; (3) love of fun; and (4) limited time-managing skills. (CMK)
Take Care of Your Child's Teeth
... Topic En español Take Care of Your Child’s Teeth Browse Sections The Basics Overview Tooth Decay Take ... the toothpaste instead of swallowing it Make brushing teeth fun. Getting kids to brush their teeth can ...
Dykens, Elisabeth M
2012-01-01
To this day, I can recite the Sara Sparrow definition of adaptive behavior. To this day, I recall Sara sitting on the other side of a one-way mirror observing me, an inexperienced clinical psychology intern, administer the Vineland Adaptive Behavior Scales to the mother of a child with learning disabilities. Talk about nervous-- the world’s expert on adaptive behavior held my very internship and career success in her hands! Even though I stumbled through it, Sara reassured me that I did great…all I needed was more practice. So, thousands of Vineland’s later, I was launched. Both my first and my latest publications in the disability field used assessment tools that I learned from Sara—primarily the Vineland, but also several cognitive tests. Beyond these tools, I cherish key insights from Sara that have stayed with me over the long haul. First and foremost, Sara taught me how to be a real psychologist, how to carefully observe and assess people with standardized tools and with my own eyes and ears. Second, she instilled a practical skill that I still am working on—always be on time even if others are late! Third, Sara imbued a sense of fun and adventure into our training and she continued to be a source of inspiration and fun in the years after I left Yale. For us data-driven types, the process of research and discovery is inherently fun—it is a total blast. Yet Sara modeled that fun and enjoyment need to come in other ways that are more balanced or well-rounded—that are, in a word, adaptive. It seems a fitting tribute to Sara to submit a paper that related her treasured Vineland Scales to how people with developmental disabilities have fun. Thank you, Sara. PMID:22484792
Science Fun: Hands-On Science with Dr. Zed.
ERIC Educational Resources Information Center
Penrose, Gordon
This book presents 65 simple, safe, and intriguing hands-on science activities. In doing these simple experiments, children can make a variety of discoveries that will surprise them. It includes many activities from discovering how people see color and what makes people's hair stand on end, to creating a tornado in a jar or a propeller-driven boat…
Creating Meaningful Art Museum Experiences for Young Children: Discussions with Future Art Teachers
ERIC Educational Resources Information Center
Szekely, Ilona
2014-01-01
This article addresses concerns with museum spaces set aside for children to make interactive art, unconnected to the museum experience upstairs. Can the fun and excitement children have in making and exploring art through direct experiences in these alternative spaces take place in front of the works in the collection? The attraction of…
ERIC Educational Resources Information Center
Guha, Smita
2012-01-01
To teach young children, teachers choose topics in science that children are curious about. Children's inquisitive nature is reflected through the activities as they make repetitive sounds to find the cause and effect relationship. Teachers can make best use of those invaluable moments by incorporating those activities into science lessons on…
Tobacco Induced Mutations: A Fun, Visually Impressive Experiment
ERIC Educational Resources Information Center
Milholland, Rebecca B. R.; Hines, Stefani D.
2004-01-01
A modified version "Tobacco Induced Mutations" of Ames assay experiment provides a meaningful context for students to learn about the concept of mutations by using a known carcinogen that is tobacco. This experiment shows toxicological concept of the dose/response relationship and visually demonstrates when a mutation have occurred in bacteria…
Family Fun Nights: Collaborative Parent Education Accessible for Diverse Learning Abilities
ERIC Educational Resources Information Center
Knowles, Christen; Harris, Anne; Van Norman, Renee
2017-01-01
Quality early childhood education programs have a responsibility to provide enriched educational services to preschool students paired with parent support, education, and outreach. Pearl Buck Preschool, a non-profit organization devoted to the delivery of preschool services for children of parents with intellectual disabilities or learning…
ERIC Educational Resources Information Center
Babicki, Laurie; Luke, Sally
2007-01-01
In this article, the authors describe the Reading Buddies program. In this program, children of varied ages experience cooperation and mutual respect, have fun together, and share themselves with others. When Reading Buddies meet, reading and learning to read are the activities, yet another real benefit appears to be the enhancement of the…
Nutritionopoly: Let Healthy Choices "Monopolize" Your Lifestyle
ERIC Educational Resources Information Center
Person, Ashley L.; Colby, Sarah E.; Eubanks, Janie W.
2011-01-01
Nutritionopoly, an interactive educational program based on the popular board game, Monopoly, was held at a college university dining hall. Students actively participated in the game while learning important nutrition and health-related information. Feedback showed that it was effective in increasing awareness and knowledge while being fun and…
ERIC Educational Resources Information Center
Deubel, Patricia
2006-01-01
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Using Computer Games for Instruction: The Student Experience
ERIC Educational Resources Information Center
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell
2011-01-01
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Role Playing as a Leadership Development Tool
ERIC Educational Resources Information Center
Guenthner, Joseph F.; Moore, Lori L.
2005-01-01
Agribusinesses seek university graduates who have leadership ability. Role playing, one method of teaching leadership skills, is used in a university agricultural policy course. It has been a fun and effective leadership learning tool. Students improve their communication skills, conduct in-depth research about a topic of their choice, and develop…
Fun and Games, but Learning Too.
ERIC Educational Resources Information Center
Ahmad, Paula
1989-01-01
Recommends the use of visual art games to introduce art units and stimulate student interest. Outlines strategies for 10 visual art games adaptable for most age and skill levels. Based on familiar games such as "tic-tac-toe" or "hangman," these activities deal with artists, artistic skills or concepts, and art history. (LS)
Technology: Learning Can Be Fun and Games
ERIC Educational Resources Information Center
Siegle, Del
2015-01-01
Video games can provide cognitive, motivational, emotional, and social benefits to students when properly implemented in the classroom. Teachers who are well versed in their curriculum can use games to differentiate instruction for gifted and talented students. This article discusses the benefits of gaming in education settings and provides…
Creating New Mathematical Applications Utilizing SMART Table
ERIC Educational Resources Information Center
Seals, Cheryl D.; Swanier, Cheryl S.; Nyagwencha, Justus Nyamweya; Cagle, Ashley L.; Houser, Navorro
2011-01-01
SMART Technologies is leading the way for interactive learning, through their many different tools. The SMART Table is a multi-user, multi-touch interactive interface that not only teaches children different concepts in fun ways (Steurer P., 2003), but it also inspires cooperative competition. In Alabama, the state curriculum for kindergarten…
Sustaining Our Forest Resource: What is Your Role?
ERIC Educational Resources Information Center
Osterndorf, Laurie; Piraino, Nancy
This booklet provides students with challenging and fun activities to encourage learning about the sustainability of natural forest resources. Activities include: (1) "Forest-opoly"; (2) "Lost in the Woods"; (3) "Chain of Changes"; (4) "Choices, Choices"; (5) "Conflicts & Controversies"; (6) "Tree Towns"; (7) "Feeding the Forest"; (8) "Get to the…
ERIC Educational Resources Information Center
Zonderman, Jon
1982-01-01
The proliferation of personal computers in home/schools and use of computer chips in educational toys has led to a rethinking of ideas about education and fun, and ways the two can combine to provide youngsters with enjoyable and profitable learning experiences. Provides examples of commercially available computer-oriented educational toys/games.…
Bring in "Da Noise": Race, Sports, and the Role of Schools.
ERIC Educational Resources Information Center
Taylor, Edward
1999-01-01
Although far more African-Americans are physicians than NBA players, pervasive mass-media images say otherwise. Playing sports is fun; education offers the truest hope for future success. Certain elements that enhance sports programs (strong motivation, shared commitment, intensive instruction) might be applied to academic learning. (MLH)
Science, Standards, and Differentiation: It Really Can Be Fun!
ERIC Educational Resources Information Center
Sondergeld, Toni A.; Schultz, Robert A.
2008-01-01
Teaching in a regular classroom has become more complicated than ever with increased student diversity and pressure to connect learning experiences to educational standards and test preparation. Although teaching to the middle is often what occurs in traditional classrooms to meet required standards, it is neither an appropriate nor meaningful…
Shelterwood Teacher's Guide: Discovering the Forest.
ERIC Educational Resources Information Center
Markowsky, Judy Kellogg
This teacher's guide explores forest diversity, from learning about different kind of trees to understanding how the layers in a forest provide habitat for all kinds of animals and insects. Each chapter offers useful introductory material and clear objectives, followed by fun activities that encourage exploration while teaching important skills.…
How to Learn and Have Fun with Poly(Vinyl Alcohol) and White Glue.
ERIC Educational Resources Information Center
de Zea Bermudez, V.; Passos de Almeida, P.; Feria Seita, J.
1998-01-01
Presents a classroom guide for a simple theoretical approach to the study of certain fluids. Discusses background information, followed by experimental procedures for the preparation of two popular viscoelastic materials ("Slime" and "Silly Putty") that exhibit unusual flow properties. Also lists student discussion questions…
ERIC Educational Resources Information Center
Dkeidek, Iyad M.
2003-01-01
Presents an educational game designed for first- or second-year high school students who have already studied themes related to the periodic table elements, such as their symbols, electronic configurations, properties, and uses. The game is designed to help students learn the symbols of the elements and their properties or uses in a fun, engaging…
Multimedia Games for Fun and Learning English in Preschool
ERIC Educational Resources Information Center
Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor
2015-01-01
Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…
Gaming the Classroom Viewing Learning through the Lens Self Determination Theory
ERIC Educational Resources Information Center
Szymanski, Antonia; Benus, Matthew
2015-01-01
Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…
NASA Astrophysics Data System (ADS)
Rooney-varga, J. N.; Sterman, J.; Jones, A.; Johnston, E.; Rath, K.; Nease, J.
2014-12-01
A rapid transition to a low-carbon, climate-resilient society is not only possible, but could also bring many co-benefits for public health, economic wellbeing, social equity, and more. The science supporting an urgent need for such a transition has never been clearer. Yet, social science data are also clear: the public in the US (and many other similar developed economies) does not, on average, share this sense of urgency, nor have policymakers shown a willingness to put scientific evidence above the perceptions of their constituents. The gulf between scientific and public understanding of climate change has spurred research on climate change communication, learning, and decision-making, identifying barriers such as misconceptions and faulty mental models of the climate and energy systems; poor understanding of complex, dynamic systems generally; and affective and social barriers to learning and action. There is also a growing opportunity to address these barriers, through tools that rely on active learning, that are social, engaging (and even fun), and that are grounded in rigorous science. An increasing number of decision-support computer simulations are being developed, intended to make complex technical problems accessible to non-experts in an interactive format. At the same time, the use of scenario planning, role-playing games, and active learning approaches are gaining ground in policy and education spheres. Simulation-based role-playing games bring these approaches together and can provide powerful learning experiences: they offer the potential to compress time and reality; create experiences without requiring the 'real thing;' explore the consequences of our decisions that often unfold over decades; and open affective and social learning pathways. Here, we offer a perspective on the potential of these tools in climate change education, communication, and decision-support, and a brief demonstration of one tool we have developed, World Energy.
Fuel not fun: Reinterpreting attenuated brain responses to reward in obesity.
Kroemer, Nils B; Small, Dana M
2016-08-01
There is a well-established literature linking obesity to altered dopamine signaling and brain response to food-related stimuli. Neuroimaging studies frequently report enhanced responses in dopaminergic regions during food anticipation and decreased responses during reward receipt. This has been interpreted as reflecting anticipatory "reward surfeit", and consummatory "reward deficiency". In particular, attenuated response in the dorsal striatum to primary food rewards is proposed to reflect anhedonia, which leads to overeating in an attempt to compensate for the reward deficit. In this paper, we propose an alternative view. We consider brain response to food-related stimuli in a reinforcement-learning framework, which can be employed to separate the contributions of reward sensitivity and reward-related learning that are typically entangled in the brain response to reward. Consequently, we posit that decreased striatal responses to milkshake receipt reflect reduced reward-related learning rather than reward deficiency or anhedonia because reduced reward sensitivity would translate uniformly into reduced anticipatory and consummatory responses to reward. By re-conceptualizing reward deficiency as a shift in learning about subjective value of rewards, we attempt to reconcile neuroimaging findings with the putative role of dopamine in effort, energy expenditure and exploration and suggest that attenuated brain responses to energy dense foods reflect the "fuel", not the fun entailed by the reward. Copyright © 2016 Elsevier Inc. All rights reserved.
Employee retention tools: looking beyond radiology.
Snuttjer, D
2001-01-01
In an era of low unemployment rates, companies are not only struggling to recruit talented employees, but they are straining to keep the ones they have. The purpose of this literature review is to look at companies, including many outside of the healthcare industry, and learn how they use incentives to retain employees. A review of a recently published book lists the following reasons why people stay with companies: Career growth, learning and development, exciting work challenges Meaningful work, making a difference and a contribution Great people Being part of a team Good boss, inspiring leadership Recognition for a job well done Fun on the job Autonomy, a sense of control over work and job security Flexibility Fair pay and benefits Great work environment and location Pride in the organization, it's mission and quality of product Family friendly Companies have to change with the times to retain a good work force. To survive, companies should ask employees what would keep them committed, look at all the possibilities, and then create an environment that makes employees want to stay because it provides the life balance they are looking for. There is risk in asking employees what would keep them from looking elsewhere. Employers need to weigh the risk of losing employees with the possibility of raising expectations by asking employees directly what they want. In the current climate, that may be a necessary risk.
Yamamoto, Dorothy J; Banich, Marie T; Regner, Michael F; Sakai, Joseph T; Tanabe, Jody
2017-11-01
Behavioral approach, defined as behavior directed toward a reward or novel stimulus, when elevated, may increase one's vulnerability to substance use disorder. Behavioral approach has been associated with relatively greater left compared to right frontal activity; behavioral inhibition may be associated with relatively greater right compared to left frontal brain activity. We hypothesized that substance dependent individuals (SDI) would have higher behavioral approach than controls and greater prefrontal cortical activity during decision-making involving reward. We hypothesized that behavioral approach would correlate with left frontal activity during decision-making and that the correlation would be stronger in SDI than controls. 31 SDI and 21 controls completed the Behavioral Inhibition System/Behavioral Approach System (BIS/BAS) scales and performed a decision-making task during fMRI. Orbitofrontal (OFC) and dorsolateral prefrontal activity were correlated with BIS and BAS scores. Compared to controls, SDI had higher BAS Fun Seeking scores (p<0.001) and worse decision-making performance (p=0.004). BAS Fun Seeking correlated with left OFC activity during decision-making across group (r=0.444, p<0.003). The correlation did not differ by group. There was no correlation between BIS and right frontal activity. Left OFC may play a role in reward-related decision-making in substance use disorder especially in individuals with high behavioral approach. Copyright © 2017 Elsevier B.V. All rights reserved.
Sciencetogo.Org: Using Humor to Engage a Public Audience with the Serious Issue of Climate Change
NASA Astrophysics Data System (ADS)
Lustick, D. S.; Lohmeier, J.; Chen, R. F.; Rabkin, D.; Wilson, R.
2014-12-01
A team of educators, scientists, and communication experts from multiple universities as well as a Science museum will report on the impact of ScienceToGo.org, which is an Out of Home Multi-Media (OHMM) exhibit targeting adults riding a major subway system. The campaign's goal is to design, implement, and study the efficacy of an OHMM model for free choice science learning about our changing climate. Subway riders represent a diverse and captive audience with most of them spending an average of one hour a day in the subway system. Through the use of specially designed OHMM such as train placards, platform posters, and virtual resources the campaign engages a potential audience of 500,000 riders/day with opportunities to learn climate change science informally. The primary goal of the ScienceToGo.org campaign is to engage, entertain, and educate the adult subway riding community in major U.S. city about climate change as a real, relevant, and solvable local challenge. A naturalistic quasi-experimental inquiry employing a mixed methodology approach best describes our research design with half of the subway system exposed to the project signage (experimental group) and the other half not being exposed to the project signage (control group). To identify possible outcomes, data was collected in the several forms: survey, analytic data associated with website, social media, web app, focus groups, and observations. This campaign is an example of how an individual's daily routine may be enhanced with an informal science learning opportunity. We see an urgent need to improve both the public's engagement with climate change science and to the profile of climate change science in formal education settings. The campaign makes deliberate use of humor and fun to engage a public and diverse audience with the serious issue of climate change. The research that will be presented will reveal some of the strengths and weaknesses of this strategy when communicating science to a diverse audience. Overall, the preponderance of evidence indicates that humor and fun are effective at engaging riders on mass transit. Mass transit spaces represent a promsing medium for further exploration and development when it comes to informal learning about climate change science.
Choi, Boreum; Lee, Inseong; Choi, Dongseong; Kim, Jinwoo
2007-08-01
Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained.
MIPS bacterial genomes functional annotation benchmark dataset.
Tetko, Igor V; Brauner, Barbara; Dunger-Kaltenbach, Irmtraud; Frishman, Goar; Montrone, Corinna; Fobo, Gisela; Ruepp, Andreas; Antonov, Alexey V; Surmeli, Dimitrij; Mewes, Hans-Wernen
2005-05-15
Any development of new methods for automatic functional annotation of proteins according to their sequences requires high-quality data (as benchmark) as well as tedious preparatory work to generate sequence parameters required as input data for the machine learning methods. Different program settings and incompatible protocols make a comparison of the analyzed methods difficult. The MIPS Bacterial Functional Annotation Benchmark dataset (MIPS-BFAB) is a new, high-quality resource comprising four bacterial genomes manually annotated according to the MIPS functional catalogue (FunCat). These resources include precalculated sequence parameters, such as sequence similarity scores, InterPro domain composition and other parameters that could be used to develop and benchmark methods for functional annotation of bacterial protein sequences. These data are provided in XML format and can be used by scientists who are not necessarily experts in genome annotation. BFAB is available at http://mips.gsf.de/proj/bfab
Application of Games in College English Teaching in China
ERIC Educational Resources Information Center
Yang, Qiaoyan; Dixon, Virginia L.
2015-01-01
Games are an activity with rules, goals, and create fun (Hadfield, 2007). Games can stimulate learning and motivation, and students get very absorbed in games, some of which are suitable for college students in studying English as their second language. Appropriate use of games in college English teaching could help students eliminate the…
ERIC Educational Resources Information Center
ARMOUR, RICHARD
VARIOUS ASPECTS OF WRITING LIGHT VERSE, EITHER FOR FUN OR FOR PUBLICATION, ARE DISCUSSED IN THIS BOOK--(1) THE NATURE AND APPEAL OF LIGHT VERSE AND ITS MANY VARIETIES, (2) SUBJECTS WHICH LEND THEMSELVES BEST TO THE LIGHT-VERSE TREATMENT, (3) THE APPLICATION OF WHAT ONE HAS LEARNED FROM READING, THINKING, AND CLOSELY OBSERVING HUMAN FOIBLES, (4)…
Multimedia in the Foreign Language Classroom.
ERIC Educational Resources Information Center
Andrews, Barbara S.
Second language teachers are encouraged to assign multimedia projects to their students. They are challenging for the student to create, can effectively reinforce learning, and are a fun way for students to practice language skills. Rather than have students draw a poster or write a paper, the teacher can assign a presentation using a combination…
Teaching Fractions and Decimals: Fun with Picture Grids.
ERIC Educational Resources Information Center
Stix, Andi
In these two companion papers, a learning activity is introduced that teaches students how mathematics works through the visual aid of picture grids. The picture grids are composed of 60 different acrylic stained-glass window overlays. Each fractional part is represented by a different color: fifths are green, quarters are yellow, etc. The square…
ERIC Educational Resources Information Center
Human Development Institute, 2008
2008-01-01
Recreation is any voluntary activity that is enjoyable and fun. Recreation refreshes, revitalizes and improves a person's quality of life. Consider some recreation activity you may have an interest in. Suppose you are interested in gardening but have never tried it. Let's take a look at how you can learn about it, do it, and in the process get…
Too Much Content, Not Enough Thinking, and Too Little FUN!
ERIC Educational Resources Information Center
DiCarlo, Stephen E.
2009-01-01
Teachers often overrate the importance of their content and underrate their influence. However, students forget much of the content that they memorize. Thus, attempts to teach students all that they will need to know is futile. Rather, it is important that students develop an interest and love for lifelong learning. Inspiring and motivating…
ERIC Educational Resources Information Center
Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R.
2011-01-01
In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…
After-School Spaces: Looking for Learning in All the Right Places
ERIC Educational Resources Information Center
Schnittka, Christine G.; Evans, Michael A.; Won, Samantha G. L.; Drape, Tiffany A.
2016-01-01
After-school settings provide youth with homework support, social outlets and fun activities, and help build self-confidence. They are safe places for forming relationships with caring adults. More after-school settings are starting to integrate Science, Technology, Engineering, and Mathematics (STEM) topics. What science skills and concepts might…
There's Rosemary for Remembrance.
ERIC Educational Resources Information Center
Keegan, John
2000-01-01
Presents a portrait of reverent remembrance of the war dead in England, noting that students in the United States need to learn that Memorial Day is more than just a fun 3-day holiday. Explains the importance of gardens, landscaping, and tradition to the English in remembering the soldiers who died fighting for their country and freedom. (SM)
Inventing Toys: Kids Having Fun Learning Science.
ERIC Educational Resources Information Center
Sobey, Ed
This book presents detailed teaching ideas on integrating inventing into grades 4-6 science classrooms. The contents of the book is divided into three sections. Part 1 provides theoretical and pedagogical background information to teachers on the structure of inventing and the structure of experience. Part 2 presents six detailed workshops: (1)…
Remix Literacy: A Picture Is Worth a Thousand Words
ERIC Educational Resources Information Center
Kohnke, Lucas
2017-01-01
This lesson will introduce the website "Photofunia" (http://photofunia.com/) as an excellent tool in terms of incorporating the 4Cc of 21st century learning. By using remix literacy, we are able to help our students become critical thinkers, communicators, collaborators and creators in a fun, engaging and motivating approach.…
Celebrating Multiple Literacies with Harry Potter
ERIC Educational Resources Information Center
Arter, Lisa
2009-01-01
The secret to a good celebration is to involve as many students as possible and to give them genuine responsibilities and encouragement to be creative. Literacy celebrations offer students, and teachers, the opportunity to have fun and show off what they have learned during their deeper exploration of various literacy studies. The author conjures…
Connecting Kids: Exploring Diversity Together.
ERIC Educational Resources Information Center
Hill, Linda D.
This book aims to show a way to guide children from different backgrounds to include each other in an atmosphere of safety, equality, choice, and fun. All of the cooperative games, creative activities, and nature experiences are organized according to 20 connecting skills that are especially important for learning to be welcoming and welcomed.…
The Fun of Learning Starts in Kindergarten: Preschool Education in the Federal Republic of Germany.
ERIC Educational Resources Information Center
Bildung und Wissenschaft, 1989
1989-01-01
In our modern industrial society, kindergartens are an indispensable, independent educational facility for children. Priority is given to the all-round, comprehensive promotion of children's natural resources rather than to subject-tied programs. German educator Friedrich Frobel (1782-1852) developed the concept of kindergarten, attaching great…
Motivation for Reading Improvement. Final Project Report.
ERIC Educational Resources Information Center
Kit Carson Union Elementary School District, Hanford, CA.
This document reports on a project aimed at motivating students to develop attitudes that learning can be fun and that it can benefit them, and at discouraging students from working just to please the teacher. The project involved the use of a "News Laboratory," which included a United Press International wire service, various…
Mathingo: Reviewing Calculus with Bingo Games
ERIC Educational Resources Information Center
Forman, Sean; Forman, Sylvia
2008-01-01
Games are a useful and fun way to review material in class, and encourage students to actively participate in review sessions. In fact, researchers have concluded that playing games can be an effective learning tool, especially in mathematics, in situations where the goal is to reinforce specific ideas or concepts. Two places this type of…
Exploring Work: Fun Activities for Girls.
ERIC Educational Resources Information Center
Education Development Center, Inc., Newton, MA. Women's Educational Equity Act Dissemination Center.
This document contains learning activities to help middle school girls begin the career planning process and resist gender-role stereotyping. The activities are designed for individuals and/or groups of girls either in classroom settings or in organizations such as Girl Scouts and 4-H Clubs. A total of 30 activities are organized into 4 sections…
Disorientating, Fun or Meaningful? Disadvantaged Families' Experiences of a Science Museum Visit
ERIC Educational Resources Information Center
Archer, Louise; Dawson, Emily; Seakins, Amy; Wong, Billy
2016-01-01
It is widely agreed that there is a need to increase and widen science participation. Informal science learning environments (ISLEs), such as science museums, may provide valuable spaces within which to engage visitors--yet the visitor profile of science museums remains narrow. This paper seeks to understand the experiences of socially…
Programming for Fun: MUDs as a Context for Collaborative Learning.
ERIC Educational Resources Information Center
Bruckman, Amy
Multi-User Dungeons (MUDs), are text-based virtual reality environments in which participants separated by great physical distances can communicate and collaborate in programming. Most MUDs started out as adventure games but are quickly being adapted for more "serious" endeavors. This paper presents a case study of the experiences of a…
Tips on Creating Complex Geometry Using Solid Modeling Software
ERIC Educational Resources Information Center
Gow, George
2008-01-01
Three-dimensional computer-aided drafting (CAD) software, sometimes referred to as "solid modeling" software, is easy to learn, fun to use, and becoming the standard in industry. However, many users have difficulty creating complex geometry with the solid modeling software. And the problem is not entirely a student problem. Even some teachers and…
ERIC Educational Resources Information Center
Jackson, Julie
2009-01-01
Learning about states of matter is fun and exciting when students, acting as water molecules, role-play moving from a solid to a liquid to a gas. The 5-E lesson plan model provides the framework for this activity, ensuring that students actively engage in inquiry science while creatively constructing knowledge. (Contains 2 figures.)
Having Fun in the Classroom: Subtitling Activities
ERIC Educational Resources Information Center
Beseghi, Micol
2014-01-01
This article analyses the role of subtitles both as a functional activity and a didactic tool in translation teaching and foreign language learning. It presents the results of a didactic project carried out with a class of university students enrolled in the first year of Laurea Magistrale in Lingue e Letterature Straniere (University of Parma).…
Welcome to Fermilab Butterflies!!
, fascinating insects, and there's a lot to learn about them! Join our expert, Tom Peterson, and explore the Meet Tom Peterson, Fermilab's Butterfly Expert Go to our Butterfly Links Have fun! Graphics and Page Design: Rory Parilac, Content: Tom Peterson and Rory Parilac Database and Lasso Code: Liz Quigg Web
Selling Physics to Unwilling Buyers: Using Hollywood to Recruit for Physics
NASA Astrophysics Data System (ADS)
Krauss, Lawrence
2003-03-01
If confronting misconceptions is one way to learn, as many researchers have suggested, then Hollywood primes many young people to learn physics. At the same time, it is important to demonstrate to the public that the real world is actually more interesting than the world of science fiction. I will use examples from TV and movies, in particular Star Trek and the X-Files, to have some fun and to explore some interesting physics at the same time.
How much control is enough? Influence of unreliable input on user experience.
van de Laar, Bram; Plass-Oude Bos, Danny; Reuderink, Boris; Poel, Mannes; Nijholt, Anton
2013-12-01
Brain–computer interfaces (BCI) provide a valuable new input modality within human–computer interaction systems. However, like other body-based inputs such as gesture or gaze based systems, the system recognition of input commands is still far from perfect. This raises important questions, such as what level of control should such an interface be able to provide. What is the relationship between actual and perceived control? And in the case of applications for entertainment in which fun is an important part of user experience, should we even aim for the highest level of control, or is the optimum elsewhere? In this paper, we evaluate whether we can modulate the amount of control and if a game can be fun with less than perfect control. In the experiment users (n = 158) played a simple game in which a hamster has to be guided to the exit of a maze. The amount of control the user has over the hamster is varied. The variation of control through confusion matrices makes it possible to simulate the experience of using a BCI, while using the traditional keyboard for input. After each session the user completed a short questionnaire on user experience and perceived control. Analysis of the data showed that the perceived control of the user could largely be explained by the amount of control in the respective session. As expected, user frustration decreases with increasing control. Moreover, the results indicate that the relation between fun and control is not linear. Although at lower levels of control fun does increase with improved control, the level of fun drops just before perfect control is reached (with an optimum around 96%). This poses new insights for developers of games who want to incorporate some form of BCI or other modality with unreliable input in their game: for creating a fun game, unreliable input can be used to create a challenge for the user.
The Search for Hot Jupiters using Red Buttes Observatory
NASA Astrophysics Data System (ADS)
Sorber, Rebecca L.; Kar, Aman; Hancock, Daniel A.; Leuquire, Jacob D.; Suhaimi, Afiq; Kasper, David; Jang-Condell, Hannah
2018-01-01
The goal of this research is to use the University of Wyoming’s Red Buttes Observatory (RBO) to perform manual, remote, or automated observations of transiting exoplanet candidates. The data contributes to discovery of star systems that include never before identified exoplanets. RBO houses a 0.6-meter telescope and is located approximately 10 miles south of the University of Wyoming’s campus. Our targets are catalogued by the KELT (Kilodegree Extremely Little Telescope) Survey, a photometric search for transiting exoplanets around bright main sequence stars. The KELT Follow-up Network (KELT-FUN), a collaboration of small-aperture telescope users located all over the world, confirms new exoplanet candidates. As part of KELT-FUN, students use the RBO to monitor candidates identified by the KELT team. RBO typically detects transits around stars that are 8-12 in V magnitude, with transit durations of ~1-4 hours and full depth relative changes in brightness above 2 mmags. Using AstroImageJ, we process the data and we look for any indication of a transit occurrence in the processed lightcurve which might confirm the presence of the potential exoplanet. Our team has contributed over 50 light curves to KELT-FUN to date. We are able to compare our data with simultaneous observations by other members of KELT-FUN to maximize the utility of our observations. This project gives undergraduates an authentic scientific research experience, learning how to operate an observatory, process data, and participate in a scientific collaboration.
Kid-Friendly Veggies and Fruits: 10 Tips for Making Healthy Food Choices More Fun for Children
... cashews, 3 caterpillar kabobs Assemble chunks of melon, apple, orange, and pear on skewers for a fruity ... warm. walnuts, or sunflower seeds mixed with dried apples, pineapple, cherries, apricots, or raisins. Add whole-grain ...
Using Rock Music To Teach History.
ERIC Educational Resources Information Center
Hoffman, Paul Dennis
1985-01-01
A secondary history teacher describes how he uses rock and roll music to help students study and interpret modern American history. Besides being a lot of fun to teach, a rock unit makes students realize that even contemporary music has a place in history. (RM)
Learning by playing: how to create the perfect learning game for and with optics
NASA Astrophysics Data System (ADS)
Haist, Tobias; Burla, Avinash
2010-08-01
For children, playing and learning is often one thing. They learn while playing and by playing the right games they learn a lot. It is therefore obvious that we should use (among other things) games in order to fascinate children for optics and to teach them the basic laws of optics. In this contribution we will introduce different optical games for children in preschool and elementary school. The majority of commercial learning games on the market do not achieve the ambitious goal of leading to fun and knowledge since very often there are serious design flaws within these games. We introduce ten design rules for learning games that will enable you to create your own successful learning game for a special topic. Exemplary, we will show games based on and for color mixing and polarization.
Fun Is More Fun When Others Are Involved.
Reis, Harry T; O'Keefe, Stephanie D; Lane, Richard D
2017-01-01
Fun activities are commonly sought and highly desired yet their affective side has received little scrutiny. The present research investigated two features of fun in two daily diary studies and one laboratory experiment. First, we examined the affective state associated with fun experiences. Second, we investigated the social context of fun, considering whether shared fun is more enjoyable than solitary fun. Findings from these studies indicated that fun is associated with both high-activation and low-activation positive affects, and that it is enhanced when experienced with others (especially friends). However, social fun was associated with increases in high-activation but not low-activation positive affect, suggesting that social interaction emphasizes energizing affective experiences. We also found that loneliness moderated the latter effects, such that lonely individuals received a weaker boost from shared compared to solitary fun. These results add to what is known about the impact of social contexts on affective experience.
Fun Is More Fun When Others Are Involved
Reis, Harry T.; O'Keefe, Stephanie D.; Lane, Richard D.
2016-01-01
Fun activities are commonly sought and highly desired yet their affective side has received little scrutiny. The present research investigated two features of fun in two daily diary studies and one laboratory experiment. First, we examined the affective state associated with fun experiences. Second, we investigated the social context of fun, considering whether shared fun is more enjoyable than solitary fun. Findings from these studies indicated that fun is associated with both high-activation and low-activation positive affects, and that it is enhanced when experienced with others (especially friends). However, social fun was associated with increases in high-activation but not low-activation positive affect, suggesting that social interaction emphasizes energizing affective experiences. We also found that loneliness moderated the latter effects, such that lonely individuals received a weaker boost from shared compared to solitary fun. These results add to what is known about the impact of social contexts on affective experience. PMID:28919919
Intentional Collaboration & Innovation Spaces at NASA
NASA Technical Reports Server (NTRS)
Scott, David W.
2014-01-01
Collaboration and Innovation (C&I) are extremely popular terms in corporate jargon, and institutions with reputations for creativity often have clever and fun spaces set aside for hatching ideas and developing products or services. In and of themselves, a room full of "collaboration furniture" and electronics can't make C&I happen, any more than oil makes a gas or diesel engine run. As with the engine, though, quality lubrication is a huge factor in the smooth operation, power, and longevity of C&I activity. This paper describes spaces deliberately set up at numerous NASA field centers to support collaborative and creative thinking and processes. (Sometimes support is not so much a matter of doing things to spark discussion as it is removing constraints imposed by traditional settings and making information sharing as easy as possible.) Some spaces are rooms or suites dedicated to C&I, with significant electronic support and/or intentional lack thereof (to emphasize the human element). Others are small, comfortable "roosting places" that invite conversations of opportunity. Descriptions include the sponsoring organization, underlying goals and philosophies, lessons learned, and opportunities to excel. There is discussion about how such areas might interconnect within centers, across NASA, and with external entities using current technology and what tools and approaches may be in our future.
Duque, Gustavo; Fung, Shek; Mallet, Louise; Posel, Nancy; Fleiszer, David
2008-07-01
Although most health professionals perform home visits, there is not a structured method for performing them. In addition, in-training health professionals' exposure to home visits is limited for logistical reasons. A new method for medical students to learn how to perform an effective home visit was developed using an instructional video game. It was expected that students would learn the principles of a home visit using a video game while identifying the usefulness of video gaming (edutainment) in geriatrics education. A video game was created simulating a patient's house that the students were able to explore. Students played against time and distracters while being expected to click on those elements that they considered to be risk factors for falls or harmful for the patient. At the end of the game, the students received feedback on the chosen elements that were right or wrong. Finally, evaluation of the tool was obtained using pre- and posttests and pre- and postexposure feedback surveys. Fifty-six fourth-year medical students used the video game and completed the tests and the feedback surveys. This method showed a high level of engagement that is associated with improvement in knowledge. Additionally, users' feedback indicated that it was an innovative approach to the teaching of health sciences. In summary, this method provides medical students with a fun and structured experience that has an effect not only on their learning, but also on their understanding of the particular needs of the elderly population.
Yewdell, Jonathan W.
2009-01-01
Making discoveries is the most important part of being a scientist, and also the most fun. Young scientists need to develop the experimental and mental skill sets that enable them to make discoveries, including how to recognize and exploit serendipity when it strikes. Here, I provide practical advice to young scientists on choosing a research topic, designing, performing and interpreting experiments and, last but not least, on maintaining your sanity in the process. PMID:18401347
Yewdell, Jonathan W
2008-06-01
Making discoveries is the most important part of being a scientist, and also the most fun. Young scientists need to develop the experimental and mental skill sets that enable them to make discoveries, including how to recognize and exploit serendipity when it strikes. Here, I provide practical advice to young scientists on choosing a research topic, designing, performing and interpreting experiments and, last but not least, on maintaining your sanity in the process.
An Effective Educational Tool: Construction Kits for Fun and Meaningful Learning
ERIC Educational Resources Information Center
Somyürek, Sibel
2015-01-01
The integration of robotics in education is still relatively new and represents an important advance in education practices. So, this paper aims to share the results from the perspectives of both students and trainers in an experimental case research in which LEGO Mindstorms construction kits were used. Sixty-two students between the ages of 8 and…
The Case for Conflict in Our Classrooms
ERIC Educational Resources Information Center
Dakin, Mary Ellen
2008-01-01
There should be joy in teaching and learning, there should be games and wonder and fun. But if conflict in classrooms remain little more than a literary term for the force that moves plot forward, then educators have sidestepped the mission of public education, which is to prepare young people for the rough-and-tumble of democracy. In this…
Literacy in a Bag: Colorado School for the Deaf Sends Reading Home
ERIC Educational Resources Information Center
Branch, Deborah
2009-01-01
To assist parents with deaf or hard of hearing children who may need help supporting their child's learning, the Colorado School for the Deaf and the Blind developed Family Literacy Packs. These literacy packs, available to families within the state of Colorado, provide fun, interactive activities that help parents support their children's…
ERIC Educational Resources Information Center
Mastilak, Christian
2012-01-01
Millennial students often possess characteristics at odds with typical lecture-based approaches to introductory accounting courses. The author introduces an approach for reaching millennial students early in introductory accounting courses in ways that fit millennials' characteristics. This article describes the use of the board game Monopoly[R]…
Big Science and Big Big Science
ERIC Educational Resources Information Center
Marshall, Steve
2012-01-01
In his introduction to the science shows feature in "Primary Science" 115, Ian B. Dunne asks the question "Why have science shows?" He lists a host of very sound reasons, starting with because "science is fun" so why not engage and entertain, inspire, grab attention and encourage them to learn? He goes onto to state that: "Even in today's…
Fun While Showing, Not Telling: Crafting Vivid Detail in Writing
ERIC Educational Resources Information Center
Del Nero, Jennifer Renner
2017-01-01
This teaching tip highlights three writing minilessons that help students construct vivid sensory detail (textual detail related to the five senses) in their fiction and creative nonfiction writing. Learning to show, not tell, is a difficult task for novice writers. The author explores reasons why this is the case and provides directions for the…
See It, Be It, Write It: Using Performing Arts to Improve Writing Skills and Test Scores
ERIC Educational Resources Information Center
Blecher-Sass, Hope Sara; Moffitt, Maryellen
2010-01-01
Improve students' writing skills and boost their assessment scores while adding arts education, creativity, and fun to your writing curriculum. With this vibrant resource, improving writing skills goes hand-in-hand with improving test scores. Students learn how to use acting and visualization as prewriting activities to help them connect writing…
Fun Microbiology: Using a Plant Pathogenic Fungus To Demonstrate Koch's Postulates.
ERIC Educational Resources Information Center
Mitchell, James K.; Orsted, Kathy M.; Warnes, Carl E.
1997-01-01
Describes an experiment using a plant pathogenic fungus in which students learn to follow aseptic techniques, grow and produce spores of a fungus, use a hemacytometer for enumerating spores, prepare serial dilutions, grow and inoculate plants, isolate a pure culture using agar streak plates, and demonstrate the four steps of Koch's postulates.…
Fun While Learning and Earning. A Look Into Chattanooga Public Schools' Token Reinforcement Program.
ERIC Educational Resources Information Center
Smith, William F.; Sanders, Frank J.
A token reinforcement program was used by the Piney Woods Research and Demonstration Center in Chattanooga, Tennessee. Children who were from economically deprived homes received tokens for positive behavior. The tokens were redeemable for recess privileges, ice cream, candy, and other such reinforcers. All tokens were spent on the day earned so…
ERIC Educational Resources Information Center
D'Allesandro, Lou; Wool, Michael; McKenzie, Mary Alice
2012-01-01
Boys & Girls Clubs of America count 4,000 community-based clubs serving more than 4 million young people through membership and community outreach. They provide a safe place to spend time during non-school hours and the summer as an alternative to the streets or being home alone--a place to play, have fun and learn. Boys & Girls Clubs…
Not Just Fun, But Serious Strategies: Using Meta-Cognitive Strategies in Game-Based Learning
ERIC Educational Resources Information Center
Kim, Bokyeong; Park, Hyungsung; Baek, Youngkyun
2009-01-01
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG [Massively Multiple Online Role Playing Game] "Gersang" was used. The…
Board Games in the Business Classroom: How to Play "Business Decisions"
ERIC Educational Resources Information Center
Clausen, Daniel
2017-01-01
Games have long been a staple of active learning environments. They are a fantastic way to reduce anxiety, promote competition, and energize classrooms. Board games, in particular, can be very useful in building real-world skills in a fun and non-threatening environment. Therefore, the author uses them extensively for Business English classes and…
ERIC Educational Resources Information Center
Schultz, Leah
2011-01-01
This research investigates the implementation of the programming language Alice to teach computer programming logic to computer information systems students. Alice has been implemented in other university settings and has been reported to have many benefits including object-oriented concepts and an engaging and fun learning environment. In this…
Characteristics of Waves. Physical Science in Action[TM]. Schlessinger Science Library. [Videotape].
ERIC Educational Resources Information Center
2000
Waves are disturbances that transfer energy from place to place. All waves have amplitude, wavelength and frequency regardless of whether they are mechanical waves, electromagnetic waves or waves in the ocean! Students will learn more about the role waves play in everyday life and why understanding them is so important. With fun demonstrations and…
Of Apples and Animals: An Introduction to Biotechnology.
ERIC Educational Resources Information Center
Mourad, Teresa M.; And Others
This guide is designed to foster an understanding of the basic concepts underlying biotechnology through simple activities that are fun and creative for students in grades 3-5. It contains four units that will lead young students to an appreciation of how biotechnology is possible and some of its applications. The process of learning is intended…
Birds of a Feather... and Clay, Wire, Tissue and Paint!
ERIC Educational Resources Information Center
Feiner, Lois
2011-01-01
What began as a review lesson in clay construction quickly became a fun learning experience filled with inspiring conversations and creatively painted birds. This lesson was successful from beginning to end, with a final reward when the artwork was displayed. The author describes the process of working on this project and shares how the students…
Swept Away: Exploring the Physics of Curling
ERIC Educational Resources Information Center
Esser, Liza
2011-01-01
Studying the Olympic sport of curling is a fun and engaging way to learn about the concepts of friction, forces, momentum, and Newton's laws. Each winter, the author takes her eighth-grade physical science class on a field trip to experience curling firsthand. This field trip has become a favorite of the eighth graders at Capitol Hill Day School…
It's All Fun and Games in "Tiny's Diner": Preschool Programming in Unusual Exhibit Spaces
ERIC Educational Resources Information Center
Moynihan, Nora; Diamant-Cohen, Betsy
2012-01-01
Welcome to Port Discovery's "Tiny's Diner" where children can be seen doing the chicken dance or putting pickles on their heads. What do these activities have to do with promoting nutrition through early literacy activities? Educators know that young children learn through play, which can include using drama, games, movement,…
Using "Flatland 2: Sphereland" to Help Teach Motion and Multiple Dimensions
ERIC Educational Resources Information Center
Caplan, Seth; Johnson, Dano; Vondracek, Mark
2015-01-01
The 1884 book "Flatland: A Romance of Many Dimensions," written by Edwin Abbott, has captured the interest of numerous generations, and has also been used in schools to help students learn and think about the concept of dimension in a creative, fun way. In 2007, a film was released called "Flatland: The Movie," and over one…
Alan R. Graefe; Brijesh Thapa; John J. Confer; James D. Absher
2000-01-01
To meet visitorsâ needs, managers must understand the motivations driving visitors to wilderness areas. This paper compares the motivations of different segments of Allegheny National Forest users. Factor analysis identified 5 motivation factors (social, escape, fun, nature and learning), with two items retained as single item dimensions (close to home and challenge)....
Why Should We Have All the Fun? Encouraging Colleagues to Read YA Novels across the Curriculum
ERIC Educational Resources Information Center
Roberts, Mike
2012-01-01
Recently, the National Council of Teachers of English (NCTE) helped create the National Center for Literacy Education (NCLE) to help support literacy across all disciplines. NCLE Director Kent Williamson notes, "Schools that sustain progress in literacy learning pay attention to the little things and the big things. They create organizational…
YouTube Video Project: A "Cool" Way to Learn Communication Ethics
ERIC Educational Resources Information Center
Lehman, Carol M.; DuFrene, Debbie D.; Lehman, Mark W.
2010-01-01
The millennial generation embraces new technologies as a natural way of accessing and exchanging information, staying connected, and having fun. YouTube, a video-sharing site that allows users to upload, view, and share video clips, is among the latest "cool" technologies for enjoying quick laughs, employing a wide variety of corporate activities,…
Getting Serious with iPads: The Intersection of Game Design and Teaching Principals
ERIC Educational Resources Information Center
Masek, Martin; Murcia, Karen; Morrison, Jason
2012-01-01
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…
ERIC Educational Resources Information Center
Rooney, Pauline
2012-01-01
It is widely acknowledged that digital games can provide an engaging, motivating and "fun" experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which…
Why Should Universities Have All the Fun?
ERIC Educational Resources Information Center
Farquhar, Robin H.
This speech, before a Canadian conference on curriculum, instruction, and leadership, discusses the role Canada's public schools and universities will play in making that country internationally competitive, culturally distinctive, and socially humane for the 21st century. By reviewing the environmental and organizational contexts of public…
Mathematics Laboratories--More than Fun
ERIC Educational Resources Information Center
Vance, James H.; Kieren, Thomas E.
1972-01-01
The study assessed the effectiveness of methematical laboratories as compared with the regular mathematics teaching program. A control group, mathematical laboratory group, and a third group called a Class Discovery Group were formed for making comparisons. Gains were higher on cumulative achievement, transfer, and divergent thinking measures for…
From Refuse to Refuge: Create a Game Plan for Your Library to Encourage Reading
ERIC Educational Resources Information Center
Bateman-Whitson, Jill
2011-01-01
It is important for students to be good readers. In order to encourage reading for the fun of it, the author developed a game plan for the library. In this article, the author discusses how to make the library the place to be. She suggests that librarians need to encourage students to read, read, read. They must make their libraries places of…
[Risks and injuries of go-karting].
Bley, T; Gahr, R H
2002-06-01
The demands on leisuretime activities are getting more exacting. So trendy sports just like inline-skating, mountain-biking, paragliding, bungee-jumping or driving go karts become increasing popular. On the other side risks and injuries of this fun sports are not enough represented. We observed in a 16 months period 5 serious accidents with go karts. The injuries included bruise of lower leg, a contusion of the stomach with a pancreatic lesion, an instable fracture of the spinal column, a difficult fracture of the knee and upper tibia and a large sized burnwound. The mean hospitalization time was 32,5 days (17-54 days) and the average age of the patients 27,7 years (9-45 years). The lack of safety devices and the subjective inexperience make go kart driving a dangerous fun. The TUV worked out guidelines for security of indoor kart centres but they don't have any legal liability in case of injury. Therefore everyone carrying out fun sports like go kart driving should be aware of the dangers and should gather information whether the accident insurance will help out in case of injury.
Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander
2013-01-01
When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching method for self-instruction.
Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander
2013-01-01
Background When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. Objectives To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. Methods A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. Results The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Conclusions Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching method for self-instruction. PMID:24349257
"Dark Skies, Bright Kids" -- Astronomy Education and Outreach in Rural Virginia
NASA Astrophysics Data System (ADS)
Zasowski, Gail; Johnson, K.; Beaton, R.; Carlberg, J.; Czekala, I.; de Messieres, G.; Drosback, M.; Filipetti, C.; Gugliucci, N.; Hoeft, A.; Jackson, L.; Lynch, R.; Romero, C.; Sivakoff, G.; Whelan, D.; Wong, A.
2010-01-01
In the hills of central Virginia, the extraordinarily dark nighttime skies of southern Albemarle County provide a natural outdoor classroom for local science education. Until recently, this rural area lacked the financial and educational support to take full advantage of this rare and valuable natural resource. With funds provided by the NSF, a team of volunteers from the University of Virginia introduced a new program this fall called "Dark Skies - Bright Kids," which promotes science education at the elementary school level through a wide range of activities. The program volunteers (comprising undergraduate and graduate students, postdocs, and faculty) have sought to develop a coherent schedule of fun and educational activities throughout the semester, with emphases on hands-on learning and critical thinking. For example, students learn about the constellations by making star-wheels, about rocketry by building and launching rockets, and about comets by assembling miniature analogs. Additional activities include stories about the scientific and cultural history of astronomy, visits by professional astronomers and popular book authors, and astronomy-themed exercises in art, music, and physical education. These projects are designed to make astronomy, and by extension all science, accessible and appealing to each student. Family involvement is important in any educational environment, particularly at the elementary school level. To include the students' families and the larger community in "Dark Skies," we hold weekly telescope observing sessions at the school. Here, all interested parties can come together to hear what the students are learning and view astronomical objects through a small telescope. We hope that this well-received program will soon expand to other disadvantaged schools in the area. The "Dark Skies" team is proud and excited to have an impact on the scientific literacy of the students in these starry-skied communities!
Defining Fun and Seeking Flow in English Language Arts
ERIC Educational Resources Information Center
Romano, Tom
2009-01-01
Students have fun with Facebook, MySpace, YouTube, and video games. They have fun text messaging, talking on cell phones, listening to iPods. They have fun at theme parks and hanging out with friends. As their teacher the author wants to introduce students to another kind of fun. This fun can be time consuming, rigorous, and fulfilling. It's the…
Is fun for everyone? Personality differences in healthcare providers' attitudes toward fun.
Karl, Katherine A; Peluchette, Joy V; Harland, Lynn
2007-01-01
This study examines the role of personality (the Big Five dimensions) in attitudes towards fun and levels of experienced fun in the healthcare environment. Our results show that extraversion and agreeableness were positively related to attitudes toward fun. Extraversion and emotional stability (low neuroticism) were positively related to the level of experienced fun. In general, our sample expressed positive attitudes regarding the appropriateness, salience, and consequences of having fun at work. Additionally, those who reported experiencing greater levels of workplace fun had significantly lower emotional exhaustion and emotional dissonance, as well as higher job satisfaction. Implications for healthcare institutions are discussed.
ERIC Educational Resources Information Center
Besag, Frank P.
1975-01-01
The author compares work and leisure and claims the former involves external rewards, is odious, and requires more time while the latter involves intrinsic value and is pursued for joy. Then he discusses leisurely education which would cancel grading, discipline, and age limits and would make schooling fun. (SE)
Designing serious video games for health behavior change: current status and future directions.
Thompson, Debbe
2012-07-01
Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player's knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between "fun-ness" and "seriousness." The article concludes with suggestions for future research needed to inform this rapidly growing field. © 2012 Diabetes Technology Society.
Reconceptualizing Elementary Teacher Preparation: A case for informal science education
NASA Astrophysics Data System (ADS)
Avraamidou, Lucy
2015-01-01
The purpose of this case study was to explore the ways in which 3 different informal science experiences in the context of an elementary methods course influenced a group of prospective elementary teachers' ideas about science teaching and learning as well as their understandings about the role of informal science environments to teaching and learning. In order to address this question, data were collected in a period of an academic semester through the following sources: journal entries for each of the 3 experiences, a personal teaching philosophy statement and a 2-hour long semi-structured interview with each of the 12 participants. Open coding techniques were used to analyze the data in order to construct categories and subcategories and eventually to identify emerging themes. The outcomes of the analysis showed that the inclusion of informal science experiences in the context of teacher preparation has the potential to support beginning elementary teachers' development of contemporary ideas about science teaching and learning related to inquiry-based science, the nature of scientific work and the work of scientists, connecting science with everyday life, and making science fun and personally meaningful. These findings are discussed alongside implications for policy, teacher preparation, and research under these themes: (a) addressing reform recommendations; (b) developing positive orientations toward science and science teaching; and (c) constructing understandings about scientists' work.
From Baltic rooms to conference rooms: my jouney with data
NASA Astrophysics Data System (ADS)
Kozlowski, W. A.
2015-12-01
From time spent in murky, mosquito-filled mangrove swamps searching for fiddler crabs, to being transported off ships in webbed "man-baskets" on inky-black winter mornings to sample sea ice, to teaching rooms full of students the benefits of information organization, the wonders of science have long shaped my career path. Regardless of surroundings, the driving factor has always been a desire to learn new skills, then try to figure out how to use them to make work easier or more efficient for myself and hopefully others. Somewhere along the way, I've switched from doing it primarily for my "own" research projects, to a focus on helping others with theirs. Like many in this field, my route to a career in data science has influenced how I do my work. Along the way I've carried skills with me but also learned a few things that have made my journey both practical and fun. In this presentation, I'll discuss a few key factors that contribute to my current efforts as a data curation specialist in a research library, including communication (translation of "library" concepts to "science" concepts and vice versa), flexibility (ability to accomodate ideas, pace and values of those I'm working with), and prioritization (learning to balance what's valuable to researchers with principles important to libraries, curators, repositories, archives and other groups with which I interact).
Jason, Hilliard
2007-12-01
Few medical faculty members are adequately prepared for their instructional responsibilities. Our educational traditions were established before we had research-based understandings of the teaching-learning process and before brain research began informing our understandings of how humans achieve lasting learning. Yet, there are several advantages you may have. If your expertise is at one of the frontiers of human biology, your teaching can be inherently fascinating to aspiring health professionals. If your work has implications for human health, you have another potential basis for engaging future clinicians. And, thanks to Claude Bernard's influence, you likely are "process oriented," a necessary mindset for being an effective teacher. There are also challenges you may face. Your medical students will mostly become clinicians. Unless you can help them see connections between your offerings and their future work, you may not capture and sustain their interest. To be effective, teachers, like clinicians, need to be interactive, make on-the-spot decisions, and be "emotional literate." If you aren't comfortable with these demands, you may have work to do toward becoming a truly helpful teacher. Program changes may be needed. Might your program need to change 1) from being adversarial and controlling to being supportive and trust based or 2) from mainly dispensing information to mainly asking and inviting questions? In conclusion, making changes toward becoming a truly helpful teacher can bring benefits to your students while increasing your sense of satisfaction and fulfillment as a teacher. If you choose to change, be gentle with yourself, as you should be when expecting your students to make important changes.
Young People and E-Safety: The Results of the 2015 London Grid for Learning E-Safety Survey
ERIC Educational Resources Information Center
Wespieser, Karen
2015-01-01
This report looks at the online activities of London's young people. The report highlights that children and young people use technology to have fun, study and communicate with others. Most children and young people have positive experiences online. On the whole they are sensible online and do not put themselves "at risk". However, the…
ERIC Educational Resources Information Center
Gelman, Rochel; Brenneman, Kimberly; Macdonald, Gay; Roman, Moises
2009-01-01
To ensure they're meeting state early learning guidelines for science, preschool educators need fun, age-appropriate, and research-based ways to teach young children about scientific concepts. The basis for the PBS KIDS show "Sid the Science Kid," this teaching resource helps children ages 3-5 investigate their everyday world and develop the…
Name that Contraceptive! A Game for the Human Sexuality Classroom
ERIC Educational Resources Information Center
Rosenthal, Martha S.
2010-01-01
There are many contraceptive choices available to people today. Learning about them can be dry, but the game "Name that Contraceptive!" can be a fun and interactive way to review, remember, and retain the details about contraceptive options. Name that Contraceptive is a card game in which students "bid" on the number of clues it will take them to…
Independent Living Skills Can Be Fun! How One Mom Took Matters into Her Own Hands
ERIC Educational Resources Information Center
Schoenfeld, Jane
2006-01-01
Jane Schoenfeld's eighteen-year-old daughter and five of her daughter's friends have major learning differences. After searching fruitlessly for a summer class in independent living skills, Shoenfeld relates how she and the parents of her daughter's friends decided to set up their own summer program. They found a facilitator and invited two…
ERIC Educational Resources Information Center
2000
Most children know how to describe an object--by color, size, and shape. Here they'll learn that all objects are made of matter and that all matter can be described with basic scientific properties--mass, weight, volume and density. Each of these properties is described using fun, real-life examples. With clear illustrations and hands-on…
Being "Fun" at Work: Emotional Labour, Class, Gender and Childcare
ERIC Educational Resources Information Center
Vincent, Carol; Braun, Annette
2013-01-01
This paper reports on data drawn from an "Economic and Social Research Council"-funded project investigating the experiences of UK-based students training on level-2 and level-3 childcare courses. We focus on the concept of emotional labour in relation to learning to care for and educate young children and the ways in which the students'…
Sharing Nature with Children: A Parents' and Teachers' Nature-awareness Guidebook.
ERIC Educational Resources Information Center
Cornell, Joseph Bharat
The guidebook presents 42 educational games designed for people of all temperaments and intended to open up nature to children (ages 3 and up) and adults. The games are organized in seven major sections according to the type of activity: Close Up with Nature, How Much Can You See, Nature's Balance, Learning Is Fun, Play and Discovery, Spotting and…
Children's Use of the Unique Features of Interactive Videodiscs. Technical Report No. 42.
ERIC Educational Resources Information Center
Tally, William J.; Char, Cynthia
This study examined the way children learn about and use the novel features of videodiscs. Nine 9- and 10-year-old students in a progressive private school in New York City participated in the study. None had prior experience with videodisc technology. The two videodiscs which served as test materials--"The First National Kidisc" and "Fun and…
It's a Mad, Mad Wordle: For a New Take on Text, Try This Fun Word Cloud Generator
ERIC Educational Resources Information Center
Foote, Carolyn
2009-01-01
Nation. New. Common. Generation. These are among the most frequently used words spoken by President Barack Obama in his January 2009 inauguration speech as seen in a fascinating visual display called a Wordle. Educators, too, can harness the power of Wordle to enhance learning. Imagine providing students with a whole new perspective on…
ERIC Educational Resources Information Center
1998
This teaching guide/student activities booklet, for grades 6-9 and 7-11, outlines an Internet-based stock exchange simulation that allows students to learn about the stock market in a fun format. The simulation (the "MainXchange") described in the booklet offers students the opportunity to engage in "real-life" investing, while…
ERIC Educational Resources Information Center
Arreguín-Anderson, María G.
2015-01-01
In this article, the author suggests that children's natural inclination to explore nature, or biophilia, can be explored as a factor that encourages both cognitive engagement and language development. The author summarizes the types of scientific inquiries that bilingual elementary students and their university partners engaged in when guided to…
So, You Love Animals: An Action-Packed, Fun-Filled Book To Help Kids Help Animals.
ERIC Educational Resources Information Center
Weil, Zoe
This humane education activity book is written for children with the goal of helping them learn to respect animals and the environment. Not only does the guide provide information, introduce new ideas, and encourage critical thinking, it also lets young people know that they can help save animals and the environment. Children are invited to join…
Historic Election and New Tech Tools Yield Promising Vistas for Learning
ERIC Educational Resources Information Center
Manzo, Kathleen Kennedy
2008-01-01
This article describes how some teachers such as Gamal Sherif are turning to electronic resources to capture students' interest in the election. Sherif, who teaches history and science at the Science Leadership Academy, a public school in Philadelphia, said "the technology is fun and helpful, but it's also a tool one can use to get a better…
Atoms and Molecules. Physical Science in Action[TM]. Schlessinger Science Library. [Videotape].
ERIC Educational Resources Information Center
2000
There are more than 20 million known substances in the universe, and they are all made of the same basic ingredients--atoms and molecules. In this fun and engaging program, kids will learn about the three main subatomic particles--protons, neutrons and electrons--as well as the forces that keep atoms and molecules together. They'll discover how…
Using WhatsApp to Enhance Students' Learning of English Language "Experience to Share"
ERIC Educational Resources Information Center
Hamad, Mona M.
2017-01-01
Education system has developed rapidly, technology has invaded our life, everyone has smart phone these days, using WhatsApp, Facebook, Twitter, Instagram, Telegram, etc. No one can deny that the generation we teach these days, has become addicted to these applications, for social relationship and fun. In 2012 when I started teaching in KSA,…
ERIC Educational Resources Information Center
Adachi, Paul J. C.; Willoughby, Teena
2013-01-01
Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem…
Finding the Right Camp: Tips Based on Over 70 Years of Experience
ERIC Educational Resources Information Center
Morgan, Bill
2011-01-01
Camp provides an opportunity for a child to have fun, learn and grow in a safe, nurturing, and enriching environment. Tucked away in the picturesque Catoctin Mountain Park in Western Maryland, The League for People with Disabilities has run a summer camp program for over 70 years. Camp Greentop, the campground, is part of the national park, built…
A Preschool with Promise: How One District Provides Early Education for All
ERIC Educational Resources Information Center
Dubin, Jennifer
2010-01-01
This article features a school district in Perth Amboy, New Jersey, that has created a full-day preschool program that helps prepare all children socially and academically for school. For students ages 3 and 4 in Perth Amboy, the two ideas--learning and fun--are one and the same. Through the district's full-day preschool program, teachers…
ERIC Educational Resources Information Center
Rimbey, Kimberly
2008-01-01
Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Play Ball! Explorations in Data Analysis & Statistics," which teachers can use to…
Math Academy: Are You Game? Explorations in Probability. Supplemental Math Materials for Grades 3-6
ERIC Educational Resources Information Center
Rimbey, Kimberly
2007-01-01
Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the themed program "Are You Game? Math Academy--Explorations in Probability," which teachers can use to…
ERIC Educational Resources Information Center
Rimbey, Kimberly
2007-01-01
Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Dining Out! Explorations in Fractions, Decimals, and Percents," which teachers can use…
The Lion and the Lamb: Learning about Tolerance and Compassion
ERIC Educational Resources Information Center
Johnson, Judith C.
2009-01-01
As the holidays approached this year, the author was looking for something new and different from poinsettias, Christmas trees and snowy landscapes for third-graders. This is a special class who is up for new ideas and art adventures. They had not yet used the changeable markers, which are great fun for pattern and design work. This article…
Adapting to the Deep Sea: A Fun Activity with Bioluminescence
ERIC Educational Resources Information Center
Rife, Gwynne
2006-01-01
Over the past decade, much has been learned about the ocean's secrets and especially about the creatures of the deep sea. The deepest parts of the oceans are currently the focus of many new discoveries in both the physical and biological sciences. Middle school students find the deep sea fascinating and especially seem to enjoy its mysterious and…
Lewis, Nicola; Lewis, Karin; Davies, Bronwen
2016-09-01
There are very few studies that investigate the qualitative experiences of people with a learning disability who have engaged in psychological therapy. Indeed, having a learning disability has traditionally been an exclusion criterion for good quality research about psychological treatments (Psychotherapy and Learning Disability. Council Report CR116. London: Royal College of Psychiatrists, 2004; Journal of Applied Research in Intellectual Disabilities, 19, 2005 and 5). The current research was developed in response to a clinical psychology service recognizing the need to evaluate their psychological service and, as part of this evaluation, the importance of consulting with service users about their experience of psychological therapies. The overall aim of gaining this feedback would be to improve the service offered and to ensure that people receive the best psychological care. Six service users with a learning disability were interviewed about their experience of individual psychological therapy. The interviews were analysed using interpretative phenomenological analysis. Themes were generated from the interviews which highlighted both positive and negative feedback on the psychological therapy process. The feedback covered areas such as access to therapy, feelings about therapy, preparing for therapy, skill development and collaborative working, accessibility and making therapy fun, challenges to confidentiality, positive feelings towards the therapist, aspects of the therapeutic relationship, therapy being challenging but helpful, and positive outcomes. These results have contributed to the evidence base that people with a learning disability are able to meaningfully engage in research and provide essential feedback on the services that they receive. No longer can people be excluded from individual psychological therapy or research just because of their label. © 2015 John Wiley & Sons Ltd.
Land Paddling: Making Fitness Fun
ERIC Educational Resources Information Center
Bretzing, Robyn; Barney, David
2015-01-01
Research has shown that secondary physical education (6-12) is full of team sport activities (football, basketball, volleyball, etc.). These activities are not bad, yet secondary-age students want a greater variety of activities to participate in. One activity that secondary physical educators can implement is Land paddling. Land paddling is…
Making Superintendent Evaluation Fun?
ERIC Educational Resources Information Center
Vranish, Paul L.
2011-01-01
The evaluation of a superintendent is often a stressful, unpleasant experience for both the superintendent and the members of the school board. Typical board trustees have little experience in evaluating CEOs. Worse yet, they are hamstrung by the limitations inherent to their roles. They lack the advantage of a day-to-day working relationship with…
Keys to Success in Raising Funds: An Exchange Classic.
ERIC Educational Resources Information Center
Neugebauer, Roger
2001-01-01
Details survey of over 100 child care centers about successful and unsuccessful fundraising projects. Highlights ten key factors contributing to success: defining the purpose for fundraising, setting a goal, knowing the audience, making it fun, building on strengths, looking for repeated fundraisers, being cost effective, publicizing aggressively,…
Get Ready to Read! Making Child Care Work for You
ERIC Educational Resources Information Center
Moomaw, Sally; Hieronymus, Brenda; Pearson, Yvonne
2006-01-01
Teachers can help parents foster emerging literacy skills in their preschool children in a way that is developmentally appropriate and fun: by collaborating to develop their child's lifelong love of reading and writing. Incorporating selected teacher-tested activities from the popular book "More Than Letters," this accessible guide…
Poetry Writing in General Physics Courses
ERIC Educational Resources Information Center
Schmidt, William L.
2013-01-01
Poetry writing in the context of physics is a student-centered activity that enables students to view the world through the window of physics and make connections to everyday life scenarios. Poetry assignments provide a creative and atypical challenge to students, creating more student-centered class discussions and a fun, light-hearted approach…
Making One-Computer Teaching Fun!
ERIC Educational Resources Information Center
Tan, Soo Boo
1998-01-01
Most teachers face the challenge of bringing technology into classrooms with only one computer. This article describes how one computer can serve the needs of many students: connecting it to a TV or projection device to display agendas, Web sites, microscope slides and other scientific instruments, and spreadsheets; tabulate data; deliver…
Children and airplanes: are we having fun yet?
Fischer, Philip R; Sohail, M Rizwan
2011-06-01
Health care providers are often asked by parents whether it is safe for their child to fly and what they can do to make air travel more pleasant for the child and for their fellow passengers. This article provides answers to seven frequently asked questions about children and air travel.
Math in Action. Number-Sense Fun: Solving Riddles, Making Change.
ERIC Educational Resources Information Center
Bresser, Rusty; Sheffield, Stephanie; Burns, Marilyn, Ed.
1997-01-01
Presents two activities for teaching elementary level mathematics by immersing students in worthwhile literature (the Hello Math Reader series) while introducing them to real-life mathematics. The primary level activity teaches students to use number relationships to solve math riddles. The intermediate level activity has students explore…
Putting the Fun in Fundraising
ERIC Educational Resources Information Center
Simons, Dave
2008-01-01
Today, school districts are faced with perpetually shrinking budgets, and all too often, music programs suffer the most. As a result, fundraising, once considered a supplemental effort, is now an integral part of the budgetary process for school trips and other extras. To make the most of their fundraising endeavors, music departments and…
Heading Off First-Grade Retention.
ERIC Educational Resources Information Center
VanSciver, James H.; Fleetwood, Linda M.
1997-01-01
Describes a reworking of a Title 1 program in Lake Forest, Delaware schools, to eliminate first grade retention due to substandard level of reading ability. The process included: (1) making reading fun; (2) new reading material; (3) parental participation; (4) scheduled reading time; (5) reading requirements; and (6) teachers' aides in classrooms.…
Using Sweat Socks and Chromosomes to Illustrate Nuclear Division.
ERIC Educational Resources Information Center
Oakley, Claire R.
1994-01-01
Using socks with colored bands, a teacher makes mitosis and meiosis fun and meaningful for students. Asserts that during extension activities students used the aforementioned exercise as a springboard to better understand the phases of the cell cycle of Allium root tips, whitefish blastula, and Lillium anthers. (ZWH)
Marketing Libraries through Their Physical Environment.
ERIC Educational Resources Information Center
Simon, Matthew
1992-01-01
Suggests ways to use library buildings and space to attract users and to showcase collections and services. Ideas for a marketing strategy using windows, promenades and walkways, the entrance of lobby, and the interior are offered. Increasing use by making libraries a place for fun and entertainment is also recommended. (MES)
Teaching through Trade Books: Seeing Stars
ERIC Educational Resources Information Center
Royce, Christine Anne
2008-01-01
The winter months are a great time to make observations of several familiar constellations. While there is no scientific reason to "know" the constellations--they are simply imaginative pictures imposed on stars--studying constellations can help students connect with culture in a fun way and develop the awareness that stars are different in…
USDA-ARS?s Scientific Manuscript database
This column continues the theme of "How Is It Processed?" with a focus on cheese. A fun fact is that it takes 10 pounds of milk to make one pound of cheese. Production of cheese is described in this column, as well as the effects of processing on the final properties of this popular food....
Interactive Video Games in Physical Education
ERIC Educational Resources Information Center
Trout, Josh; Christie, Brett
2007-01-01
As the obesity epidemic in the United States spreads among children and teenagers, due in part to sedentary lifestyles, some physical education programs are using interactive video games to keep students engaged in physical activity. These innovative games make physical activity fun and challenging for both high- and low-skilled students. Although…
Holistic aspects of children's ways of understanding in making sense of genetics
NASA Astrophysics Data System (ADS)
Huang, Hui-Ju
The study examined the nature of how children make sense of phenomena in the area of genetics and inheritance. I proposed the phrase, way of understanding to capture a unified entity which children use to make sense of phenomena. The methodology was semi-structured probing interviews with six sixth grade students. Seven specific ways of understanding were discussed in the results section. Overall, the study described and discovered children's ways of understanding in terms of five aspects: cognitive aspects, affective aspects, social aspects, playfulness, and mode of awareness. Students' propositional knowledge, a holistic view of looking at how people resemble each other, syntactic knowledge, and an extension of rational explanations belonged to the cognitive aspects. Four categories of affective expressions were: an enjoyment of thinking and learning, a special feeling about the instructional activity, a deep personal involvement, and an anxiety in finding correct answers. Two types of social context were identified, one had somewhat of a connection to the science world, and the other did not have much of an scientific tie. The playfulness and the mode of awareness were two emerging aspects through the study. The playfulness represented the spontaneity, freedom, and sense of fun associated with the social interaction activity, such as the playfulness in expressing ideas to others. The modes of awareness included two types of metacognition, one was a conscious reflection on one's cognitive abilities, and the other was a continuous process of monitoring knowledge. In addition, the importance of considering language aspect in science learning was an emerging issue. Students' talking about genetics was embedded in the larger framework of social relationships and social institutions. Their social identify might influence the development of concepts, ways of talking and science learning. The study reflects the richness of children's sense-making processes. Distinguishing above categories for the purpose of analysis does not mean that they can be separated. We have to conceptualize way of understanding with a global and holistic perspective, that is, it is essential to consider the complexity, variety, and interrelatedness of all aspects as a whole.
Bascandziev, Igor; Tardiff, Nathan; Zaitchik, Deborah; Carey, Susan
2018-08-01
Some episodes of learning are easier than others. Preschoolers can learn certain facts, such as "my grandmother gave me this purse," only after one or two exposures (easy to learn; fast mapping), but they require several years to learn that plants are alive or that the sun is not alive (hard to learn). One difference between the two kinds of knowledge acquisition is that hard cases often require conceptual construction, such as the construction of the biological concept alive, whereas easy cases merely involve forming new beliefs formulated over concepts the child already has (belief revision, a form of knowledge enrichment). We asked whether different domain-general cognitive resources support these two types of knowledge acquisition (conceptual construction and knowledge enrichment that supports fast mapping) by testing 82 6-year-olds in a pre-training/training/post-training study. We measured children's improvement in an episode involving theory construction (the beginning steps of acquisition of the framework theory of vitalist biology, which requires conceptual change) and in an episode involving knowledge enrichment alone (acquisition of little known facts about animals, such as the location of crickets' ears and the color of octopus blood). In addition, we measured children's executive functions and receptive vocabulary to directly compare the resources drawn upon in the two episodes of learning. We replicated and extended previous findings highlighting the differences between conceptual construction and knowledge enrichment, and we found that Executive Functions predict improvement on the Vitalism battery but not on the Fun Facts battery and that Receptive Vocabulary predicts improvement the Fun Facts battery but not on the Vitalism battery. This double dissociation provides new evidence for the distinction between the two types of knowledge acquisition, and bears on the nature of the learning mechanisms involved in each. Copyright © 2018 Elsevier Inc. All rights reserved.
Fun with Mission Control: Learning Science and Technology by Sitting in the Driver's Seat
NASA Astrophysics Data System (ADS)
Fitzpatrick, A. J.; Fisher, D. K.; Leon, N.; Novati, A.; Chmielewski, A. B.; Karlson, D. K.
2012-12-01
We will demonstrate and discuss iOS games we have developed that simulate real space mission scenarios in simplified form. These games are designed to appeal to multiple generations, while educating and informing the player about the mission science and technology. Such interactive games for mobile devices can reach an audience that might otherwise be inaccessible. However, developing in this medium comes with its own set of challenges. Touch screen input demands a different type of interface and defines new rules for user interaction. Communicating informative messages to an audience on the go also poses unique challenges. The organization and delivery of the content needs to consider that the users are often distracted by their environments or have only short blocks of time in which to become involved with the activity. The first game, "Comet Quest," simulates the Rosetta mission. Rosetta, sponsored by the European Space Agency, with important contributions from NASA, is on its way to Comet 67P/Churyumov-Gerasimenko. It will orbit the comet and drop a lander on the nucleus. It will continue to orbit for two years as the comet approaches the Sun. Both orbiter and lander will make measurements and observations and transmit the data to Earth, in the first close study of a comet's evolution as it journeys to the inner solar system. In "Comet Quest," the player controls the release of the lander and records and transmits all the science data. The game is fun and challenging, no matter the player's skill level. Comet Quest includes a "Learn more" feature, with questions and simple, concise answers about comets and the Rosetta mission. "Rescue 406!" is another simulation game, this one enacting the process of rescuing individuals in distress using the Search And Rescue Satellite-Aided Tracking system, SARSAT. Development of this game was sponsored by NOAA's Geostationary Operational Environmental Satellite, R-series, program (GOES-R). This game incorporates the major components of the SARSAT technology. A "learn more" feature describes how the SARSAT process works. Both of these game concepts begin with the science and technology of real missions. They both involve realistic, albeit simplified, process scenarios. We were challenged to create compelling game play action that simultaneously fulfilled the overall objective to educate, engage, and inform a wide audience about important science and technology achievements.
Science is Cool with NASA's "Space School Musical"
NASA Astrophysics Data System (ADS)
Asplund, S.
2011-12-01
To help young learners understand basic solar system science concepts and retain what they learn, NASA's Discovery Program collaborated with KidTribe to create "Space School Musical," an innovative approach to teaching about the solar system that combines science content with music, fun lyrics, and choreography. It's an educational "hip-hopera" that moves and grooves its way into the minds and memories of students and educators alike. Kids can watch the videos, learn the songs, do the cross-curricular activities, and perform the show themselves. "Space School Musical" captures students attention as it brings the solar system to life, introducing the planets, moons, asteroids and more. The musical uses many different learning styles, helping to assure retention. Offering students an engaging, creative, and interdisciplinary learning opportunity helps them remember the content and may lead them to wonder about the universe around them and even inspire children to want to learn more, to dare to consider they can be the scientists, technologists, engineers or mathematicians of tomorrow. The unique Activity Guide created that accompanies "Space School Musical" includes 36 academic, fitness, art, and life skills lessons, all based on the content in the songs. The activities are designed to be highly engaging while helping students interact with the information. Whether students absorb information best with their eyes, ears, or body, each lesson allows for their learning preferences and encourages them to interact with both the content and each other. A guide on How to Perform the Play helps instructors lead students in performing their own version of the musical. The guide has suggestions to help with casting, auditions, rehearsing, creating the set and costumes, and performing. The musical is totally flexible - the entire play can be performed or just a few selected numbers; students can sing to the karaoke versions or lip-sync to the original cast. After learning about the solar system, students can even write their own lyrics. The play is not about perfection! It's designed to be inclusive and fun, to give every child a chance to shine. "Space School Musical" commands attention! It is a great tool for scientists who are visiting classrooms or afterschool programs, addressing school assemblies, or offering professional development workshops. Showing one or more videos brings engagement, smiles, and information to all. Specific songs can be shown to reinforce space science topics. The "Planetary Posse" introduces the planets and dwarf planets. "The Asteroids Gang" can initiate a discussion about accretion and why small bodies are so important to understanding the origin and evolution of our solar system. "MoonDance" provides compelling information about our moon and can introduce lunar missions. "We're the Scientists" is intended to build self confidence. "Space School Musical" is an innovative, universal, and timeless approach to teaching about the solar system, making it a valuable addition to programs and presentations for students and the public. The videos, lyrics, and guides are all available free on the Internet.
Stanish, Heidi; Curtin, Carol; Must, Aviva; Phillips, Sarah; Maslin, Melissa; Bandini, Linda
2015-10-01
The authors compared physical activity enjoyment, perceived barriers, beliefs, and self-efficacy between adolescents with autism spectrum disorder (ASD) and typically developing (TD) adolescents. A questionnaire was verbally administered to 35 adolescents with ASD and 60 TD adolescents. Compared with TD adolescents, fewer adolescents with ASD enjoyed team sports (65% vs. 95%, p < .001) and physical education (84% vs. 98%, p = .02). A greater proportion of adolescents with ASD perceived that physical activities were too hard to learn (16% vs. 0%, p < .01), and fewer believed that physical activity was a way to make friends (68% vs. 97%, p < .001). Fewer adolescents with ASD preferred to do physical activity in their free time (25% vs. 58%, p < .01). Most adolescents with ASD felt that physical activity is fun (84%), but the proportion was lower than in TD adolescents (98%, p = .03). Some perceptions about physical activity were similar between the 2 groups, but differences identified may inform program development.
ERIC Educational Resources Information Center
Spann, Mary Beth
This book offers a collection of 30 fun-filled book-writing and book-making projects guaranteed to engage beginning writers of every ability level. Intended for teachers of kindergarten through grade 2, the book provides an easy-to-implement approach to bookmaking. Each of the books is thematic in content and shape and use rhyming poetry as a…
Angelo State SPS Marsh White Award: Physics After School Special (P.A.S.S.)
NASA Astrophysics Data System (ADS)
Desai, Vikesh; Sauncy, Toni
2012-03-01
With a recent Marsh White Award from the SPS National Office, the Angelo State SPS has teamed up with a local YMCA after school program to provide fun lab experiences for the diverse group of K-3^rd graders. Several undergraduate presenters are involved, and the funding was used to purchase tshirts for all participants. The afterschool group of approximately 30 children has visited the campus for the first lab session and plans three additional hands on lab experiences over the course of the semester. For the final visit, the Peer Pressure Team will conduct a full demonstration show and P.A.S.S. Party. The goal of this public engagement is to motivate these young students to learn more about physics with hands on activities in a fun and safe environment and to establish meaningful mentoring relationships between undergraduate physics majors and younger students.
The Future of Reading: Don't Worry. It Might Be Better than You Think
ERIC Educational Resources Information Center
Green, John
2010-01-01
It is a fun parlor game to speculate about what the future of books will look like. The author wonders whether stories will be read on screens and supplemented with gaming, illustration, video, and multimedia riddles. In this essay, the author shares his vision of the future of reading and describes what he learned from writing a story based on…
"I Guess It Was Pretty Fun": Using WebQuests in the Middle School Classroom.
ERIC Educational Resources Information Center
Lipscomb, George
2003-01-01
Notes that the WebQuest helps students harness the vast amount of on-line resources available. Presents a list of 10 suggestions that may help teachers unfamiliar with WebQuests, especially those in the history classroom, to use them more effectively. Concludes that students learned a great deal about the Civil War by doing the WebQuest, and the…
Learning Mathematics or Losing Money--Betting as a Topic for Mathematical Education
ERIC Educational Resources Information Center
Siller, Hans-Stefan; MaaB, Jurgen
2012-01-01
No risk, no fun--betting on sports events costs the gamblers a lot of money and brings excellent profits to those who offer the bets. Among the people who bet on a regular basis, the proportion of young adults is frighteningly high. We now suggest a concept (as part of a basic mathematics course) for acquiring the necessary mathematical knowledge…
Lessons Learned in Cyberspace Security
2014-06-01
software; something undesirable is packaged together with something desirable. A classic example was Elf Bowling attachment, which ran rampant through...the authors’ former school. It combined a fun program featuring elves as bowling pins, however it was packaged with SubSeven (Sub7) malware that...allowed remote access to the infected machine. IExpress, which is delivered in the Windows OS, is one of the legitimate tools for packaging multiple
ERIC Educational Resources Information Center
Junion-Metz, Gail
This book provides guidance in how to help children use the Internet for learning and fun. The book is divided into three sections. The first section, "Get Ready: The Internet and Its Tools," includes basic information and practice exercises related to the Internet's many tools. Also included is a large subsection on the World Wide Web, which…
Throughout Year, New York District Offers Clusters of Enrichment to All Its Students
ERIC Educational Resources Information Center
Manzo, Kathleen Kennedy
2006-01-01
Children don't have to be academically gifted to take advantage of some of the richest, and most fun, learning opportunities at South Grove Elementary School in New York. In fact, average pupils, those struggling to keep up with their grade-level peers, and even youngsters in special education all take part in the kinds of activities and projects…
ERIC Educational Resources Information Center
Rimbey, Kimberly
2008-01-01
Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to the students. This booklet contains the "Math Academy--Let's Go to the Mall! Explorations in Combinatorics," which teachers can use to enhance…
ERIC Educational Resources Information Center
Perkins, Becky
2007-01-01
In this article, the author describes the Space Camp at the U.S. Space & Rocket Center in Huntsville, Alabama, where deaf and hard of hearing students can pilot spaceships, conduct experiments, and dodge meteorites. Each year in the spring, students from schools all over the United States attend a one-week, hands-on learning experience in…
ERIC Educational Resources Information Center
Embi, Zarina Che; Hussain, Hanafizan
2005-01-01
In the world of "edutainment" where multimedia is the ultimate content provider, educational electronic games are a new and fun way for young children to learn concepts and processes that have usually been delivered via books within the traditional classroom. In an effort to implement a design framework for developing educational games…
ERIC Educational Resources Information Center
Novelli, Joan
Intended for teachers of grades K-2, this book aims to inspire students with the award-winning art and stories found in Caldecott books. The book uses Caldecott winners as springboards to provide lively, literature-based learning experiences--from projects that encourage children's own artistic expression to fun and creative activities that…
Chan, Zenobia C Y
2013-08-01
The implementation of art education in nursing is said to have positive effects on nursing students. Most studies applied visual art dialogues or object design, whereas the effectiveness of drawing as a teaching and learning method is rarely examined and discussed. This paper aimed to discuss the potential and effectiveness of drawing as a learning and teaching method. Four drawings which were created by Hong Kong nursing students are demonstrated and the students' perspectives of how drawing enhanced learning are shown in this paper. Topics on drawing as a fun teaching and learning method and the way it can enhance critical thinking and creativity are also discussed. In conclusion, the activity was a great success, and students enjoyed the learning process and reflected positive comments. However, we cannot conclude that drawing is an effective teaching and learning method based on a single paper, therefore more similar studies should be conducted to investigate this method. Copyright © 2012 Elsevier Ltd. All rights reserved.
Cultural change--empowerment at Sweetheart Cup Company, Inc., Bakery Division.
Altomonte, W; Mooney, W; Sheldon, D H
1999-08-01
Sweetheart Cup Company always has been associated with fun products--fast food containers, straws, ballpark drink glasses, and maybe the most fun of all--ice cream cones! But making these products of pleasantry at times has not been as festive as it would seem. Sweetheart Cup Company has had its ups and downs in terms of many of the typical manufacturing measurements, but in 1994--under the direction of newly appointed Chief Operating Officer Bill McLaughlin--Sweetheart Cup Company embarked on a new mission. This time everyone would be involved, from headquarters staff in Owings Mills to the fourth-floor oven area workers in the Dallas bakery. The new process goal, "Business Excellence," as we called it, was really an implementation of Class A ERP/MRP II.
Sea Soup: Discovering the Watery World of Phytoplankton and Zooplankton. Teacher's Guide.
ERIC Educational Resources Information Center
Stevens, Betsy T.
This book is an inquiry- and discovery-based teacher's guide. The interesting and fun activities in this teacher's guide meet the challenge of relating tiny, microscopic organisms to the lives of children. The inquiry-based activities range from designing and making a phytoplankter and collecting phytoplankton to designing an experiment for…
ERIC Educational Resources Information Center
Meloni, Christine
2006-01-01
For young teen girls, reading has become hot again. With their appealing covers, witty heroines and humorous plots, teen chick lit books are bringing girls out of the malls and into local libraries and bookstores in search of the next must-have title. These fun books are about boys, friendship, family, fitting in, and growing up. What makes the…
The Food Friends: Encouraging Preschoolers to Try New Foods
ERIC Educational Resources Information Center
Bellows, Laura; Anderson, Jennifer
2006-01-01
In response to concerns about children's eating behaviors, the Colorado Nutrition Network developed and tested Food Friends--Making New Foods Fun for Kids. The program was designed as a 12-week social marketing campaign aimed at encouraging preschool-age children to try new foods, such as Ugli Fruit, couscous, and daikon radish. Tasting novel…
Schoolyard Lessons: More and More Schools Are Finding Ways To Take Education Outdoors.
ERIC Educational Resources Information Center
Boss, Suzie
2001-01-01
School gardens can teach kids about cooperation, nature, science, creativity, and community service. Gardens also help teachers address students' diverse needs and interests. Tips for school gardeners include: make it easy to use, keep groups small, be inclusive, build partnerships, have clear rules, think year-round, have fun, and celebrate…
Picture Science: Using Digital Photography to Teach Young Children
ERIC Educational Resources Information Center
Neumann-Hinds, Carla
2007-01-01
Young children love to investigate the natural world, and they love to take photographs. "Picture Science" goes beyond just documenting class projects. The book shows how to use digital photography to make each step in the scientific process--from posing a question, to gathering data, to showing findings--concrete and fun for children. Keyed…
3-2-1 Ignition*: Making Science Creative, Accessible and Fun
ERIC Educational Resources Information Center
Reichardt, Oliver
2013-01-01
For over 250 years, the RSA (Royal Society for the Encouragement of Arts, Manufactures and Commerce) has been committed to finding practical solutions to today's social challenges. The Society's way of working consists of providing a platform for critical debate and new ideas; working with partners to translate knowledge and progressive thinking…
Making School and Community Recreation Fun for Everyone: Places and Ways To Integrate.
ERIC Educational Resources Information Center
Moon, M. Sherril, Ed.
This text offers case studies, models, and specific techniques to assist children, teenagers, and adults with disabilities to participate more fully in local school and neighborhood social and leisure activities. Three basic themes are stressed: first, that of using a community leisure facilitator to support people with disabilities in community…
[The Serious Game, a care tool for hospitalized children].
Wemeau, Catherine; Dosset, Christine; Dubat, Brice
2012-01-01
For the last 4 years, the paediatric department of Seclin hospital in the north of France has provided children and professionals with a fun tool which helps to inform young children and assess their pain, Dolo:kids. This Serious Game also helps to make the hospital environment less traumatic for the patient.
ERIC Educational Resources Information Center
Beck, Charles
2008-01-01
We all hope our classrooms don't take on a circus-like atmosphere, but juggling can be an engaging way to introduce elementary physics to students. The very act of tossing and catching objects can help students to understand the basic physical principles involved in rotating a set of objects. This article suggests a variety of simple hands-on…
ERIC Educational Resources Information Center
McCollum, Sean
2011-01-01
New concepts of PE and sports programs are making it more fun for everyone to play. Diets featuring fast food, sugary soft drinks and declining physical activity have contributed to a tripling of childhood obesity rates in the United States in the last 30 years, according to the U.S. Centers for Disease Control. Today, nearly a third of American…
When Is Melting Not Really Melting?
ERIC Educational Resources Information Center
Mangiaracina, Mike
2017-01-01
This 5E cycle of lessons takes students through a fun and thorough study of Silly Putty's properties, progressing from an initial observation of a "melting snowman" toy in the Engage phase to making and "marketing" their own homemade putty in the Evaluate phase. Along the way, students use evidence to construct their own…
3 CFR 8633 - Proclamation 8633 of March 1, 2011. Read Across America Day, 2011
Code of Federal Regulations, 2012 CFR
2012-01-01
... imagination, and unlock the potential that lies within each of our children. Reading is the foundation upon... engaging children in good reading habits and making reading a fun and interactive activity. Regardless of... life. Parents and mentors can help build fundamental skills by reading aloud to children regularly...
ERIC Educational Resources Information Center
Kamela, Martin
2007-01-01
One of the most fun demonstrations in a freshman mechanics class is the levitation of a ball in a steady air stream even when the jet is directed at an angle. This and other demonstrations are often used to argue for the validity of Bernoulli's principle. As cautioned by some authors, however, it is important to avoid making sweeping statements…
Fold in Origami and Unfold Math
ERIC Educational Resources Information Center
Georgeson, Joseph
2011-01-01
Students enjoy origami and like making everything from paper cranes to footballs out of small, colorful squares of paper. They can invent their own shapes and are intrigued by the polyhedrons that they can construct. Paper folding is fun, but where is the math? Unless teachers develop lessons that address mathematical objectives, origami could be…
Travel Writing in Children and Adolescent's Literature in Iran
ERIC Educational Resources Information Center
Jalali, Maryam; Bagheri, Narges; Mahmoodi, Masoomeh
2016-01-01
Today children's literature and its place have attracted in the collection of literature, according to many writers the world. Making fun of the text by writer is best way to communicate with the Children and Adolescents. Travel writing is considered as an interdisciplinary literature combined by literature, history, geography and sociology. It is…
ERIC Educational Resources Information Center
Faust, Carl
2010-01-01
Introducing opera to sixth-graders may sound like a recipe for disaster, but a New Jersey music teacher has discovered how to get his students excited about "Aida": by making it the basis of a class video. This article presents a no-nonsense, seven-contact-period approach that's incredibly effective, fun, and as free as a couple of mouse…
More than a Job: Helping Your Teenagers Find Success
ERIC Educational Resources Information Center
Lapan, Richard T.
2008-01-01
The teen years are an excellent time to start thinking about a potential career and to investigate all of the different opportunities available. Motivating adolescents to become actively engaged in their own career development is not always easy, but this book makes it fun. Written for parents, school counselors, and counselors in private practice…
Split Ends: Teenage Stepchildren.
ERIC Educational Resources Information Center
Webber, Ruth
Noting that family members need to work together to find ways of relating that feel comfortable, this book is intended to help teenage stepchildren understand stepfamily life and to find ways to make it happier. The chapters are: (1) "Divided Loyalty," including being a go-between for divorcing parents and where to live; (2) "Can Access Be Fun?"…
Pounding the Payment. [A Job-Search Gaming-Simulation].
ERIC Educational Resources Information Center
Aiken, Rebecca; Lutrick, Angie; Kirk, James J.; Nickerson, Lisa; Wilder, Ginny
This manual is a gaming simulation that career development professionals can use to promote awareness of and sensitivity to the job search experience encountered by their clientele. Goals of the simulation are to approximate a real life job search experience from different perspectives, while at the same time making it fun and interactive. Players…
Crossword Puzzle Makes It Fun: Introduce Green Manufacturing in Wood Technology Courses
ERIC Educational Resources Information Center
Iley, John L.; Hague, Doug
2012-01-01
Sustainable, or "green," manufacturing and its practices are becoming more and more a part of today's industry, including wood product manufacturing. This article provides introductory information on green manufacturing in wood technology and a crossword puzzle based on green manufacturing terms. The authors use the puzzle at the college level to…
Science Can Be Fun and Tasty: Winemaking in the Lab
ERIC Educational Resources Information Center
Burns, Scott F.
1976-01-01
Describes a laboratory experiment that begins with a discussion of the fermentation process, the steps of winemaking, the types of wines that can be produced, and the differences between wines. Outlines the procedure for making red wine in the laboratory and describes other types of wine that can be produced. (GS)
The Cutting Edge of Fun: Making Work Play at the New American School
ERIC Educational Resources Information Center
Sims, Christopher Otter
2012-01-01
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Lin, Cheng-Shih; Jeng, Mei-Yuan; Yeh, Tsu-Ming
2018-04-03
This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating "good memories" as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers.
Lin, Cheng-Shih; Jeng, Mei-Yuan
2018-01-01
This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating “good memories” as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers. PMID:29614012
Viewing equitable practices through the lens of intersecting identities
NASA Astrophysics Data System (ADS)
Lyons, Renée; Dsouza, Nikeetha; Quigley, Cassie
2016-12-01
This review explores Archer, Dawson, Seakins, and Wong's "Disorienting, fun or meaningful? Disadvantaged families' experiences of a science museum visit" by examining the analytic frameworks guiding this study. To expand on Archer et al.'s use of feminist post-structuralist theories of identity we draw from the theory of intersectionality to provide a more robust framework for analyzing barriers to engagement within an informal learning space. Our response to this work ends by exploring the types of solutions generated from an intersectionality framework—solutions aimed at transforming institutional programs and practices to create more equitable spaces for learning.
NASA Technical Reports Server (NTRS)
Chwalowski, Pawel; Florance, Jennifer P.; Heeg, Jennifer; Wieseman, Carol D.; Perry, Boyd P.
2011-01-01
This paper presents preliminary computational aeroelastic analysis results generated in preparation for the first Aeroelastic Prediction Workshop (AePW). These results were produced using FUN3D software developed at NASA Langley and are compared against the experimental data generated during the HIgh REynolds Number Aero- Structural Dynamics (HIRENASD) Project. The HIRENASD wind-tunnel model was tested in the European Transonic Windtunnel in 2006 by Aachen University0s Department of Mechanics with funding from the German Research Foundation. The computational effort discussed here was performed (1) to obtain a preliminary assessment of the ability of the FUN3D code to accurately compute physical quantities experimentally measured on the HIRENASD model and (2) to translate the lessons learned from the FUN3D analysis of HIRENASD into a set of initial guidelines for the first AePW, which includes test cases for the HIRENASD model and its experimental data set. This paper compares the computational and experimental results obtained at Mach 0.8 for a Reynolds number of 7 million based on chord, corresponding to the HIRENASD test conditions No. 132 and No. 159. Aerodynamic loads and static aeroelastic displacements are compared at two levels of the grid resolution. Harmonic perturbation numerical results are compared with the experimental data using the magnitude and phase relationship between pressure coefficients and displacement. A dynamic aeroelastic numerical calculation is presented at one wind-tunnel condition in the form of the time history of the generalized displacements. Additional FUN3D validation results are also presented for the AGARD 445.6 wing data set. This wing was tested in the Transonic Dynamics Tunnel and is commonly used in the preliminary benchmarking of computational aeroelastic software.
Higgins-Opitz, Susan B; Tufts, Mark
2010-06-01
Second-year medical students at the Nelson R. Mandela School of Medicine (Durban, South Africa) were given a brief to prepare oral presentations on topics related to disorders of the gastrointestinal tract and endocrine system in the form of "patient-doctor" role play and to submit written documents about their topics. This initiative was introduced to assist medical students in their application and understanding of physiology to clinical situations. The aims of the student presentations were to improve the understanding of the physiological basis of diseases; promote independent research, active, and group-based learning; encourage social interactions; and develop presentation and peer review skills. Students rose to the challenge, producing a variety of presentations reflecting a wealth of creativity, humour, sensitivity to local cultural issues, and analytic thinking skills. The quality of the supporting posters and computer-generated slides was outstanding. Numerous "fun" prizes for specific individual and group performances were given based on peer and staff evaluations. This exercise ran over a 5-yr period before the introduction of a problem-based learning medical curriculum. Student feedback obtained over these years is reported here. Students were asked to complete semistructured questionnaires, which elicited feedback on various aspects of the learning exercise, including whether it should be continued and how it could be improved upon, especially if they were in groups that did not function well. The feedback obtained revealed that most students perceived the presentations to be fun, informative, creative/innovative, and, most importantly, beneficial to their learning. The majority of students felt that this exercise improved their understanding of pathophysiology, taught them to research independently, and encouraged better class interactions and group learning. The inclusion of such initiatives is beneficial not only to students' understanding and their experience in studying physiology but also for the development of skills useful in their future careers.
Clinical simulation practise framework.
Khalili, Hossein
2015-02-01
Historically, simulation has mainly been used to teach students hands-on skills in a relatively safe environment. With changes in the patient population, professional regulations and clinical environments, clinical simulation practise (CSP) must assist students to integrate and apply their theoretical knowledge and skills with their critical thinking, clinical judgement, prioritisation, problem solving, decision making, and teamwork skills to provide holistic care and treatment to their patients. CSP holds great potential to derive a positive transformation in students' transition into the workplace, by associating and consolidating learning from classrooms to clinical settings, and creating bridges between theory and practice. For CSP to be successful in filling the gap, the design and management of the simulation is crucial. In this article a new framework called 'Clinical simulation practise framework: A knowledge to action strategy in health professional education' is being introduced that aims to assist educators and curriculum developers in designing and managing their simulations. This CSP framework theorises that simulation as an experiential educational tool could improve students' competence, confidence and collaboration in performing professional practice in real settings if the CSP provides the following three dimensions: (1) a safe, positive, reflective and fun simulated learning environment; (2) challenging, but realistic, and integrated simulated scenarios; and (3) interactive, inclusive, interprofessional patient-centred simulated practise. © 2015 John Wiley & Sons Ltd.
von Barnekow, Ariel; Bonet-Codina, Núria; Tost, Dani
2017-03-23
To investigate if 3D gamified simulations can be valid vocational training tools for persons with intellectual disability. A 3D gamified simulation composed by a set of training tasks for cleaning in hostelry was developed in collaboration with professionals of a real hostel and pedagogues of a special needs school. The learning objectives focus on the acquisition of vocabulary skills, work procedures, social abilities and risk prevention. Several accessibility features were developed to make the tasks easy to do from a technological point-of-view. A pilot experiment was conducted to test the pedagogical efficacy of this tool on intellectually disabled workers and students. User scores in the gamified simulation follow a curve of increasing progression. When confronted with reality, they recognized the scenario and tried to reproduce what they had learned in the simulation. Finally, they were interested in the tool, they showed a strong feeling of immersion and engagement, and they reported having fun. On the basis of this experiment we believe that 3D gamified simulations can be efficient tools to train social and professional skills of persons with intellectual disabilities contributing thus to foster their social inclusion through work.
Dazed and Confused: Learning to Engage Non-Science Undergraduates in the Geosciences
NASA Astrophysics Data System (ADS)
Price, J.
2014-12-01
Teaching science courses to non-science undergraduate is often times difficult and frustrating for instructors because of the lack of interest and knowledge from students. Additionally, students find it difficult to learn from instructors that are not engaging or are unable to simplify concepts, methods, and analyses. These complications multiple when graduate students try to teach non-science undergraduates. Graduate instructional/teaching assistants have less teaching experience, often do not care about teaching, and frequently get frustrated with non-science undergraduates more easily. This presentation will focus on teaching non-science undergraduates in marine science and geology classes by engaging students, simplifying concepts, working in groups, and making the material fun and interesting. Instructional/teaching assistants teach undergraduate courses as a way to pay for their graduate education and in doing so, often forget to express their passion and interest in the subject. Graduate instructional/teaching assistants will be asked not give up on undergraduates because of their lack of interest and experience but rather challenge them to remember what it is like to feel lost and disinterested. While we may not be able to turn them into scientists, we can share our passion, teach them scientific concepts, and hope they leave feeling more knowledgeable, comfortable, and with more appreciation for the geosciences.
ERIC Educational Resources Information Center
Kiosoglous, Cameron Michael
2013-01-01
Coaching effectiveness is a result of a coach getting the best out of the people and resources in their environment. For coaches, learning from experience is vital in a role that is a complex, dynamic and multifaceted process of balancing fun and winning where one cannot be sure if results will go according to plan. At the Olympic level, due to…
ERIC Educational Resources Information Center
Rimbey, Kimberly
2007-01-01
Created by teachers for teachers, the Math Academy tools and activities included in this booklet were designed to create hands-on activities and a fun learning environment for the teaching of mathematics to students. This booklet contains the "Math Academy--Can You See It in Nature? Explorations in Patterns & Functions," which a teacher can use to…
ERIC Educational Resources Information Center
Grimes, Ka Rene
2014-01-01
The purpose of this paper is to provide a narrative of work in progress to validate a math app designed for number sense. To date I have conducted classroom research and pilot studies across ten early childhood classrooms in two schools and will begin an empirical study at the beginning of the 2014-2015 school year. Through my work I believe the…
User Assessment of "InsuOnLine," a Game to Fight Clinical Inertia in Diabetes: A Pilot Study.
Diehl, Leandro Arthur; de Souza, Rodrigo Martins; Gordan, Pedro Alejandro; Esteves, Roberto Zonato; Coelho, Izabel Cristina Meister
2015-10-01
We performed a pilot study to assess usability and playability of "InsuOnLine," a serious game for education of primary care physicians on insulin therapy for diabetes mellitus. A multidisciplinary team has designed and developed "InsuOnLine," using Andragogy and Problem-Based Learning principles, with game elements to improve players' motivation. The prototype was tested by four medical doctors and two medical students, using the System Usability Scale (SUS) and a questionnaire to assess playability. These results were used to guide corrections, after which the beta version was retested by 14 medical students and 6 residents. Out of a maximum score of 100 on the SUS, the "InsuOnLine" prototype was rated 88, and some areas for improvement were identified (game instructions, controls). After corrections, the beta version was rated 92.5 on the SUS. Users have found the beta version to be fun, engaging, challenging, relevant, and realistic. Users said that the game has increased their knowledge on diabetes and insulin, that it has made them feel more confident for prescribing insulin, and that it would have impact on how they treated patients with diabetes. Most users said they have learned more from the game than they would have from a lecture. Lessons learned were the need of early piloting, preferably by users with very little or very much gaming experience, on their own computers and free patterns of use. "InsuOnLine" was rated by users as easy to play, fun, and useful for learning. Further studies will assess its educational effectiveness. "InsuOnLine" is a promising tool for large-scale continuing medical education on insulin, helping to fight clinical inertia in diabetes.
BANFISA and (IN) DICA-SUS in health undergraduate education: playing and learning construction.
Silva, Laianna Victoria Santiago; Tanaka, Patrícia Sayuri de Lima; Pires, Maria Raquel Gomes Maia
2015-01-01
To analyze the learning built during the matches of the games by students of the subject Gestão de Políticas Públicas em Saúde at the Universidade de Brasília. Exploratory, descriptive research, in a qualitative approach, with 26 students from various graduation courses in health, using a questionnaire and participant observation. Participants reinvented rules, related issues addressed in the games to the reality, interacted with colleagues and had fun throughout the match. Comparing the games in relation to ludicity, the BANFISA was more attractive than the (IN) DICA-SUS, although they are complementary. Learning constructed by the students goes beyond the content of the subject; involve the active participation in group and creativity.
Sink or swim: the Titanic medication administration fair.
Ward, Kathleen R; Koerner, Dianna K
2008-04-01
The Peer Review Committee at a Midwest hospital identified a knowledge deficit relative to medication administration. A continuing increase in the number of medication errors helped the committee to address the issue in a creative and educational way that reinforced knowledge of medication administration. Under the guidance of the Director of Education, employees who recently made medication errors developed and implemented a creative medication administration learning opportunity for hospital employees. The employees chose a project theme, developed educational workstations, and used creative approaches to increase awareness of medication administration pitfalls. This article explains the process of implementing and delivering this fun and exciting learning activity. Theme-based educational experiences are effective teaching strategies that can be used to trigger participants' learning in almost any setting.
ERIC Educational Resources Information Center
Joiner, Lindsey
2011-01-01
For difficult or challenging children and teenagers in therapeutic or school settings, creative activities can be an excellent way of increasing enjoyment and boosting motivation, making the sessions more rewarding and successful for everyone involved. This resource provides over one hundred tried-and-tested fun and imaginative therapeutic…
Sounds Like Fun: Activities for Developing Phonological Awareness, Revised Edition
ERIC Educational Resources Information Center
Spector, Cecile Cyrul
2009-01-01
Kids love jokes--and teachers and SLPs love fast and easy ways to improve students' phonological awareness. That's why every elementary and middle-school SLP and educator needs this playful, effective activity book, packed with jokes and riddles that increase students' awareness of the phonemes that make up words. The perfect way to avoid "drill…
Scientists devote careers to making sure we have plenty of fish to eat |
scientists quickly sort them by species, tossing them one-by-one into buckets. Scientists like Curti spend something I really enjoy," said Curti. "In the office, I incorporate data like commercial and , studying fish is "fun, challenging, and important." Fisheries science, and scientists like Curti
"Hamlet": Something Is Tragic in the State of Denmark.
ERIC Educational Resources Information Center
Fisher, Jessica
This unit seeks to teach Shakespeare's "Hamlet" in a way that the students will have a full understanding of the play. The unit's introduction is designed to get the students acquainted with Shakespeare's language, to motivate them to read the play, and to make them feel confident about approaching the play. Lessons in the unit are fun,…
Young Children: A New Target for Public Fire Education.
ERIC Educational Resources Information Center
Federal Emergency Management Agency, Washington, DC.
Two fire education programs for young children are described. The basic principles of both programs are the same: keep it short, make it fun, and get the children involved. The first program addresses what to do if clothes catch fire, teaching about matches, and exiting during a fire (crawling under smoke, raising windows, and unlocking doors).…
Making STEM Fun: How to Organize a STEM Camp
ERIC Educational Resources Information Center
Davis, Kimberly E. Bryant; Hardin, Stacey E.
2013-01-01
The work from the University of Central Florida's STEM summer camp (sponsored by Workforce Central Florida) is shared. The camps targeted low-SES schools with a high percentage of students on free and reduced lunch as well as high percentages of students with. Students were given preassessments and postassessments to gauge their knowledge of and…
Juan's Dilemma: A New Twist on the Old Lemon Battery
ERIC Educational Resources Information Center
Hunt, Vanessa; Sorey, Timothy; Balandova, Evguenia; Palmquist, Bruce
2010-01-01
When life hands you lemons, make a battery! In this article, the authors describe an activity they refer to as "Juan's Dilemma," an extension of the familiar lemon-battery activity (Goodisman 2001). Juan's Dilemma integrates oxidation and reduction chemistry with circuit theory in a fun, real-world exercise. The authors designed this activity for…
Building a Business: 10 Steps to Fun, Freedom and Financial Independence.
ERIC Educational Resources Information Center
Neault, Roberta A.
Although self-employment is a growing career option in Canada, many career practitioners find it personally difficult to make the leap from being an employee to starting a business. E-mail surveys completed by 13 self-employed career practitioners and counselors revealed six key factors that contributed to their business success: vision and…
Children's Caravan: A Reading Activities Idea Book for Use with Children. A Fun with Reading Book.
ERIC Educational Resources Information Center
Kimball, Judith A.
Intended for elementary school teachers and librarians, this book was designed to help in the development of reading programs for young children. Five sections are included: (1) planning ahead, which includes getting organized, making decorations, collecting "junque" (craft materials and other items needed for craft activities); (2) conducting…
A Couple of "Lim (h[right arrow]0)-Is-Missing" Problems
ERIC Educational Resources Information Center
Lau, Ko Hin
2007-01-01
Since most students "hate" the concept of limit, in order to make them "happier," this article suggests a couple of naive "lim (h[right arrow]0)-is-missing" problems for them to try for fun. Indeed, differential functional equations that are related to difference quotients in calculus are studied in this paper. In particular, two interesting…
Bathing Techniques for Children Who Have Cerebral Palsy.
ERIC Educational Resources Information Center
Dunaway, Avtar; Klein, Marsha Dunn
Helpful techniques are offered for making bathtime easier, safer, and more fun for children who have cerebral palsy. Safety in the bathtub is stressed, both for the child who needs protection from slippery surfaces and extreme water temperature, and for the caregiver who must lift and carry the child without causing injury to the lower back.…
Who Said School Administration Would Be Fun?: Coping With a New Emotional and Social Reality
ERIC Educational Resources Information Center
Sigford, Jane L.
2005-01-01
School administrators fill a crucial need in education, but all too often their social and emotional worlds turn upside-down when they make this momentous career move. This second edition provides an insightful look at the unwritten and unspoken rules of school administration, helping new and sitting administrators work through the initial…
ERIC Educational Resources Information Center
Kluth, Paula; Danaher, Sheila
2010-01-01
Differentiated instruction engages students of all abilities as active learners, decision-makers, and problem solvers--making educational experiences more meaningful for all. This one-of-a-kind book proves that designing differentiated instruction can be simple and fun! Packed with creative adaptation ideas like fidget bags, doodle notes, and…
From Indian Corn to Outer Space: Women Invent in America.
ERIC Educational Resources Information Center
Showell, Ellen H.; Amram, Fred M. B.
This book is about women who have made contributions that have changed the world and continue to change lives, sometimes having overcome enormous social obstacles. It examines American history to find women who have invented for fun and profit, invented to make their own lives better, and who, as a result of their employment by the National…
Run for the Gold: Small Town Fun(ding) Runs.
ERIC Educational Resources Information Center
Morris, Judson H., Jr.
This paper examines the organization, planning, development, and staging of foot races, bicycle races, or multi-event competitions as fund raisers for public or private groups in rural areas. Local businesses often assist in sponsoring such events in order to get free advertising and make money from newcomers drawn to the event. Organizers must be…
Stop! Look! Listen! For a Healthier, Happier Lifestyle.
ERIC Educational Resources Information Center
Dulaney, Sue
This program helps parents to take responsibility for their actions, set a good example for their children, and discover their true interests. The program is divided into 14 weeks and includes worksheets in which the parent writes about a variety of topics such as things they like about themselves, changes they would like to make, "fun" things…
FITNESS SCAVENGER HUNTS for Middle School Students
ERIC Educational Resources Information Center
Beighle, Aaron; Darst, Paul W.
2004-01-01
The field of physical education continues to shift from an emphasis on physical fitness to a focus on regular physical activity. Routines of the past such as jogging, push-ups, and sit-ups are now giving way to more thoughtful, creative routines designed to motivate students by making physical education more fun and diversified. Ranging from 7-10…
The Science of Museums: Tapping the Social Sciences to Make Exhibits Fathomable and Fun.
ERIC Educational Resources Information Center
Raloff, Janet
1998-01-01
The most successful science-and-technology center exhibits owe as much to the evaluation of visitor reactions as they do to budgets and planning. Explores different types of visitor-evaluation studies and shares examples of successful exhibit designs built upon visitor evaluations, including children's physics exhibits and jellyfish as living art.…
Northern Parkway PTA Makes Health a Habit
ERIC Educational Resources Information Center
Ferdinand, Marilyn
2011-01-01
Health and fitness have been on the agenda of Northern Parkway Elementary School for quite some time, thanks to the concerted efforts of its involved and active PTA officers and members. For the past five years, the Northern Parkway PTA has held a popular and well-attended Family Fun and Fitness Night and has complemented the activities and…
ERIC Educational Resources Information Center
Keeler, Rusty
2007-01-01
Just like the classroom, children's outdoor environments should be filled with artistic creations that add sparkle and imagination to the space. One of the author's favorite ways to add art to the outdoors is by installing a mosaic mural of child-made tiles. The process of making the tiles is fun for all; each tile is a charming work of art in…
Advice to an Inexperienced School Age Child Care Teacher from an Expert.
ERIC Educational Resources Information Center
Heath, Frances
1996-01-01
Advocates the creation of an "at-home" environment in after-school programs to encourage children to wind down after active days and to make child care a place of security, love, and fun. Suggests that a quiet environment, snacks, homework, puzzles and games, outdoor or gymnasium play comprise an effective after-school program. (KDFB)
Ramirez, Julio J
2017-01-01
Dr. Julio J. Ramirez, the founding president of the Faculty for Undergraduate Neuroscience (FUN), shared the comments below on November 13, 2016 at the 25 th Anniversary of FUN's founding, when Drs. Sally Frutiger, Stephen George, Julio Ramirez, and Dennison Smith were recognized with the Founders Award for their efforts in launching FUN in 1991.
NASA Astrophysics Data System (ADS)
Gnanakkan, Dionysius Joseph
This multiple case-study investigated how high school biology teachers used modern learning technologies (probes, interactive simulations and animations, animated videos) in their classrooms and why they used the learning technologies. Another objective of the study was to assess whether the use of learning technologies alleviated misconceptions in Biology documented by American Association for the Advancement of Science. The sample consisted of eight teachers: four rural public school teachers, two public selective enrollment school teachers, and two private school teachers. Each teacher was followed for two Units of instruction. Data collected included classroom observations, field notes, student assignments and tests, teacher interviews, and pre-and post-misconception assessments. Paired t-tests were done to analyze the pre-post test data at a significance level of 0.05 and the qualitative data was analyzed using the constant comparative method. Each case study was characterized and then a cross-case analyses was done to find common themes across the different cases. Teachers were found to use the learning technologies as a tool to supplement instruction to visualize abstract processes, collect data, and explore abstract concepts and processes. Teachers were found to situate learning, use scaffolding and questioning and make students work in collaborative groups. The genetics, photosynthesis, and evolution misconceptions were better alleviated than cellular respiration. Student work that was collected demonstrated a superficial understanding of the concepts under discussion even when they had misconceptions. The teachers used the learning technologies in their classrooms for a variety of reasons: visual illustrations, time-saving measure to collect data, best way to collect data, engaging and fun for students and the interactive nature of the visualization tools and models. The study's findings had many implications for research, professional development, teacher education, teaching practice, administrators, and learning technology developers. More detailed research within similar school settings (public, charter, and private) is needed to verify the common findings across the different cases in this study. An implication is that learning technology integration could be modeled with instructional scaffolds and questioning and incorporating higher order thinking tasks. Learning technology developers should consider the collaborative learning groups while developing these technologies.
The Value of Fun in Physical Activity
ERIC Educational Resources Information Center
El-Sherif, Jennifer L.
2016-01-01
According to students, fun, good grades and time with friends are the three key outcomes of physical education. A further review of fun in physical education, from the perspective of students, is included in this article. Selected responses from interviews with high school students reference fun as an important part of their experience in physical…
Stojanova, Daniela; Ceci, Michelangelo; Malerba, Donato; Dzeroski, Saso
2013-09-26
Ontologies and catalogs of gene functions, such as the Gene Ontology (GO) and MIPS-FUN, assume that functional classes are organized hierarchically, that is, general functions include more specific ones. This has recently motivated the development of several machine learning algorithms for gene function prediction that leverages on this hierarchical organization where instances may belong to multiple classes. In addition, it is possible to exploit relationships among examples, since it is plausible that related genes tend to share functional annotations. Although these relationships have been identified and extensively studied in the area of protein-protein interaction (PPI) networks, they have not received much attention in hierarchical and multi-class gene function prediction. Relations between genes introduce autocorrelation in functional annotations and violate the assumption that instances are independently and identically distributed (i.i.d.), which underlines most machine learning algorithms. Although the explicit consideration of these relations brings additional complexity to the learning process, we expect substantial benefits in predictive accuracy of learned classifiers. This article demonstrates the benefits (in terms of predictive accuracy) of considering autocorrelation in multi-class gene function prediction. We develop a tree-based algorithm for considering network autocorrelation in the setting of Hierarchical Multi-label Classification (HMC). We empirically evaluate the proposed algorithm, called NHMC (Network Hierarchical Multi-label Classification), on 12 yeast datasets using each of the MIPS-FUN and GO annotation schemes and exploiting 2 different PPI networks. The results clearly show that taking autocorrelation into account improves the predictive performance of the learned models for predicting gene function. Our newly developed method for HMC takes into account network information in the learning phase: When used for gene function prediction in the context of PPI networks, the explicit consideration of network autocorrelation increases the predictive performance of the learned models. Overall, we found that this holds for different gene features/ descriptions, functional annotation schemes, and PPI networks: Best results are achieved when the PPI network is dense and contains a large proportion of function-relevant interactions.
ERIC Educational Resources Information Center
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y.
2011-01-01
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
ERIC Educational Resources Information Center
Senn, J. A.
This book presents hundreds of lists of facts about social studies, geography, language arts, mathematics, and science for grades 4-8 to be read for enjoyment or as a source of ideas for school reports or projects, as a basic reference book of general information, or as the basis for a classroom "Jeopardy" game. Topics of lists in the book include…
Eliciting the Functional Taxonomy from protein annotations and taxa
Falda, Marco; Lavezzo, Enrico; Fontana, Paolo; Bianco, Luca; Berselli, Michele; Formentin, Elide; Toppo, Stefano
2016-01-01
The advances of omics technologies have triggered the production of an enormous volume of data coming from thousands of species. Meanwhile, joint international efforts like the Gene Ontology (GO) consortium have worked to provide functional information for a vast amount of proteins. With these data available, we have developed FunTaxIS, a tool that is the first attempt to infer functional taxonomy (i.e. how functions are distributed over taxa) combining functional and taxonomic information. FunTaxIS is able to define a taxon specific functional space by exploiting annotation frequencies in order to establish if a function can or cannot be used to annotate a certain species. The tool generates constraints between GO terms and taxa and then propagates these relations over the taxonomic tree and the GO graph. Since these constraints nearly cover the whole taxonomy, it is possible to obtain the mapping of a function over the taxonomy. FunTaxIS can be used to make functional comparative analyses among taxa, to detect improper associations between taxa and functions, and to discover how functional knowledge is either distributed or missing. A benchmark test set based on six different model species has been devised to get useful insights on the generated taxonomic rules. PMID:27534507
NASA Astrophysics Data System (ADS)
2011-07-01
WE RECOMMEND Fun Fly Stick Science Kit Fun fly stick introduces electrostatics to youngsters Special Relativity Text makes a useful addition to the study of relativity as an undergraduate LabVIEWTM 2009 Education Edition LabVIEW sets industry standard for gathering and analysing data, signal processing, instrumentation design and control, and automation and robotics Edison and Ford Winter Estates Thomas Edison's home is open to the public The Computer History Museum Take a walk through technology history at this computer museum WORTH A LOOK Fast Car Physics Book races through physics Beautiful Invisible The main subject of this book is theoretical physics Quantum Theory Cannot Hurt You A guide to physics on the large and small scale Chaos: The Science of Predictable Random Motion Book explores the mathematics behind chaotic behaviour Seven Wonders of the Universe A textual trip through the wonderful universe HANDLE WITH CARE Marie Curie: A Biography Book fails to capture Curie's science WEB WATCH Web clips to liven up science lessons
Using Oceanography to Support Active Learning
NASA Astrophysics Data System (ADS)
Byfield, V.
2012-04-01
Teachers are always on the lookout for material to give their brightest students, in order to keep them occupied, stimulated and challenged, while the teacher gets on with helping the rest. They are also looking for material that can inspire and enthuse those who think that school is 'just boring!' Oceanography, well presented, has the capacity to do both. As a relatively young science, oceanography is not a core curriculum subject (possibly an advantage), but it draws on the traditional sciences of biology, chemistry, physic and geology, and can provide wonderful examples for teaching concepts in school sciences. It can also give good reasons for learning science, maths and technology. Exciting expeditions (research cruises) to far-flung places; opportunities to explore new worlds, a different angle on topical debates such as climate change, pollution, or conservation can bring a new life to old subjects. Access to 'real' data from satellites or Argo floats can be used to develop analytical and problem solving skills. The challenge is to make all this available in a form that can easily be used by teachers and students to enhance the learning experience. We learn by doing. Active teaching methods require students to develop their own concepts of what they are learning. This stimulates new neural connections in the brain - the physical manifestation of learning. There is a large body of evidence to show that active learning is much better remembered and understood. Active learning develops thinking skills through analysis, problem solving, and evaluation. It helps learners to use their knowledge in realistic and useful ways, and see its importance and relevance. Most importantly, properly used, active learning is fun. This paper presents experiences from a number of education outreach projects that have involved the National Oceanography Centre in Southampton, UK. All contain some element of active learning - from quizzes and puzzles to analysis of real data from satellites and Argo floats - all combined with background information about the Ocean. Many also aim to inspire and enthuse, by bringing in the human and personal, for example through blogs and Q/A sessions. This presentation takes a look at what has worked, and what may perhaps have been a little less successful.
Making a SPLASH in Aquatic Safety | Navy Live
. However, as much as it is fun, it needs to be safe. Water games are acceptable, but games that include die using breath holding techniques and games. Stay safe, swim safe. Hang it up. No tweet, status Navy for 2018 DoD Warrior Games Civilian, Navy Military Leaders Engage at Leadership Symposium Pacific
Pressure Builds on Wealthy Colleges to Spend More of Their Assets
ERIC Educational Resources Information Center
Blumenstyk, Goldie
2007-01-01
The $5.7-billion endowment at Washington University in St. Louis is a nest egg that makes a lot of things possible. Endowment proceeds begat the whimsical, stainless-steel spherical sculpture now hanging in the lobby of the sleek new art museum, which gives off a fun-house mirror effect from below; the sprawling collection of books on the Third…
Free Speech in a MySpace World
ERIC Educational Resources Information Center
Baule, Steven M.; Kriha, Darcy L.
2008-01-01
In the potential shadow of a "Bong Hits for Jesus" banner, complicated student speech and discipline issues arise almost daily on the Internet. Whether it is a mock MySpace page set up to make fun of a teacher or a direct threat to an assistant principal, it is often unclear exactly where school ground discipline ends and student free speech…
Going, Going, Gone! The Making of a Baseball Bat
ERIC Educational Resources Information Center
Cantu, Diana
2012-01-01
From little league players to professional athletes, baseball has become a sport that is not only fun to play and watch, but also a sport driven by innovation and technology. One particular piece of baseball equipment that has undergone many changes is the baseball bat. Prior to the early 1970s, wooden bats were the only choice available. Today,…
Child Care Recipes: Food for Health and Fun. From USDA's Child and Adult Care Food Program.
ERIC Educational Resources Information Center
Food and Nutrition Service (USDA), Washington, DC.
Intended to help child care providers show young children how to make healthy food choices, this collection contains standardized recipes and kitchen tips to help providers put together great tasting, nutritious meals that will appeal to young children. The recipe instructions are geared for groups of 25 and 50, and have been tested for product…
Can You Dig It? An Archaeology Unit Can Make Scientific Research Inviting and Fun
ERIC Educational Resources Information Center
Robinson, Alice
2005-01-01
Since archaeology is a branch of science that interests so many kids, Alice Robinson based a 10-week lesson for her sixth grade class on the subject. First, she prominently displayed archaeology books in the library, including Ancient Times by Guy Austrian and Archaeology for Kids by Richard Panchyk. After explaining the definition of archaeology…
ERIC Educational Resources Information Center
Light, Richard
2012-01-01
Game Sense is an exciting and innovative approach to coaching and physical education that places the "game" at the heart of the session. It encourages the player to develop skills in a realistic context, to become more tactically aware, to make better decisions and to have more fun. "Game Sense" is a comprehensive,…
Making a Fun Cartesian Diver: A Simple Project to Engage Kinaesthetic Learners
ERIC Educational Resources Information Center
Amir, Nazir; Subramaniam, R.
2007-01-01
Students in the normal technical stream are generally less academically inclined. Teaching physics to them can be a challenge. A possible way to engage such kinaesthetic learners is to encourage them to fabricate physics-based toys. The activity described in this article shows how a group of three students were able to come up with a creative…
76 FR 77175 - New York Fun Factory Fireworks Display, Western Long Island Sound; Mamaroneck, NY
Federal Register 2010, 2011, 2012, 2013, 2014
2011-12-12
...-AA00 New York Fun Factory Fireworks Display, Western Long Island Sound; Mamaroneck, NY AGENCY: Coast... in support of the New York Fun Factory Fireworks display. This action is necessary to provide for the... the Coast Guard to define regulatory safety zones. On May 10, 2012 New York Fun Factory Events is...