52 research outputs found

    Virtual learning environment for interactive engagement with advanced quantum mechanics

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    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats can not. We present our virtual learning environment \emph{StudentResearcher} which incorporates simulations, multiple-choice quizzes, video lectures and gamification into a learning path for quantum mechanics at the advanced university level. \emph{StudentResearcher} is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.Comment: 8 pages, 6 figure

    COVID-19-pandemian vaikutukset suomalaisten elämään - COVIDiSTRESS-hankkeen väliraportti

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    Tämä väliraportti käsittelee COVID-19-pandemian psykologisia vaikutuksia suomalaisille. Tulokset pohjautuvat yli 20 000 vastaukseen ja tarjoavat ainutlaatuisen näkökulman suomalaisten pandemianaikaisiin mielensisältöihin. Keskeisimmät löydökset viittaavat kuormitustason Suomessa olevan verrattain alhaista ja suomalaisten olevan 20 Euroopan maasta neljänneksi vähiten stressaantuneita. Eniten suomalaisia huolettavat kansantalous sekä oma ja läheisten terveys. Suomalaiset ovat muita eurooppalaisia huolestuneempia kansantaloudesta, yksinäisyydestä ja alle 12-vuotiaiden lasten kanssa selviytymisestä poikkeustilanteessa. Muiden muuttujien suhteen suomalaiset kokivat muita eurooppalaisia vähemmän huolta. Suomessa luotetaan hallitukseen enemmän kuin muissa Euroopan maissa, sekä pidetään hallituksen koronavirustoimenpiteitä tarkoituksenmukaisina ja oikein mitoitettuina. Aiempia tutkimuslöydöksiä mukaillen suomalaisilla on korkea luottamus instituutioihin. Yllättäen suomalaiset kuitenkin raportoivat hieman muita eurooppalaisia alhaisempaa mukautuvuutta rajoitustoimenpiteiden noudattamiseen. Yhteenvetona voidaan todeta Suomen reaktion COVID-19pandemiaan näyttäytyvän varsin hyvänä muihin Euroopan maihin verrattuna, joskin tietyt asiat painavat suomalaisten mieltä. Suomalaisten verrattain positiivisilta vaikuttavia psykologisia reaktioita voidaan lähestyä korkean luottamuksen ja selkeän tiedon ja ohjeiden välittämisen kautta. Viiden itselleen merkittävimmän selviytymismekanismin joukossa suomalaiset listaavatkin hallituksen välittämän tiedon ja tilanteeseen liittyvät selkeät toimintaohjeet. </p

    Replicating the Disease framing problem during the 2020 COVID-19 pandemic : A study of stress, worry, trust, and choice under risk

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    In the risky-choice framing effect, different wording of the same options leads to predictably different choices. In a large-scale survey conducted from March to May 2020 and including 88,181 participants from 47 countries, we investigated how stress, concerns, and trust moderated the effect in the Disease problem, a prominent framing problem highly evocative of the COVID-19 pandemic. As predicted by the appraisal-tendency framework, risk aversion and the framing effect in our study were larger than under typical circumstances. Furthermore, perceived stress and concerns over coronavirus were positively associated with the framing effect. Contrary to predictions, however, they were not related to risk aversion. Trust in the government’s efforts to handle the coronavirus was associated with neither risk aversion nor the framing effect. The proportion of risky choices and the framing effect varied substantially across nations. Additional exploratory analyses showed that the framing effect was unrelated to reported compliance with safety measures, suggesting, along with similar findings during the pandemic and beyond, that the effectiveness of framing manipulations in public messages might be limited. Theoretical and practical implications of these findings are discussed, along with directions for further investigations

    Digital leg i danske børnehaver – en national kortlægning af barrierer, holdninger og populære redskaber

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    Digitale medier – fra spillekonsoller og teknologisk legetøj, til tablets og mobiltelefoner – er en integreret del af børns liv, også i de mange timer de tilbringer i danske daginstitutioner, hvor der i stigende grad stilles krav til digital dannelse og kompetenceopbygning. Samtidig er mange pædagoger, forældre og beslutningstagere skeptiske ift. børns »skærmtid« bl.a. begrundet med forestillinger om kognitive eller socioemotionelle skadesvirkninger og manglende tid til udviklende leg. I denne artikel formidles de centrale fund vedrørende teknologileg i dagtilbud fra et mixed methods studie af 746 danske daginstitutioner. Vi finder stor spredning i pædagogers holdninger og praksisser i forhold til digitale teknologier i børnehøjde, men flertallet af børn i danske daginstitutioner (70%) bruger max 10 minutter dagligt på skærmaktiviteter, og 47% begrunder fravalget af digitale medier med at børnene har meget skærmtid derhjemme. I de institutioner, der anvender digitale medier, bruges disse hovedsagligt til lærings- og udviklingsmål, men også som medier for børns leg. Vi konkluderer, at det er en fejlslutning at se på digitale medier og teknologi som antitetisk til autentisk leg, og illustrerer hvordan legen netop giver en meningsfuld prisme til at forstå den måde mindre børn engagerer sig med digitale teknologier – individuelt og i fællesskab med voksne og andre børn

    Play Types, Design Principles and Participation in Play: How Is it Possible to Design for Participation in Play?

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    Many school-age children have difficulties participating in play and need support to find playmates, take the initiative and structure play. If children do not master these competencies, they risk ending up in a spiral in which they are not given the opportunity to practice playing and develop play competencies. The purpose of the present study is to investigate how design principles in three different play types can be formulated in order to support pedagogues (educators) in developing new play activities with significant potential for participation. In addition, how these design principles cover more general and generic principles are scrutinized. This paper is based on a three-year design-based research study in two Danish schools investigating three play types: creative play, role play and movement play. It also presents four design principles on each play type which were found to support the development of new play activities with inclusive potential. As a theoretical contribution, the design principles of each play type are meta-analysed with the goal of helping pedagogues generate play activities with different participation possibilities. The generic design principles are the essence of play, play practices, play materials and play opportunities for participation

    Automatic Similarity Detection in LEGO Ducks

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    The automated evaluation of creative products promises both good-and-scalable creativity assessments and new forms of visual analysis of whole corpora. Where creative works are not ‘born digital’, such automated evaluation requires fast and frugal ways of transforming them into data representations that can be meaningfully assessed with common creativity metrics like novelty. In this paper, we report the results of training a Spatiotemporal DeepInfomax Variational Autoencoder (STDIM-VAE) on a digital photo pool of 162 LEGO ducks to generate a phenotypical landscape of clusters of similar ducks and dissimilarity scores for individual ducks. Visual inspection suggests that our system produces plausible results from image pixels alone. We conclude that under certain conditions, STDIM-VAEs may provide fast and frugal ways of automatically assessing corpora of creative works
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