133 research outputs found

    Exploring a Cognitive Basis for Learning Spatial Relationships with Augmented Reality

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    Augmented reality (AR) is an emergent class of interface that presents compelling possibilities for advancing spatial visualization. We offer a brief overview of AR technology and current research with in the educational realm. AR interfaces appear to provide a unique combination of visual display properties, modes of user manipulation, and interaction with spatial information. Drawing upon aspects of proprioception and sensorimotor function, we discuss how AR may have a unique and powerful link to spatial knowledge acquisition through visuo-motor involvement in the processing of information. We identify key properties of AR interfaces and how they differ from conventional visualization interfaces, followed by a discussion of theoretical perspectives that make a case for learning spatial relationships using first person manipulative AR.Recent research provides evidence that this form of AR holds cognitive advantages for learning when compared with traditional desktop 2D interfaces. We review the visual-physical connections to learning using first person manipulative AR within educational contexts. We then provide some suggestions for building future research in this area and explore its significance in the realm of spatial knowledge acquisition

    Designing Educational Games for Activity-Goal Alignment

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    What indeed, can we expect from our newest trend in education, implementing moving pictures and conversations with instruction through simulation games? Lewis Carroll\u27s familiar narratives Alice\u27s Adventures in Wonderland and Alice Through the Looking Glass provide helpful imagery for many of the queries, explorations and assumptions we currently make about this latest Wonderland of academia. So what are the goals for the designers and researchers of educational games, or perhaps more importantly, what should be the goals

    Grand Canyon as a Universally Accessible Virtual Field Trip for Intro Geoscience Classes Using Geo-Referenced Mobile Game Technology

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

    Bullying: Teachers’ and Education Professionals’ Knowledge and Needs

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    The purpose of this study is to analyze teachers\u27 and other education professionals\u27 needs and knowledge when dealing with bullying situations. Data collection was carried out in two different sessions of the Bullying 101 One-Day Institute at Boise State University, and the participants were educational professionals from several elementary and middle schools. Qualitative analysis of session artifacts revealed that participants had a basic understanding of bullying. Some participants were interested in being change agents when it comes to addressing bullying problems. However, they currently lack self-confidence and appropriate resources to overcome their fears and lack of self-efficacy when intervening

    The Design and Use of Simulation Computer Games in Education

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    This book, edited by Brett Shelton and David Wiley, is a view of models and simulations for education and research. Table of Contents 1. In Praise of Epistemology - David Shaffer 2. Six Ideas in Search of a Discipline - Richard Van Eck 3. Building Bridges Between Serious Game Design and Instructional Design - Jamie Kirkley, Sonny Kirkley and Jerry Heneghan 4. Layered Design in an Instructional Simulation - Andrew S. Gibbons and Stefan Sommer 5. Designing Educational Games for Activity-Goal Alignment - Brett E. Shelton 6. The Peripatos Could Not have Looked Like That, and Other Educational Outcomes From Student Game Design - Ryan M. Moeller, Jason L. Cootey, & Ken S. Mcallister 7. The Quest Atlantis Project: A Socially-Responsive Play Space for Learning - Sasha Barab, Tyler Dodge, Hakan Tuzun, Kirk Job-Sluder, Craig Jackson, Ana Arici, Laura Job-Sluder, Robert, Carteaux Jr., Jo Gilbertson and Conan Heiselt 8. Massively Multiplayer Online Gaming as a Constellation of Literacy Practices - Constance Steinkuehler 9. Robust Design Strategies for Scaling Educational Innovations - Brian C. Nelson, Diane Jass Ketelhut, Jody Clarke, Ed Dieterle, Chris Dede and Ben Erlandson 10. Building the Wrong Model: Opportunities for Game Design - Kenneth E. Hay 11. Wherever You Go, There You Are: Place-Based Augmented Reality Games for Learning - Kurt D. Squire, Mingfong Jan, James Matthews, Mark Wagler, John Martin, Ben Devane, Chris Holde

    Technology for Care Networks of Elders

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    Computer-supported coordinated care uses technology to aid the network of people who support an elder living at home. The authors conducted interviews with people involved in the care of elders to identify their needs and subsequently conducted an in situ evaluation of a technology probe to study how a CSCC system might help satisfy these needs. The authors used these results to identify challenges faced by people caring for elders and offer guidelines for designers of coordinated care technologies

    An Examination of the Changes in Science Teaching Orientations and Technology-Enhanced Tools for Student Learning in the Context of Professional Development

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    This research examines how science teaching orientations and beliefs about technology-enhanced tools change over time in professional development (PD). The primary data sources for this study came from learning journals of 8 eighth grade science teachers at the beginning and conclusion of a year of PD. Based on the analysis completed, Information Transmission (IT) and Struggling with Standards-Based Reform (SSBR) profiles were found at the beginning of the PD, while SSBR and Standards-Based Reform (SBR) profiles were identified at the conclusion of PD. All profiles exhibited Vision I beliefs about the goals and purposes for science education, while only the SBR profile exhibited Vision II goals and purposes for science teaching. The IT profile demonstrated naïve or unrevealed beliefs about the nature of science, while the SSBR and SBR profiles had more sophisticated beliefs in this area. The IT profile was grounded in more teacher-centered beliefs about science teaching and learning as the other two profiles revealed more student-centered beliefs. While no beliefs about technology-enhanced tools were found for the IT profile, these were found for the other two profiles. Our findings suggest promising implications for (a) Roberts\u27 Vision II as a central support for reform efforts, (b) situating technology-enhanced tools within the beliefs about science teaching and learning dimension of science teaching orientations, and (c) revealing how teacher orientations develop as a result of PD

    Whole-genome sequencing reveals host factors underlying critical COVID-19

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    Critical COVID-19 is caused by immune-mediated inflammatory lung injury. Host genetic variation influences the development of illness requiring critical care1 or hospitalization2–4 after infection with SARS-CoV-2. The GenOMICC (Genetics of Mortality in Critical Care) study enables the comparison of genomes from individuals who are critically ill with those of population controls to find underlying disease mechanisms. Here we use whole-genome sequencing in 7,491 critically ill individuals compared with 48,400 controls to discover and replicate 23 independent variants that significantly predispose to critical COVID-19. We identify 16 new independent associations, including variants within genes that are involved in interferon signalling (IL10RB and PLSCR1), leucocyte differentiation (BCL11A) and blood-type antigen secretor status (FUT2). Using transcriptome-wide association and colocalization to infer the effect of gene expression on disease severity, we find evidence that implicates multiple genes—including reduced expression of a membrane flippase (ATP11A), and increased expression of a mucin (MUC1)—in critical disease. Mendelian randomization provides evidence in support of causal roles for myeloid cell adhesion molecules (SELE, ICAM5 and CD209) and the coagulation factor F8, all of which are potentially druggable targets. Our results are broadly consistent with a multi-component model of COVID-19 pathophysiology, in which at least two distinct mechanisms can predispose to life-threatening disease: failure to control viral replication; or an enhanced tendency towards pulmonary inflammation and intravascular coagulation. We show that comparison between cases of critical illness and population controls is highly efficient for the detection of therapeutically relevant mechanisms of disease

    Genetic mechanisms of critical illness in COVID-19.

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    Host-mediated lung inflammation is present1, and drives mortality2, in the critical illness caused by coronavirus disease 2019 (COVID-19). Host genetic variants associated with critical illness may identify mechanistic targets for therapeutic development3. Here we report the results of the GenOMICC (Genetics Of Mortality In Critical Care) genome-wide association study in 2,244 critically ill patients with COVID-19 from 208 UK intensive care units. We have identified and replicated the following new genome-wide significant associations: on chromosome 12q24.13 (rs10735079, P = 1.65 × 10-8) in a gene cluster that encodes antiviral restriction enzyme activators (OAS1, OAS2 and OAS3); on chromosome 19p13.2 (rs74956615, P = 2.3 × 10-8) near the gene that encodes tyrosine kinase 2 (TYK2); on chromosome 19p13.3 (rs2109069, P = 3.98 ×  10-12) within the gene that encodes dipeptidyl peptidase 9 (DPP9); and on chromosome 21q22.1 (rs2236757, P = 4.99 × 10-8) in the interferon receptor gene IFNAR2. We identified potential targets for repurposing of licensed medications: using Mendelian randomization, we found evidence that low expression of IFNAR2, or high expression of TYK2, are associated with life-threatening disease; and transcriptome-wide association in lung tissue revealed that high expression of the monocyte-macrophage chemotactic receptor CCR2 is associated with severe COVID-19. Our results identify robust genetic signals relating to key host antiviral defence mechanisms and mediators of inflammatory organ damage in COVID-19. Both mechanisms may be amenable to targeted treatment with existing drugs. However, large-scale randomized clinical trials will be essential before any change to clinical practice
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