5 research outputs found
Robust isothermal electric switching of interface magnetization: A route to voltage-controlled spintronics
Roughness-insensitive and electrically controllable magnetization at the
(0001) surface of antiferromagnetic chromia is observed using magnetometry and
spin-resolved photoemission measurements and explained by the interplay of
surface termination and magnetic ordering. Further, this surface in placed in
proximity with a ferromagnetic Co/Pd multilayer film. Exchange coupling across
the interface between chromia and Co/Pd induces an electrically controllable
exchange bias in the Co/Pd film, which enables a reversible isothermal (at room
temperature) shift of the global magnetic hysteresis loop of the Co/Pd film
along the magnetic field axis between negative and positive values. These
results reveal the potential of magnetoelectric chromia for spintronic
applications requiring non-volatile electric control of magnetization.Comment: Single PDF file: 27 pages, 6 figures; version of 12/30/09; submitted
to Nature Material
Using Simulations as a Starting Point for Constructing Meaningful Learning Games
For many school administrators and decision makers, the term “video games” holds numerous cultural associations which make their adoption in the education space challenging. Additionally, the term is so broad that it can sometimes be difficult to communicate explicitly a desire to build learning experiences that go beyond the Drill and Kill edutainment titles that currently dominate most people’s perceptions of educational games. By contrast, the term “simulations” is often well respected among educators, particularly in the natural sciences. With “simulation” already being a full genre of video games, it would seem natural that researchers are beginning to explore the overlaps between simulation games and pedagogical goals that go beyond those found in Drill and Kill games. In this chapter, we survey some of the relevant research concerning both simulations and video games and outline practical pathways through which we can leverage the interest and frameworks designed for simulation construction to facilitate the introduction of video game concepts and experiences into the classroom environment. In particular, we report on the use of Starlogo TNG, a graphical programming environment in which kids themselves can create simulation-based video games, for deepening children’s understanding of scientific concepts