34 research outputs found

    Level up learning: a national survey on teaching with digital games

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    Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice

    A Critical Examination of Feedback in Early Reading Games

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    Learning games now play a role in both formal and informal learning, including foundational skills such as literacy. While feedback is recognised as a key pedagogical dimension of these games, particularly in early learning, there has been no research on how commercial games available to schools and parents reify learning theory into feedback. Using a systematic content analysis, we examine how evidence-based feedback principles manifest in five widely-used learning games designed to foster young children's reading skills. Our findings highlight strengths in how games deliver feedback when players succeed. Many of the games, however, were inconsistent and not proactive when providing error feedback, often promoting trial and error strategies. Furthermore, there was a lack of support for learning the game mechanics and a preference for task-oriented rewards less deeply embedded in the gameplay. Our research provides a design and research agenda for the inclusion of feedback in early learning games

    Rare and low-frequency coding variants alter human adult height

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    Height is a highly heritable, classic polygenic trait with ~700 common associated variants identified so far through genome - wide association studies . Here , we report 83 height - associated coding variants with lower minor allele frequenc ies ( range of 0.1 - 4.8% ) and effects of up to 2 16 cm /allele ( e.g. in IHH , STC2 , AR and CRISPLD2 ) , >10 times the average effect of common variants . In functional follow - up studies, rare height - increasing alleles of STC2 (+1 - 2 cm/allele) compromise d proteolytic inhibition of PAPP - A and increased cleavage of IGFBP - 4 in vitro , resulting in higher bioavailability of insulin - like growth factors . The se 83 height - associated variants overlap genes mutated in monogenic growth disorders and highlight new biological candidates ( e.g. ADAMTS3, IL11RA, NOX4 ) and pathways ( e.g . proteoglycan/ glycosaminoglycan synthesis ) involved in growth . Our results demonstrate that sufficiently large sample sizes can uncover rare and low - frequency variants of moderate to large effect associated with polygenic human phenotypes , and that these variants implicate relevant genes and pathways

    The trans-ancestral genomic architecture of glycemic traits

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    Glycemic traits are used to diagnose and monitor type 2 diabetes and cardiometabolic health. To date, most genetic studies of glycemic traits have focused on individuals of European ancestry. Here we aggregated genome-wide association studies comprising up to 281,416 individuals without diabetes (30% non-European ancestry) for whom fasting glucose, 2-h glucose after an oral glucose challenge, glycated hemoglobin and fasting insulin data were available. Trans-ancestry and single-ancestry meta-analyses identified 242 loci (99 novel; P < 5 x 10(-8)), 80% of which had no significant evidence of between-ancestry heterogeneity. Analyses restricted to individuals of European ancestry with equivalent sample size would have led to 24 fewer new loci. Compared with single-ancestry analyses, equivalent-sized trans-ancestry fine-mapping reduced the number of estimated variants in 99% credible sets by a median of 37.5%. Genomic-feature, gene-expression and gene-set analyses revealed distinct biological signatures for each trait, highlighting different underlying biological pathways. Our results increase our understanding of diabetes pathophysiology by using trans-ancestry studies for improved power and resolution. A trans-ancestry meta-analysis of GWAS of glycemic traits in up to 281,416 individuals identifies 99 novel loci, of which one quarter was found due to the multi-ancestry approach, which also improves fine-mapping of credible variant sets.Peer reviewe

    Measurement of dσ/dyd\sigma/dy of Drell-Yan e+ee^+e^- pairs in the ZZ Mass Region from ppˉp\bar{p} Collisions at s=1.96\sqrt{s}=1.96 TeV

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    Submitted to Phys. Letter BWe report on a CDF measurement of the total cross section and rapidity distribution, dσ/dyd\sigma/dy, for qqˉγ/Ze+eq\bar{q}\to \gamma^{*}/Z\to e^{+}e^{-} events in the ZZ boson mass region ($66M_{ee}We report on a CDF measurement of the total cross section and rapidity distribution, dσ/dy, for γ*/Z→e+e− events in the Z boson mass region (66<Mee<116 GeV/c2) produced in p pbar collisions at \sqrt{s}=1.96 TeV with 2.1 fb−1 of integrated luminosity. The measured cross section of 257±16 pb and dσ/dy distribution are compared with Next-to-Leading-Order (NLO) and Next-to-Next-to-Leading-Order (NNLO) QCD theory predictions with CTEQ and MRST/MSTW parton distribution functions (PDFs). There is good agreement between the experimental total cross section and dσ/dy measurements with theoretical calculations with the most recent NNLO PDFs.Peer reviewe

    Digital game features and play contexts: impact on learning and development

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    Digital games are everywhere. Once just a fixture in family living rooms, they’re now being played in almost every setting imaginable—in schools, at the workplace, restaurants, in the backseats of cars, and on subway platforms—and by individuals of all ages, from preschoolers through octogenarians. According to the Entertainment Software Association (2014) 59% of the American populace play digital games, with an average of two gamers per household. In fact, three-quarters of American moms play on at least a weekly basis (ESA, 2013). Every one of these players is learning something or developing in some fashion, whether it be the rules of a new game or the right route to take to make it to the next level, the motor skills needed to evade an enemy’s attack or an affinity for ancient civilizations. Researchers have always been interested in what and how players learn and develop through their digital game play,but since new mobile platforms and Internet connectivity have enabled this phenomenon of anytimeanywhere play, they are more intent than ever to tap into digital games as tools foranytime anywhere learning
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